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		<title>Vaurca</title>
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		<updated>2024-10-07T00:35:40Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* 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 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 and ship-bound synthetics.&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;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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. 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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===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;
&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&#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;
&lt;br /&gt;
====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;
&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. 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Naming System====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&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 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;
&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;
&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 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;
&lt;br /&gt;
==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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27ois&amp;diff=34548</id>
		<title>K&#039;ois</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27ois&amp;diff=34548"/>
		<updated>2024-09-21T21:11:54Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Dangers in human space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
K&#039;ois is one of the few indigenous species in the known galaxy that originated from [[Sedantis I|Sedantis]]. It behaves similar to fungi from human colonized worlds. However, its growth is more aggressive: it does not require an atmosphere to reproduce and spores can mature in minutes. This is due to the millennia of genetic modifications to the species has been subjugated.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Virtual fossil record, hosted in [[Leto, The Seeker#Her Realm|Leto&#039;s Realm]], shows fossilized fungi that are believed to be ancestors of the k&#039;ois. Their phylogenetic reconstruction has been largely ignored until recent years, as the Hives have taken an interest in the wildlife of their home planet. Nevertheless, what is known is that Sedantian fungi were once the most prominent kingdom until their great extinction billions of years ago. The most prominent hypothesis is that this event was not so much triggered by environmental changes, but rather by a highly competitive and fragile ecosystem. As the food chain became unsustainable, the fewer surviving species of fungi became more resilient, albeit took a peculiar evolutionary strategy. Their growth is said to have become slower and species such as k&#039;ois were limited to a smaller radius, almost as if hiding inside the cracks of the cave walls. &lt;br /&gt;
&lt;br /&gt;
The ancient reproduction cycle of k&#039;ois is not year clearly understood. Many Vaurcaesian legends claim that [[Vaurca Religion#The Taming of K&#039;ois and Queen S&#039;ilq|the fungus would &#039;die&#039; once touched]], making domestication impossible. However, this did not stop the early Vaurcae from seeking nourishment in k&#039;ois. The bacteria inside a Vaurca&#039;s gut is specialized to acquire all required nutrients from the fungus, having evolved to perform this task long before agriculture. One common theory is that the proto Vaurcae, similar to wild V&#039;krexi, lived a nomadic life in small caverns and relied on the native species inside the walls.&lt;br /&gt;
&lt;br /&gt;
K&#039;ois became important to the Vaurca in their early history, overshadowing other available resources. The dominion for k&#039;ois-rich regions was what gave rise to the [[Vaurca History#The Warrior Nomadism|Warrior nomadism]], causing great wars in the name of the fungi. &lt;br /&gt;
As Vaurcae domesticated k&#039;ois, selective breeding of the species made the fungus larger, with a faint glow and a faster dissemination rate of the spores. Throughout the periods known as the [[Vaurca History#The Age of Death|Age of Death]] and the [[Vaurca History#The Era of Augments|Era of Augments]], genetic modifications allowed for the k&#039;ois to survive in extreme environments, as well as reproduce uncontrollably. Since their introduction to the Orion Spur, scientists of different species have attempted to maim their spread, as they are a health hazard for other sapient species. The results have been largely futile, with uncontrolled k&#039;ois populations in the dunes of [[Colonized Vaurca Worlds#Luthien|Luthien]] or the asteroids near [[Colonized Vaurca Worlds#Tret|Pid]].&lt;br /&gt;
&lt;br /&gt;
==Phorogenesis==&lt;br /&gt;
[[File:The Orb.png|thumb||The Orbs hang from the ceiling below where k&#039;ois grow, to ensure they can absorb the phoron properly.]]&lt;br /&gt;
&lt;br /&gt;
One of the main characteristics of the fungus is its ability to produce phoron, in a process known as &#039;&#039;&#039;phorogenesis&#039;&#039;&#039;. How it occurs is that it transforms available gases from the atmosphere, such as oxygen, and changes them to small amounts of phoron. As the quantities are minuscule, it rarely if ever creates enough of the substance to be released into the air. However, the phoron produced in this process is usually referred to as ‘tainted,&#039; as it contains proteins of the fungus. A recent study conducted amidst the [[KING OF THE WORLD|phoron crisis]] proved that phoron produced by k&#039;ois is contaminated even at the subatomic level, with potential spores stemming from the molecule.&lt;br /&gt;
&lt;br /&gt;
Additionally, phoron produced by k&#039;ois is only sufficient for Vaurcae in the short term. For the management of their phoron reserves, Vaurcae developed a bioform known as &#039;&#039;&#039;Zk&#039;reii&#039;&#039;&#039;, known in Basic as ‘the Orb.&#039; Orbs are only kept in Hiveships or k&#039;ois growth chambers and are considered prized possessions of the Hives.&lt;br /&gt;
&lt;br /&gt;
These bioforms hang 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;
&lt;br /&gt;
==Dangers in human space==&lt;br /&gt;
K&#039;ois phoron as a fuel source is unreliable and often deadly. Even before the [[Vaurca History#The Exodus|Exodus]], Vaurcae knew that pure phoron crystals were required for their Hiveships, as k&#039;ois were not a proper catalyst. Nevertheless, this has not stopped a few Queenless and oblivious humans to seek ways to make a rapid fortune.&lt;br /&gt;
&lt;br /&gt;
The selling of k&#039;ois phoron is an issue endemic to [[Flagsdale]], dubbed as ‘bootleg phoron&#039; by the media. In reality, most of the time the gallons sold contain little to no phoron and are instead rich in ammonia, water, and k&#039;ois. This has led to deaths by mycosis, as well as the loss of plenty of vehicles that require reparation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycosis&#039;&#039;&#039; is one of the greater dangers of k&#039;ois. As active spores are released into the air, humans and other species are in danger to developing a fungal infection inside their lungs. This can become deadly in hours, as the rich oxygenation of the organ causes phorogenesis to fill the lungs with phoron and paste. As k&#039;ois are hard to remove, it requires exhaustive surgery and lengthy medical treatment to remove all remnants. &lt;br /&gt;
&lt;br /&gt;
Because of the mycosis scare in recent years, some insurance companies in [[Republic of Biesel|Biesel]] have extended their policies to include a k&#039;ois infection. Nevertheless, it is rarely covered by employers, with the exception of those working in a field that requires k&#039;ois investigation.&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_History&amp;diff=34059</id>
		<title>Vaurca History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_History&amp;diff=34059"/>
		<updated>2024-08-11T23:16:39Z</updated>

		<summary type="html">&lt;p&gt;Desven: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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One of the oldest civilizations to ever exist, Vaurcae today are very different from their ancestors. The following is a break-down of the Vaurca history in each era, from their beginnings to their integration to the [[The Orion Spur|Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
==The Dawn of Vaurca==&lt;br /&gt;
Little is known about the Vaurca before their Agricultural Revolution, and without the possibility to engage in archeological excavations, and the stigma of [[Vaurca Culture and Society|Vaurca society]] to learn about their past, pre-Agricultural life is what makes it hard for researchers to investigate the earliest lives of Vaurcae. However, reconstructions have been proposed based on their mythological stories and what we know about their biology. &lt;br /&gt;
&lt;br /&gt;
Due to their eusocial nature, the Hive structure predates the Vaurca civilization, however it might have been quite different, with little cooperation between the colonies and no lineage set by the Queens. The fierce, competitive nature of [[Sedantis I|Sedantis]] suggests that while sapient, Vaurcae were unable to remain on top of the food chain or even acquire proper means to survive. Famine was common in this era, and may have led to the rise of Warrior morphs, in distinction and specialization apart from the Worker castes. &lt;br /&gt;
&lt;br /&gt;
==The Warrior Nomadism==&lt;br /&gt;
Around 737 000 years ago, these hyper-specialized Warriors became predominant in Vaurca society. The successful Hives of the epoch lived a militarized nomadic lifestyle inside the vast underground cave networks of Sedantis, seeking access to the edible fungus. &lt;br /&gt;
&lt;br /&gt;
Although the bacteria inside their guts which allows them to eat k&#039;ois and transform them into all the required nutrients might have existed in Vaurcae long before this period, the significance of k&#039;ois is likely to have been emphasized in this era. The earliest record of Vaurca tool crafting, regarded as the origin point of their civilization, was found by the [[Leto, The Seeker|Leto brood]] before their departure. It is a mandible garment, likely to enhance the lethality of the bite, decorated with a pattern that resembles the spores of k&#039;ois.&lt;br /&gt;
&lt;br /&gt;
Almost all conflict originated around control of food. Warfare was a matter of survival after a Hive exhausted its food supply, and nearly all Hives were in constant conflict with one another. Due to the innate deadliness of Vaurca mandibles and claws, warfare was fought in melee. Prisoners of war tended to be decapitated by the mandibles of the victor, while the surviving Hive was either enslaved or left to perish. &lt;br /&gt;
&lt;br /&gt;
As Queens were rarely spared, the growth of these Warrior Hives was mostly limited. Population controls may have also been enforced to ensure food would last for everybody. The Vaurcae social stomachs served a greater purpose during this era, as keeping the k&#039;ois inside their bodies was a better option for their nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
==The Agricultural Revolution==&lt;br /&gt;
Approximately 567 000 years ago, agricultural methods to allow the domestication of k&#039;ois proliferated with the Hives, even between former enemies. It is poorly understood how difficult it was for the k&#039;ois to grow before this, but it commonly believed that the fungus required a specific type of spore dissemination that could not easily be replicated with intervention.&lt;br /&gt;
&lt;br /&gt;
No longer a resource that could be easily exhausted, population numbers within Hives exploded, and permanent settlements were established. One of the first observable changes that agriculture brought was the lineage of a Queen. Hive Queens began to produce Breeders to aid them, forming the different broods, often having jurisdiction in a city. &lt;br /&gt;
&lt;br /&gt;
While Vaurcae before have traveled all around the available underground of Sedantis in search of available resources, their nomadism and wars also greatly limited their opportunities to geographically expand as a species. Their increased venues in mining and exploitation of natural resources created various settlements in otherwise inaccessible areas. &lt;br /&gt;
&lt;br /&gt;
Queens developed a cult of personality highly linked to their religion. Although particular doctrines varied from each brood, most of these beliefs remain as the fundament of the [[Vaurca Religion#Classical Pantheon|Classical Pantheon]]. &lt;br /&gt;
&lt;br /&gt;
==The Age of Death==&lt;br /&gt;
What is understood as the Age of Death is the period in Vaurca History up until the rise of Zo&#039;ra and the Era of Augments. It is characterized by its relative peace and a lifestyle that contrasts greatly with how Vaurcae currently live. It is also often referred to as the &#039;&#039;&#039;pre-Zo&#039;rane Age.&#039;&#039;&#039; Some scholars disagree where to cut the Age of Death, or if a new classification that further fragments this epoch is required. The discussion is also motivated by the fact that what is known as the Era of Augments should not have begun much sooner, as the first great break-through in universal augmentation was with the establishment of the [[Vaurca#Language|Hivenet]]. As to keep things simple, this article will use the classical division between the periods.&lt;br /&gt;
&lt;br /&gt;
After the establishment of various societies across Sedantis, alliances between Hives became commonplace. In other cases, some minor wars ensured conquest of similarly minor Hives. Interests were not so much for expansion, but rather what the cooperation (or enslavement) of these Vaurcae could provide. Though current Vaurca societies can still be referred to as tribalistic, this shift unified many different cultural aspects until that moment. For instance, while what can be understood as ancient Vaurcese is a mixture of pheromones and vibrations, different subtleties created unique dialects that were little intelligible between each other. Similarly, some Hives may have developed a written form of their Vaurcese variants that was lost in time. &lt;br /&gt;
&lt;br /&gt;
Most of the infrastructure in ancient Sedantis was developed during this period. As arts became more important, so did masonry. The Vaurca eventually developed elaborate and massive feats of subterranean engineering, with aqueducts, sewage, and entire cities being carved out of the rock. The walls and floors of the cave were smoothed out and covered in engravings, creating a form of art that would not be blasted away by radiation. &lt;br /&gt;
&lt;br /&gt;
===The K&#039;lax Bonanza and Technological Revolution===&lt;br /&gt;
Eventually, technological advancements became more important for all Hives to develop. Processes such as industry and uses of their Workers were revolutionized, which led to eventual advancements in computer science and, most importantly, communications. While most of the developments have been revised by Zo&#039;ra to claim as their own, it is inarguable that the invention belongs to the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]].&lt;br /&gt;
&lt;br /&gt;
The first records of K&#039;lax stem from about 60 000 years ago, as a small Hive in the  &#039;&#039;&#039;Mya&#039;kt Fault.&#039;&#039;&#039; The legend surrounding Mother K&#039;lax says that she raised her brood on her own, perhaps initiated due to her insignificance in Sedantis politics for centuries. However, since its conception, the K&#039;lax Hive specialized in engineering. The Mya&#039;kt Fault was uncolonized territory, as it was deemed too unsafe for millennia. K&#039;lax managed to make it habitable in a short span, constructing a vertical city. &lt;br /&gt;
&lt;br /&gt;
What gained them reputation and eventually marked their rise in Vaurca History was the invention of the first Hivenet tower 54 000 years ago, alongside a primitive implant that required a lengthy connection from the brain to the chest. Despite how rudimentary it was, it created a revolution in language, as the biological limitations of Vaurcese were no longer a burden. Their design was rapidly adopted by other Hives. As Vaurca economy was largely motivated by barter prior to contact with other sapients, K&#039;lax accumulated goods and even territory through their invention.&lt;br /&gt;
&lt;br /&gt;
Another K&#039;lax invention is the [[Vaurca#Cephalon (Type D)|Cephalon]], which was quite different from the modern Cephalons. This early version retained sentience and could not store as much information as they currently can, however it was a major step towards Vaurca augmentations and engineered bioforms. &lt;br /&gt;
&lt;br /&gt;
Their influence caused the Mya&#039;kt Fault to become the de facto capital of Sedantis. This boon would inspire different Hives to continue perfecting and experimenting on augmentation.&lt;br /&gt;
&lt;br /&gt;
===The Rise of Zo&#039;ra===&lt;br /&gt;
Though exact dates are unknown, and Zo&#039;rane records are unreliable due their revisionism, [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra]] emerged somewhere around 45 000 years ago, amidst the &#039;&#039;&#039;Xtykt&#039;lotec Rift,&#039;&#039;&#039; a highly contested area by Warrior Hives that retained much of the Warrior structures of the old. The legend states that Queen Zo&#039;ra had her entire brood raided while they were still larvae and was left to die. Once she recovered and produced a new batch of Warriors, she overtook every single Hive of the region. While this is unlikely true, the tension in the Xtykt&#039;lotec may have shaped Zo&#039;ra&#039;s war spirit. What is known, however, is that Zo&#039;ra left the Xtykt&#039;lotec Rift to relocate to the &#039;&#039;&#039;Veii&#039;kt Plate,&#039;&#039;&#039; her capital.&lt;br /&gt;
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Zo&#039;ra would rapidly build an Empire like never seen before in Vaurca history. While there were large Hives that held power in large regions and enforced a martial lifestyle, no Hive before was as ruthless as Zo&#039;ra in her quest for expansion. Her system of vassalage rarely allowed the subjected Hives to produce Warriors on their own, while also assimilating (or exterminating) the native cultures by enforcing the Zo&#039;rane lifestyle. While Hivenet would have ideally ended the regional differences of Vaurca language, the different protocols used to transmit it served as barriers. Zo&#039;ra enforced the Hivenet protocol that is still used to this day. It was also at this stage when the Modern Pantheon was enforced as a state religion for subjugated Hives, while the Zo&#039;ra Hive was free to have their own personal beliefs. &lt;br /&gt;
&lt;br /&gt;
One of the biggest changes under Zo&#039;rane rule was the introduction of [[Vaurca#The Bound|Bound]] populations. While since ancient times some Vaurcae were deemed less as people and more like objects due to the nature of their jobs, these drones were not augmented or even modified to enforce their control. Zo&#039;ra began to lobotomize her drones to remove their free will, in what is regarded as the creation of the Bound, though this term would not arise until the Era of Augments. Problematic subjects, or those composed mostly of Warrior populations, would often be lobotomized as a whole to ensure their loyalty to the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
Though the Mya&#039;kt Fault was far from the Zo&#039;ra menace, K&#039;lax was not safe. The eldest of K&#039;lax daughters, &#039;&#039;&#039;Queen Neiim&#039;&#039;&#039;, was the Warrior brood of the Hive and prepared for an eventual war. However, nothing she could do was enough for when Zo&#039;ra attacked, despite the diplomacy between the two Hives. In a short span of time, the K&#039;lax became vassals of Zo&#039;ra.&lt;br /&gt;
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Despite the fact that modern values regarding the war etiquette already existed at this period, and were enforced both by Zo&#039;ra and K&#039;lax, Queen Neiim mysteriously died shortly after the conquest. To this day, the Zo&#039;ra Hive claims to have no involvement in her death, and is still a debated topic.&lt;br /&gt;
&lt;br /&gt;
===The Uplifting of C&#039;thur===&lt;br /&gt;
Though a minor Hive in this era, [[Vaurca Hives#C&#039;thur|C&#039;thur]] first gained notoriety when they were spared in the Xtykt&#039;lotec Rift conquest. While the exact details are unknown, as it would go against the legendary tale of Zo&#039;ra, it is likely the C&#039;thur brood aided Queen Zo&#039;ra in her early days,after a surprise attack against the early Hive. &lt;br /&gt;
&lt;br /&gt;
C&#039;thur herself might be older than Mother K&#039;lax, serving for the T&#039;yat Hive before her vassaldom to Zo&#039;ra. Though it is unsure where exactly the C&#039;thur Hive was originally from, most sources cite her in the Xtykt&#039;lotec region, as a tiny Hive that was never conquered. Instead, she would aid all of those injured by war that survived.&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra domain in C&#039;thuric territory was never as ruthless as elsewhere. The C&#039;thur Hive is noteworthy  in Zo&#039;rane sources because of her aid in lobotomizing proto-Bound. The pupae lobotomization technique, which is still in use today, was a C&#039;thur innovation.&lt;br /&gt;
&lt;br /&gt;
==The Era of Augments==&lt;br /&gt;
Around 37 650 years ago, the constant improvements in augmentation technology allowed for Vaurcae to be able to cybernetically engineer any aspect of their drones. The Hivenet implants had also been greatly reduced in their size, and the current understanding Vaurcae have of augmentations as repair and maintenance arose. It was the constant refinement of the lobotomized drones that caused the modern distinction of Bound and Unbound.&lt;br /&gt;
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The augments and genetic alterations made the caste specialization much more rigid than ever before. Although clear social roles were already marked since the dawn of Vaurca, a Vaurca of old had a chance to enter and learn about different fields. The modern Vaurca society saw a caste system where Vaurca were literally [[Vaurca Biology#Life Cycle|defined from birth and built into that role]]. &lt;br /&gt;
&lt;br /&gt;
===The Lii&#039;dra Innovations===&lt;br /&gt;
The origins of the [[The Lii&#039;dra|Lii&#039;dra Hive]] are uncertain. Settled inside the &#039;&#039;&#039;Illuau&#039;tia Grotto,&#039;&#039;&#039; the status of the Hive as a whole has changed as they became synonymous with evil. Many sources claim that High Queen Lii&#039;dra is not even Vaurca, but rather of other species that sought to cause mayhem. Others say she was a meek Queen that wished for total dominion. What is likely true, however, was that the Lii&#039;dra Hive was a small faction of tinkerers. Despite the popular belief, &#039;Lii&#039;dra&#039; originally did not mean Scourge, as it has become synonymous with. It may have had good relationships with nearby Hives of the &#039;&#039;&#039;Kol&#039;axta Plate,&#039;&#039;&#039; and perhaps even required trading of larvae and Workforce due to fertility problems. They would have been regarded as irrelevant, even to the Zo&#039;ra, until &#039;&#039;&#039;[[Virtual Reality#History|the invention of the modern Virtual Reality]]&#039;&#039;&#039; 36 670 years ago. &lt;br /&gt;
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Its adoption would have been gradual at first, however it piqued the interest of Vaurca society when K&#039;lax learned about it. As they were still regarded as the leaders of technological innovation and communications, K&#039;lax marketed the Virtual Reality as an invention of their own. It is unsure if they reverse-engineered the Virtual Reality or gained access to the secrets behind it, effectively stealing it. However the case may be, the K&#039;lax Hive began to produce the first version of the neural socket, an augment that joined both the Hivenet and Virtual Reality in a single piece. This first prototype was rather sturdy and essentially required a brain case installed below the exoskeleton. &lt;br /&gt;
&lt;br /&gt;
Eventually, the Virtual Reality technology pervaded every aspect of the Vaurcaesian lifestyle. Seen as a means to reinforce religious dogma, and as a way to combat the already popularizing [[Vaurca Religion#Preimminence|Preimminence]], the religious and ritualistic significance of Virtual Reality was achieved by the Queens. &lt;br /&gt;
&lt;br /&gt;
These changes marked the birth of the Vaurca society as we know it today. While plenty of documentation of their previous ways exists, Vaurcae believe that their pre-Augmentation days were primitive and incompatible with their current lifestyle. &lt;br /&gt;
&lt;br /&gt;
==The  Commonwealth of Zo&#039;ra==&lt;br /&gt;
Despite her dominion over Sedantis as a whole, Zo&#039;ra became increasingly wary of an upcoming uprising. Rebellions, while uncommon, were almost always crushed immediately. However, her fear was so much that she decided to reform some of her old ways. As a token of change, Zo&#039;ra awarded the C&#039;thur Hive their independence. She also reduced the military presence in many of her colonies, enforcing a more complex form of control through diplomacy and augmentations. &lt;br /&gt;
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Zo&#039;ra rule radically changed when, alongside the C&#039;thur Hive, both Hives founded the &#039;&#039;&#039;Court of Queens&#039;&#039;&#039; in their native Xtykt&#039;lotec. The nature of this organism was to promote inter-Hive dialogue and resolve any possible quarrels between their members. Vassals such as K&#039;lax were allowed seats in the Court, while smaller Hives were occasionally allowed to voice their concerns in special reunions. &lt;br /&gt;
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Many subsequent innovations in augmentation, especially the neural socket design still in-use, are credited to have been developed by the Zo&#039;ra Hive. However, speculation has arisen if this itself was not instead a K&#039;lax invention, which in turn would be likely Lii&#039;dra technology. However the case may be, Lii&#039;dra would not have a presence in the Court of Queens for the next hundreds of years.&lt;br /&gt;
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Detractors of the Zo&#039;ra Hive have also called this period &#039;&#039;&#039;The Easy Yoke&#039;&#039;&#039;, as it is characterized by an ease of Zo&#039;rane rule.&lt;br /&gt;
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==The Great Hive War==&lt;br /&gt;
Lii&#039;dra finally made an appearance  at the Court of Queens 30 000 years ago, as part of a technological summit which involved all Hives. By then, the main goal Zo&#039;ra had in mind was to take the Vaurca into what she considered the next generation of augmentation. Many strange bioforms, as well as advanced gadgets that still live in Vaurca imagination today, were speculated by then. This session, however, took a dark turn as the Lii&#039;dra revealed their plan to unify the species.&lt;br /&gt;
&lt;br /&gt;
What Lii&#039;dra scientists had in mind was to put apart all Vaurca differences in a Hivemind that would be much more effective, all in one collective consciousness that would bring progress at an unprecedented speed. Though universally rejected by the assistants, Lii&#039;dra representatives were not expelled from the Court until they implied they had already begun to put their breakthrough into practice, and that some smaller Hives were already assimilated. &lt;br /&gt;
&lt;br /&gt;
Shortly after, Lii&#039;dra seized Xtykt&#039;lotec, effectively dissolving the Court of Queens. This event is marked as the beginning of the Great Hive War. While wars were fought before and after this, none have ever been of this magnitude again. The Great Hive War involved every Hive, both major and minor. Though most of the efforts were to stop the Lii&#039;dra menace, plenty of other fronts emerged as minor Hives fell back into their old conflicts. &lt;br /&gt;
&lt;br /&gt;
Because of the scope of the war, the demands of Warrior populations were higher than ever before. It is at this time that many of the current Lesser Queens were born, with some individual Vaurcae emerging from this conflict as heroes in their own right. &lt;br /&gt;
&lt;br /&gt;
The turning point of the war began with the first Lii&#039;dra defeats. At the hands of K&#039;lax, Lii&#039;dra were unable to breach their plate&#039;s defensive network, a complex set of machines that prevented any lifeform from approaching within miles of their territory. This resulted in forcing the Lii&#039;dra to attack the Zo&#039;rane plate through the &#039;&#039;&#039;Ryitu&#039;kya Abyss.&#039;&#039;&#039; This battle is considered the single most important in Vaurca history. Such was its importance that there are legendary claims about the Queens themselves participating in the conflict.&lt;br /&gt;
&lt;br /&gt;
The Lii&#039;dra defeat here signaled the beginning of the end of the war. From here, increasingly bloody battles would blanket nearly all of Sedantis. Forced to attack the K&#039;laxian positions after their defeat within the Ryitu&#039;kya Abyss, the Lii&#039;dra broke the K&#039;laxian defensive line despite its cost in lives. By some accounts, in the aftermath of the &#039;&#039;&#039;Siege of the Kol&#039;axta Plate,&#039;&#039;&#039; entire underground caverns were filled to the brim with corpses from both sides. The Great Hive War officially ended 29 930 years ago after the sinking of the Lii&#039;dra capital Illuau&#039;tia. &lt;br /&gt;
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With over the half of Vaurca population slain in the conflict, a mass depression blanketed the survivors in their Pyrrhic victory over the Lii&#039;dra, that not even the surviving Queens themselves could mend. It was from this bleakness and death that the Vaurcaesian idea of [[Virtual Reality#Afterlife|the Afterlife]] spawned. Envisioned and proclaimed by High Queen Zo&#039;ra, the Afterlife technology was gifted freely to all surviving Hives, as she declared nevermore would such death haunt their species. For truly, based upon their newest technology, the Queens relieved their Hives of death and despair by making real the idea of life after death, that the death witnessed here would never again be an issue for the generations after.&lt;br /&gt;
&lt;br /&gt;
More information can be found [[The Great Hive War|here]].&lt;br /&gt;
&lt;br /&gt;
==The Decline of Zo&#039;ra==&lt;br /&gt;
The aftermath of the Great Hive War went beyond just the Afterlife technology. Zo&#039;ra herself had lost daughters in battle, and her domain over most of her colonies was lost. While K&#039;lax independence was an idea that began to develop during this period, challenging Zo&#039;rane authority, even at its low, would likely have caused another war.&lt;br /&gt;
&lt;br /&gt;
Some regions that lacked authority became breeding grounds for Warladies that retained some of their Warrior populations, or even went as far as to employ Workers to increase their numbers, despite the poor success. The Zo&#039;ra Hive avoided the conflict, as well as other major Hives that could intervene, since many had lost their most eccentric and specialized Warforms in the Great Hive War. &lt;br /&gt;
The Vaurca goal to continue modifying their bioforms, as well as to create new technologies stagnated for thousands of years. The religion of Preimminence, which was already unpopular with the Hives before the war, was blamed as inspiring the corrupted ways of the Lii&#039;dra. This, combined with the scorched Cephalons during the war, has caused many of the ancient Vaurca technology to have been deemed lost. &lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra decided to divide her territory, allowing her daughter &#039;&#039;&#039;L&#039;kaal&#039;&#039;&#039; to independize and manage most of her remaining vassals, while she retained K&#039;lax only. The L&#039;kaal Hive, however, was largely unsuccessful, and was constantly raided by the opportunistic scavengers of different flavors that emerged. &lt;br /&gt;
&lt;br /&gt;
While Zo&#039;ra&#039;s situation eventually improved, it was never to the same levels of glory of the past. The population of Sedantis eventually increased again over time, and although the status quo seemed to have returned, it was never the same as before.&lt;br /&gt;
&lt;br /&gt;
The C&#039;thur Hive, and mostly, Queen Vytel, attempted to re-establish the Court of Queens multiple times, with little success. The historical location in the Xtykt&#039;lotec Rift was razed by the Lii&#039;dra, and Hive differences continued to increase, as well as an anti-Zo&#039;ra sentiment by many smaller Hives that refused now to subjugate. It was also transparent now by many of Sedantis that the political maneuvers of C&#039;thur were two-faced and mostly for her Hive&#039;s gain. A smaller Court of Queens eventually settled in Veii&#039;kt, however this time it was an attempt for the Zo&#039;ra daughters to remain unified, with little success. &lt;br /&gt;
&lt;br /&gt;
===The Hives Renaissance===&lt;br /&gt;
As stability was somehow regained, many social stigmas that prevented the Vaurca society to continue its quest for expansion eventually dissipated. However, it was perhaps too late. Vaurcae before had shown little interest to explore the surface of Sedantis, due to its hostile environment, as radiation and intense heat blasted the planet&#039;s surface. With the revitalization of the arts and sciences, the observation of the stars and planets brought a bleak discovery.&lt;br /&gt;
&lt;br /&gt;
More information can be found [[Hives Renaissance|here]].&lt;br /&gt;
&lt;br /&gt;
==The Exodus==&lt;br /&gt;
The consciousness of Sedantis I orbiting their sun, &#039;&#039;&#039;Sc&#039;theth&#039;stak,&#039;&#039;&#039; was common knowledge since the early Age of Death. However, its relationship with the gas giant Sedantis, the planet it was a satellite of, was vastly understudied. Scientists of different Hives discovered that each cycle Sedantis I deranged from the gas giant, pulling towards Sc&#039;theth&#039;stak instead. The reasons behind this change were largely debated, but it is possible that the large quantities of phoron had something to do with this gravitational shift. By 150 CE, the scientific consensus was that this change of orbit would mean their home planet crashing into the Sun in the next three-hundred years, with possible fatal consequences for the rest of their home system as a consequence of the solar flares&#039; aftermath. &lt;br /&gt;
&lt;br /&gt;
This information was at first hidden from the public, though the efforts were futile. Mass hysteria developed due to the impending apocalypse, and the Zo&#039;rane rule was questioned more than ever, with [[Vetju, Iron Queen|Queen Vetju]] publicly supporting K&#039;laxian independence for the first time. Fighting for Sedantis, however, was pointless. The only means of survival, it seemed, forced Vaurcae to consider colonizing the stars. &lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra developed a plan to construct massive Hiveships, which would be able to transport their entire Hive to other star systems. The design, however, was a subject of controversy, as [[Xakt, Queen of Corpses#Za&#039;Akaix&#039;Cimm Zo&#039;ra|Cimm&#039;s proposal]] was deemed impossible to develop in a short timespan and with their current technology. Although at first the Zo&#039;ra Hive&#039;s idea of Exodus did not include any Hive but the Zo&#039;rane broods, Zo&#039;ra was forced to cooperate with a reinvigorated K&#039;lax. &lt;br /&gt;
&lt;br /&gt;
C&#039;thur managed to construct their Hiveship by reverse-engineering the K&#039;lax design to the best of their understanding, rushing to prepare it for the day of embarking. Only some minor Hives were spared by their workforce, assimilating them to the Zo&#039;ra and K&#039;lax populations, losing their identity in a few Worker generations. &lt;br /&gt;
&lt;br /&gt;
The rest of the Hives, however, were left for dead without any possibility to construct their own ships. The anti-Zo&#039;ra sentiment reached a new height when a failed attack to Veii&#039;kt was launched by minor Hives. To ensure some stability in the doomed planet, Queen L&#039;kaal volunteered to remain on Sedantis and ensure no attempts of Zo&#039;ra trailing were made. For this, she is remembered as &#039;&#039;&#039;The Sacrifice Queen&#039;&#039;&#039; by the Zo&#039;ra Hive. &lt;br /&gt;
&lt;br /&gt;
Due to their available phoron, as well as fusion reactors, the Hiveships were prepared to travel for long periods of time. The speed of light was thought to be the barrier of how fast an object could move for almost all of Vaurca history, but such velocity was breached by [[Vetju, Iron_Queen#Ka&#039;Akaix&#039;Yix_K&#039;lax | Ka&#039;Akaix&#039;Yix K&#039;lax]], the engineer behind the Hiveships shortly before the Exodus. Whilst significantly slower then Human and Skrell Bluespace drives would later end up being, the K&#039;lax design ensured almost 20% of what the best warp drives are capable of.&lt;br /&gt;
&lt;br /&gt;
The ultimate fate of Sedantis I is unknown, as no certainty exists as to whether it crashed or simply changed orbits. The second possibility might have been too damning for the planet, however, as the already thin ozone layer would have disappeared, exposing Sedantis to new levels of radiation and scorching it completely, making even subterranean life difficult to continue. Contact with the Vaurca home planet remains impossible.&lt;br /&gt;
&lt;br /&gt;
==The Two-Thousand Year Gap==&lt;br /&gt;
The journey to the Orion Spur was full of mayhem, with uncertainty and terror reigning over Vaurcae. The following is an outline of what occurred before their discovery by other sapients. The Zo&#039;ra Hive left with three Hiveships, K&#039;lax with two and C&#039;thur with only one available. &lt;br /&gt;
&lt;br /&gt;
===The Zo&#039;ra Trail===&lt;br /&gt;
Shortly after the evacuation, the Hiveships coordinated to resettle and rebuild their society. The small planet, called &#039;&#039;&#039;Gii&#039;moss,&#039;&#039;&#039; was nothing like Sedantis, with much more biodiversity and a more jungle-like appearance. However, it had traces of phoron in its atmosphere. The Hives would quickly spread massive k&#039;ois plantations, systematically eliminated the native flora and fauna and increase the phoron composition to match that of Sedantis. Proving to be fatal to the ecosystem and fearing an incident which would render the place completely inhospitable, it was rapidly evacuated after a few years of colonization.&lt;br /&gt;
&lt;br /&gt;
Other similar attempts occurred in different ecosystems, such as the legendary &#039;&#039;&#039;Vutx&#039;ic,&#039;&#039;&#039; which was said to have lakes of liquid phoron. However, k&#039;ois and the disregard of local life made it so that catastrophes were inevitable. Even after the introduction of some more careful layouts of k&#039;ois farms, many of the first waves of colonies would wither because of the ecological devastation.&lt;br /&gt;
&lt;br /&gt;
The first signs of a major dispute between the Hives occurred with the blames placed towards Zo&#039;ra by the C&#039;thur in regards to their aggressive methods to colonize. The inferior C&#039;thuric Hiveship would begin to fail at the end of this first phase, perhaps due to its overwork to match the other ships&#039; velocity.&lt;br /&gt;
&lt;br /&gt;
===The Celis Conflict===&lt;br /&gt;
The original C&#039;thur Hiveship had to make an emergency landing on the planet of &#039;&#039;&#039;Celis,&#039;&#039;&#039; which is notable for its similarities to Sol III in terms of size and atmospheric composition. Completely useless now, C&#039;thur hailed for help and both the Zo&#039;rane and K&#039;laxian Hiveships landed for aid. Because of the inhospitable conditions for them at first, it was at this stage when the first prototypes of the phoron tanks were built and quickly perfected to the design still in use today. Celis was less than ideal to colonize, but a large barren desert proved the perfect place to cultivate k&#039;ois, and the complex natural cave tunnels served as the basis for the city foundations.&lt;br /&gt;
&lt;br /&gt;
While inter-hive cooperation was encouraged the first years, territorial disputes began soon after. A major issue was with the k&#039;ois supplies and how they were being divided, with K&#039;lax ceasing to provide tribute to Zo&#039;ra in a clear move of independence. C&#039;thur sided with the K&#039;lax in a strange alliance, which put high pressure on the Zo&#039;ra Hive despite outnumbering them both with Warriors. For the first time in history, Zo&#039;rane rule was openly questioned by its closest allies.&lt;br /&gt;
&lt;br /&gt;
War also became impractical due to a famine that cut most of the k&#039;ois supply in a short time. The exact reasons behind this &amp;quot;k&#039;ois drought&amp;quot; are unknown, but perhaps the fungi was still unprepared to thrive in environments of high oxygen. It was during this period that C&#039;thur took control of the &#039;&#039;&#039;Kloxa&#039;xia.&#039;&#039;&#039; While the C&#039;thur Hive claims it was gifted by K&#039;lax because of their damaged ship and their alliance, K&#039;lax instead argues that it was stolen while their guard was down. Whatever the case may be, for K&#039;lax and C&#039;thur trying to remain on Celis was seen as futile, both Hives parting shortly after.&lt;br /&gt;
&lt;br /&gt;
Though the Zo&#039;ra Hive managed to salvage the k&#039;ois and grow a steady colony, they were ready to search for a more suitable environment, with conditions more familiar to them. Two of the three Hiveships of Zo&#039;ra parted, leaving High Queen Zo&#039;ra and her brood on the Celis colony, with promises to regain contact once more resources were found. &lt;br /&gt;
&lt;br /&gt;
It is uncertain as to why High Queen Zo&#039;ra decided to stay behind. The Celis conflict, while diplomatic in nature, proved that Zo&#039;ra was not the same mighty giant she once was, which may have affected her decision to settle there. It is also known that the idea of returning to a nomadic lifestyle terrified her, as their species had evolved long from that. Another reason might have been the mere shock of the dynamic change with K&#039;lax. Knowing [[Tupii, The Surrogate Queen#Background|Mother K&#039;lax had died]], she might have felt as if she did not recognize this new Hive, with the Lesser Queens having a completely different stance on the Zo&#039;ra. Whatever the case might have been, High Queen Zo&#039;ra seemed to be content with her decision to settle in Celis, and while both sides might have expected to be reunited again, no contact with the Celis colony has been possible ever since.&lt;br /&gt;
&lt;br /&gt;
===The Nomadic Approach===&lt;br /&gt;
Following the conflict, the communication between the Hives fractured, though they remained tailing each other. Settling in any of these planets would have required great infrastructure, as their composition was too extreme for Vaurcae to survive. The disponibility of k&#039;ois greatly diminished as a result, with few available places to let k&#039;ois grow. The first attempts of an asteroid farm were started by the K&#039;lax Hive, which the [[Leto, The Seeker#Recent Events|Leto brood would later perfect in Pid]].&lt;br /&gt;
&lt;br /&gt;
Lost in space, the desperation was growing fast, taking a toll in many of the Vaurcae, even the Queens themselves. The Hiveships, while prepared for emergencies such as this, were beginning to deteriorate too. The available phoron fuel became a luxury, however they had to continue.&lt;br /&gt;
&lt;br /&gt;
The second Hiveship of the Zo&#039;ra was used as a means to store resources, with only one Queen, &#039;&#039;&#039;Biibak,&#039;&#039;&#039; on board alongside her brood. Both K&#039;lax and C&#039;thur, which were becoming uneasy too, hoped that the Zo&#039;ra Hive would eventually share their surplus kept here, was the situation to become even more drastic. However, Biibak lost contact with the rest of the Hive. The ship is speculated to have been destroyed, perhaps due to natural phenomena. Losing their emergency stock, a new plan had to arise.&lt;br /&gt;
&lt;br /&gt;
===The Last Ordeal===&lt;br /&gt;
To save on resources, most Unbound underwent stasis. With an uncertainty and a fear that the life support systems would make it hard for their survival, the life inside Virtual Reality was, at times, uncertain. Many of the [[Vaurca Culture and Society#Xakat&#039;kl&#039;atan|Xakat&#039;kl&#039;atan]] were reunited in the sentiment of soothing the others, while those few Unbound that remained active developed means to scan for phoron. The sensor readings for this were, at best, broad and unreliable, and at worst, outright a lie.&lt;br /&gt;
&lt;br /&gt;
The sudden sense of direction the Zo&#039;rane Hiveship had alerted the other Hives, which prompted them to follow closer again. Without an official word from the Zo&#039;ra, however, they often wondered if it was worth pursuing.&lt;br /&gt;
&lt;br /&gt;
It is uncertain when Vaurcae finally entered the Orion Spur. Some small settlements and outposts in the [[The Orion Spur#Sparring Sea|Sparring Sea]] suggest the Vaurca were there before its colonization. As following Zo&#039;ra was uncoordinated, both K&#039;lax and C&#039;thur may have lost all means to locate the ship long before the Hive continued its journey to [[Tau Ceti]]. Though K&#039;lax and C&#039;thur were not on good terms, attempts to communicate and team up were made, with relaying distances too far to properly do so. Their relationship only worsened from these broken messages. C&#039;thur claimed to have traced the Zo&#039;ra path, with coordinates to be exchanged in what is known today as the &#039;&#039;&#039;Xi&#039;miix rendez-vous,&#039;&#039;&#039; an asteroid somewhere in the Sparring Sea. While C&#039;thur did arrive at the encounter, a surprise attack separated the Hives, making the &#039;&#039;&#039;Klo&#039;zxera&#039;&#039;&#039; change course, unknowingly, to [[Uueoa-Esa]]. &lt;br /&gt;
&lt;br /&gt;
It is not clear when the Lii&#039;dra left Sedantis. High Queen Lii&#039;dra remained hidden deep in the Sedantian abyss after the Great Hive War, and emerged again only after the Exodus. It is suggested that this time around most Hives that joined forces with them surrendered, either out of hatred of Zo&#039;ra or as a desperate means of survival. However it happened, the Lii&#039;dra attacked and boarded the Kloxa&#039;xia, believing that Mother K&#039;lax remained alive and on board the Hiveship. The attack almost took C&#039;thur&#039;s life, leaving her weak and crippled. After the attack, the Kloxa&#039;xia unknowingly wandered into the Skrellian Traverse, eventually emerging in [[Notable Skrell Systems and Locations#Glorashi|Glorashi]].&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra Hive remained determined to find this phoron they may have located. Perhaps because the engines of the &#039;&#039;&#039;Titan Prime&#039;&#039;&#039; were superior to those of the two other Hiveships, they managed to travel a greater distance. Vaurca would emerge in human space in 2456, located first near the [[Tau Ceti#The Romanovich Cloud|Romanovich Cloud]].&lt;br /&gt;
&lt;br /&gt;
==The First Contacts==&lt;br /&gt;
All Hiveships that arrived at the Orion Spur were in poor shape. The conditions were a result of an increasingly dangerous journey, with no opportunities to permanently settle or repair most of its millennial systems. The discoveries of Vaurca were in three different civilizations, almost parallel to each other despite the distinct routes and lack of communication.&lt;br /&gt;
&lt;br /&gt;
===The First Contact With Skrell===&lt;br /&gt;
Though it is uncertain when the Kloxa&#039;xia entered [[Nralakk Federation|Federation space]], consensus exists that it must have occurred shortly after the [[Skrell Synthetic Age#Culmination of Glorsh-Omega|culmination of Glorsh-Omega]]. The reconstruction of the Nralakk Federation, as well as the fact that it mostly crossed through the Traverse might have been the two main factors that would have had them go undetected for so long. The C&#039;thur Hiveship had no idea as to where they were travelling, nor were expecting anything other than to hide from the Lii&#039;dra and find a place to properly treat High Queen C&#039;thur. Her injuries had been stabilized, but she was not recuperating and remained in such a state for generations. &lt;br /&gt;
&lt;br /&gt;
First contact with Skrell was around &#039;&#039;&#039;2448-2450&#039;&#039;&#039; and a subject of secrecy. It is uncertain as to why the Nralakk Federation decided to take such precautions with the C&#039;thur Hive, but the first decade after their arrival kept them confined inside their Hiveship. It is commonly believed that what alerted the Nralakk Federation was the Kloxa&#039;xia stepping inside Glorashi, the system the Queens would remain inside as of today. &lt;br /&gt;
&lt;br /&gt;
Following the principles of the [[Dionae History#Skrell Discovery|Xuq Translator]], a team managed to engineer what is known as the &#039;&#039;&#039;Xuq-Pon Translator,&#039;&#039;&#039; dubbed after the leader of the project, Pon Qerrbali. This not only decoded Hivenet signals in three days, but was also the cornerstone to the future Nral&#039;malic language implants, as well as the recent adaptations of the Nlom relays. &lt;br /&gt;
&lt;br /&gt;
Skrellian medical science allowed to save High Queen C&#039;thur, with a series of intensive medical treatments that continue to this day. The decision to relocate C&#039;thur from the Hiveship to [[Colonized Vaurca Worlds#The C&#039;thur|Diulszi]], specifically in the city of Xevrax, is the main reason why Glorashi IV remains with a high C&#039;thuric population. It was not so much that the planet was ever awarded to them, but rather a means of convenience to not scandalize the greater Skrellian population. &lt;br /&gt;
&lt;br /&gt;
Around the discovery of the Zo&#039;ra, [[Notable Skrell#Weashbi Jrugl|Weashbi Jrugl]] lifted the limitations of the C&#039;thur, allowing them to travel around the Federation and to become Federation citizens. &lt;br /&gt;
&lt;br /&gt;
===The First Contact With Humanity===&lt;br /&gt;
In November &#039;&#039;&#039;2456,&#039;&#039;&#039; the heat signature of a massive alien ship was detected near the Romanovich Cloud in Tau Ceti. A small scout vessel was dispatched to scan the massive ship, which was dubbed &#039;Titan Prime&#039; by the media. Though not feared to be hostile due to its obvious damaged state, the Hiveship surprisingly ceased its engines once in contact with this first probe. Instead of any movement, the Titan Prime sent a radio signal that, while mathematically complex once decoded, the message could not be understood. For the following weeks, a large group of scientists, including those from the nearby NSS Aurora, participated in the interpretation of this message, as well as means to send a signal in return that they would be able to understand. Once cracked, it became obvious it was a request for phoron supplies.&lt;br /&gt;
&lt;br /&gt;
When communication was established, [[Notable Humans#President Joseph Dorn|President Joseph Dorn]] addressed the Hiveship directly. From their conversation, humanity learned about the grim situation which they were facing, and the urgent need of assistance to survive. A decision was made to tow the ship and make physical contact with its inhabitants, who proved to be the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
Many of the &#039;&#039;&#039;Klo&#039;xryek&#039;&#039;&#039; systems were already failing and damaged, meaning that if contact were made shortly afterwards, the survivorship of many of those inside would have probably been reduced. The Republic of Biesel provided humanitarian aid and soon after citizenship to the Vaurcae in exchange for their cheap workforce in Tau Ceti. A mass evacuation of the Titan Prime was carried over, dividing the different Queens onboard it in distinct locations of the Republic. The Hiveship itself was towed and parked in the orbit of [[Biesel#Valkyrie|Valkyrie]], until its relocation to [[Colonized Vaurca Worlds#Caprice|Caprice]] in late 2463.&lt;br /&gt;
&lt;br /&gt;
===The First Contact With Unathi===&lt;br /&gt;
In early &#039;&#039;&#039;2459,&#039;&#039;&#039; another Hiveship entered the Uueoa-Esa system. Now with knowledge of how Vaurcaesian spaceships looked, the [[Izweski Nation|Izweski Hegemony]] prepared for a first contact situation. Despite the public fear of perhaps being a Lii&#039;dra Hiveship, the Hiveship looked rather unarmed and much smaller when compared to the Zo&#039;rane ship. Using the same methods Biesellite scientists employed to contact the Titan Prime, Unathi authorities hailed the Hiveship, asking to know its affiliation. Although its response was delayed, it was discovered that it was the missing K&#039;lax Hiveship.&lt;br /&gt;
&lt;br /&gt;
It appears that the K&#039;lax Hive established some temporary bases, and headed towards [[Moghes]] drawn by the increasing space activity in the area. The Zo&#039;ra Hive was contacted, and they vouched for the K&#039;lax as good vassals. While the exact conversation is unknown, it is implied that the idea of the K&#039;lax being subjugated to Zo&#039;ra somehow translated into thinking the Hive was subservient and ready to find new masters. The thought of integrating and utilizing the K&#039;laxian workforce was appealing to the Hegemony, and would eventually become a reality once official meetings were held. [[Zkaii, The Sleepwalker|Queen Zkaii]] was made Overlord of [[Colonized Vaurca Worlds#Tret|Tret]], a mining colony in an otherwise hostile planet, in exchange for their vassalage to the Izweski Nation. While some may question just how much the agreement benefits Vaurcae, the K&#039;lax Hive has thrived under their new agreement. &lt;br /&gt;
&lt;br /&gt;
The powers of the Orion Spur have opposed providing Vaurcae with faster-than-light engines unmonitored and have their Hivenet communications constantly monitored. Mercantile Vaurcae are discouraged but defacto allowed in many places. Especially in human space, Vaurcae suffer from racism and are still considered a pest. Though dynamics have greatly shifted, the Vaurca have taken the opportunity of this second chance to start anew, now integrated to the history of the Orion Spur as a whole.&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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33647</id>
		<title>Caprice</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33647"/>
		<updated>2024-07-13T21:40:25Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* New Sedantis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, [[Valkyrie]], and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
&lt;br /&gt;
Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
&lt;br /&gt;
Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
&lt;br /&gt;
The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
&lt;br /&gt;
In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
&lt;br /&gt;
Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
&lt;br /&gt;
[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
&lt;br /&gt;
The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
&lt;br /&gt;
Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
&lt;br /&gt;
While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
&lt;br /&gt;
Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
&lt;br /&gt;
The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
&lt;br /&gt;
As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
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The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
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== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
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Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
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The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
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The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
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Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
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[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
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Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
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=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
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To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
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Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
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Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
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In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
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=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
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Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
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The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
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As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
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== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of New Sedantis is Melanie Dorn, niece of Joseph Dorn.&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;
=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of [[Sedantis I#Rux&#039;zkera - Sanguilithum|sanguilithium]] to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
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The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
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The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
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==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
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The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
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The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
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==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
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==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
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==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
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==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
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==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
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==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
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==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
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The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of New Sedantis. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially [[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
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==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
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The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
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==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
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==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
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The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
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The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
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==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
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==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
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Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
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=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
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The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
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The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
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== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
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=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
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After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
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The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
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For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
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In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
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== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
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=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
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Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
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In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
&lt;br /&gt;
The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
&lt;br /&gt;
Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
&lt;br /&gt;
== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
&lt;br /&gt;
The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
&lt;br /&gt;
Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
&lt;br /&gt;
On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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		<author><name>Desven</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Organizations&amp;diff=33497</id>
		<title>Vaurca Organizations</title>
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		<updated>2024-07-03T14:19:34Z</updated>

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{{Navbox Vaurca Lore}}&lt;br /&gt;
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Since their arrival in the [[Orion Spur]], Vaurcae have established various organizations that represent a departure from their traditional [[Sedantis I|Sedantis]] structures. These institutions often incorporate principles and values prevalent in the broader Spur cultures, reflecting an adaptation to their new environment. While these organizations have yet to achieve their desired levels of power, they are steadily gaining momentum within each of the major Hives.&lt;br /&gt;
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==Court of Queens==&lt;br /&gt;
&#039;&#039;For the news article arc page, see [[Court of Queens Arc]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Court of Queens is a permanent assembly of Vaurca Queens located in New Sedantis, Caprice. Modeled after the ancient Court of Queens, its primary function is to oversee and manage Vaurca affairs throughout the Orion Spur. [[Vaur|High Queen Vaur]] plays a leading role in the Court, with [[Zkaii|High Queen Zkaii]] and [[C&#039;thur|High Queen C&#039;thur]] also serving in important advisory positions. While the Court influences Vaurca interests, it holds no official legislative or judicial power as Caprice remains under the jurisdiction of the [[Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
The Court of Queens oversees a dedicated bureaucratic arm that facilitates Vaurca employment within the [[Stellar Corporate Conglomerate]] (SCC). This division handles essential paperwork, including avowals of responsibility, necessary for Vaurca personnel to join SCC facilities. Currently, all brood queens participate in the assembly, except for [[Vetju|Queen Vetju]] and [[Xetl|Queen Xetl]].&lt;br /&gt;
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===History===&lt;br /&gt;
The first Court of Queens was established during the [[Vaurca History#The Commonwealth of Zo&#039;ra|Commonwealth of Zo&#039;ra]], a period of unprecedented stability, prosperity, and uncontested Zo&#039;ra dominance across Sedantis. Seeking to establish themselves as benevolent leaders, the Zo&#039;ra founded a permanent assembly in their native [[Sedantis_I#Xtykt’lotec_Rift|Xtykt&#039;lotec]]. The multifaceted council was led by High Queen Zo&#039;ra, Empress of Sedantis. It functioned as a forum for Hives to settle disputes peacefully and showcase innovations, fostering collaboration under Zo&#039;ra oversight.&lt;br /&gt;
&lt;br /&gt;
The original Court of Queens presented itself as a diplomatic and political inter-hive organization. While it lacked official power over the Hives, its rulings were widely understood to reflect the will of High Queen Zo&#039;ra. [[Zoleth|Queen Zoleth]], residing in Xtykt&#039;lotec, also played a vital role in upholding the Court&#039;s duties, lending legitimacy to its decisions. However, some of the Court&#039;s rulings were perceived as unjust, particularly by the minor hives. These perceived injustices, while just one factor among many, contributed to the growing tensions that ultimately erupted into the [[The Great Hive War|Great Hive War]]. Despite this, the Court is remembered by the major Hives as a beacon of justice, representing a pinnacle of Vaurca civilization.&lt;br /&gt;
&lt;br /&gt;
The Lii&#039;dramachy brought devastation upon the Court of Queens, which was destroyed alongside the Xtykt&#039;lotec Rift. Post-war efforts by the Zo&#039;ra and C&#039;thur to reinstate the assembly proved unsuccessful. During the [[Vaurca History#The Exodus|Exodus]], the Court of Queens gained an almost mythical status as Vaurca Hives scattered across the stars. It became a poignant reminder of a lost unity, especially after the [[Vaurca History#The Celis Conflict|Celis conflict]].&lt;br /&gt;
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After the colonization of Caprice, Queen Zoleth proposed the reinstatement of the Court of Queens to address the new challenges facing the Vaurca in the Orion Spur. The project gained momentum when High Queen Vaur relocated to Caprice and commissioned the construction of New Sedantis. Amid the phoron scarcity crisis in 2462, plans for the Court of Queens intensified. Following the inauguration of New Sedantis in 2463, the Court held its first summit. Since then, it has implemented various initiatives aimed at strengthening and expanding Vaurca influence within the Orion Spur.&lt;br /&gt;
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===Vaurca Office of Administrative Services===&lt;br /&gt;
&#039;&#039;VOAS redirects here. For the building in New Sedantis, see [[Caprice#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca Office of Administrative Services (VOAS) is the densely bureaucratic arm of the Court of Queens. It meticulously processes a vast array of paperwork essential for Vaurca integration within megacorporations and broader society. This includes work permits, licenses, passports, avowals, regulatory filings, tax documents, and any other clerical or administrative process a Vaurca might require. As part of the Court of Queens, this service is provided without charge to Vaurcae serving member queens. Additionally, through agreements with the K&#039;lax and C&#039;thur Hives, VOAS extends these vital services to Vetju and Xetl Vaurcae, even if their queens are not formal members of the Court.&lt;br /&gt;
&lt;br /&gt;
[[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae also utilize VOAS for the necessary paperwork, usually with a dynamic fee paid by their supervising [[Vaurca_Culture_and_Society#The_Ta_and_Hive_Leadership|Alate]]. Though not mandatory, VOAS has become the de facto standard for Vaurca administrative processes, particularly those involving the Stellar Corporate Conglomerate. This has increased employment opportunities for previously disadvantaged Queenless Vaurcae, given they meet job qualifications. However, VOAS faces criticism for its unfair treatment of Queenless applicants. These applicants experience extended wait times and frequent denials, even after paying the required fees. Additionally, Queenless applicants must use outdated traditional mail services for applications, while brooded Vaurcae have access to the more efficient [[Virtual Reality]] process. Some Queenless must even travel to the VOAS office in Caprice for basic procedures. VOAS denies these practices reflect official policy.&lt;br /&gt;
&lt;br /&gt;
VOAS has been criticized by the Court of Queens&#039; detractors as a blatant attempt by Vaurca Hives to gain control over administrative procedures traditionally overseen by governments, particularly within the Republic of Biesel. Critics argue this move centralizes power and diminishes state autonomy. However, the Court of Queens maintains that a centralized system is necessary for efficiency, claiming that the complex paperwork required by these processes creates a significant disadvantage for Vaurcae compared to other species. They further argue that many [[Vaurca#The Bound|Bound Vaurcae]] would be unable to navigate the bureaucratic processes independently.&lt;br /&gt;
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===Criticism and Controversies===&lt;br /&gt;
Since the formation of the Court of Queens in Caprice, the assembly has been under constant surveillance. The Republic of Biesel supervised its inaugural summit and has continued to monitor subsequent meetings via [[Hivenet]] logs. Concerns persist within the Republic that the Court could facilitate the creation of a Vaurca government or secession from Tau Ceti. While the Court denies these intentions, some of its policies and regulations turn them into a de facto supranational organization. The vaurphobic news network &#039;&#039;Vaurca Updates Online&#039;&#039; has labeled the Court of Queens &amp;quot;a council of coupists.&amp;quot;&lt;br /&gt;
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Some view the Court of Queens in Caprice as a veiled attempt by the Zo&#039;ra Hive to re-establish dominance over the K&#039;lax and C&#039;thur Hives under the guise of diplomacy and addressing Vaurca welfare. While the Zo&#039;ra Hive denies these accusations, High Queen Vaur remains the only assembly&#039;s chairwoman. The Zo&#039;ra Hive also strongly opposes moving Court matters elsewhere in the Orion Spur, arguing the Republic of Biesel is the only truly multicultural nation capable of hosting their activities.&lt;br /&gt;
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==Vaurca Equality==&lt;br /&gt;
Vaurca Equality is a non-profit civil rights organization founded in 2457 by High Queen Vaur. Initially focused on advancing justice for Vaurcae in Biesel, its scope has expanded to advocate for Vaurca rights across the Spur. The organization remains under Zo&#039;rane control and, while supporting all Hives, emphasizes issues affecting the Zo&#039;ra Hive and combatting vaurphobia directed towards them. &lt;br /&gt;
&lt;br /&gt;
Vaurca Equality has drawn both attention and criticism for its recent focus on human-centric media and trends. Some critics argue this pandering to human sensibilities undermines the organization&#039;s mission to advocate for Vaurcae rights. Notably, all Executive Directors, including the current incumbent &#039;&#039;&#039;Mariam Ashraf&#039;&#039;&#039;, have been human. This, coupled with the organization&#039;s direct funding from the Zo&#039;ra Hive, has led some to accuse Vaurca Equality of misrepresenting itself as a primarily human-led institution.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The [[Vaurca History#The First Contact With Humanity|Zo&#039;ra Hive&#039;s arrival in Biesel]] was unexpected, prompted by the heavily damaged state of their ship, Titan Prime, and dwindling resources. They were granted refugee status, a controversial decision, especially in [[Mendell City]]. A slum, [[Flagsdale]], was established to house Vaurcae, but it quickly became associated with gang activity and safety concerns, fostering fear and negative perceptions among many Biesellites. &lt;br /&gt;
&lt;br /&gt;
Despite widespread resettlement of Vaurcae across the Republic, skepticism and animosity persisted. By 2457, over a dozen Vaurcae had been victims of hate crimes, including several murders. Additionally, [[Notable Humans#President Joseph Dorn|Dorn&#039;s administration]] faced heavy criticism for its support of the Zo&#039;ra Hive. Amid this climate, High Queen Zo&#039;ra founded Vaurca Equality, initiating a significant publicity campaign aimed at improving public perception of Vaurcae.&lt;br /&gt;
&lt;br /&gt;
Jordan Podolski, known for his prior activism advancing the rights of non-human sapients in Biesel, served as the inaugural Executive Director of Vaurca Equality. His experience leading a similar non-profit made him an appealing choice for the Zo&#039;ra Hive. However, Podolski&#039;s advancing age and declining energy led to a less dynamic leadership than the Zo&#039;ra had anticipated. Nevertheless, Podolski&#039;s expertise proved crucial in legislative advocacy, particularly in securing passage of the [[Zo&#039;ra in the Republic of Biesel#Citizenship|Universal Citizenship Program]] in Biesel.&lt;br /&gt;
&lt;br /&gt;
In 2461, Jordan Podolski retired. Melissa Wahlberg, a seasoned public relations manager known for her work on the Dorn campaign, took over as Executive Director. That same year, [[Athvur|Queen Athvur]] became deeply involved in Vaurca Equality, taking over from High Queen Vaur. In a strategic move, Athvur relocated Vaurca Equality&#039;s headquarters alongside her brood to [[Biesel#Belle Côte|Belle Côte]] in 2462. The fashionable coastal city has since transformed into the epicenter of Vaurca public relations efforts within Biesel. The combined presence of Queen Athvur and a more active Vaurca Equality has proven highly successful, particularly in winning over the hearts and minds of young Belle Côtians.&lt;br /&gt;
&lt;br /&gt;
Despite initial popularity, Vaurca Equality&#039;s integrity was compromised by a shift toward sensationalism and clickbait, particularly evident in its newspaper, the &#039;&#039;Caprice Sun&#039;&#039;. In 2466, the publication of articles fueling a feud between K&#039;lax broods forced the resignation of Executive Director Melissa Wahlberg. After Wahlberg&#039;s dismissal, Vaurca Equality underwent a large restructuring, focusing instead on reaching to new demographics.&lt;br /&gt;
&lt;br /&gt;
Mariam Ashraf, a second-generation [[Republic of Elyra|Elyran]] immigrant from [[Biesel#New Marfa|New Marfa]], is the current Executive Director of Vaurca Equality. Ashraf&#039;s background has heavily influenced her approach to the role, seeking to bridge the gap between Vaurcae and Elyrans, who traditionally harbor negative stereotypes of the former. While avoiding the sensationalism of her predecessor, Ashraf aims to build upon prior successes by expanding Vaurca Equality&#039;s appeal to new demographics and forging alliances with unexpected partners.&lt;br /&gt;
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===Internal Structure===&lt;br /&gt;
Vaurca Equality operates with a hierarchical structure headed by an Executive Director, always a human chosen for their public image and experience in activism. This individual oversees the organization&#039;s day-to-day operations, public relations, and strategic direction. They report directly to a board of directors—the Zo&#039;rane Queens—who ultimately hold decision-making power.&lt;br /&gt;
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Beneath the Executive Director are several departments focused on specific areas of advocacy. The Legal Department handles litigation, lobbying efforts, and legal counseling for Vaurcae facing discrimination. The Media and Outreach Department manages public relations, social media campaigns, and community engagement. The Research and Policy Department analyzes data, formulates policy recommendations, and produces educational materials on Vaurca issues. Each department is staffed by a mix of Vaurca and human experts, although leadership positions tend to be reserved for humans.&lt;br /&gt;
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In addition to its paid staff, Vaurca Equality relies heavily on a network of volunteers. These individuals, usually human, contribute their time and expertise to support the organization&#039;s various initiatives. Volunteers participate in outreach events, assist with legal cases, and help disseminate information to raise awareness about Vaurca issues. Volunteers also participate in phone banking through rather aggressive campaigns with hundreds of operators.&lt;br /&gt;
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===Memberships===&lt;br /&gt;
Vaurca Equality offers three tiers of membership to supporters of its mission, each designed to provide unique benefits and engagement opportunities while contributing to the advancement of Vaurca rights. While Vaurcae themselves rarely donate, allies from various species constitute the majority of members.&lt;br /&gt;
&lt;br /&gt;
The organization&#039;s financial practices have drawn criticism due to a lack of transparency. Vaurca Equality does not publicly report its income or donor information, leading to speculation that most of its funding comes from private donors and the Zo&#039;ra Hive. While memberships constitute a relatively small portion of the overall finances, the program has been instrumental in fostering individual interest and engagement with the organization&#039;s mission.&lt;br /&gt;
&lt;br /&gt;
====Basic Membership====&lt;br /&gt;
The Basic membership is the entry-level tier, requiring a recurring donation of 30 credits per month for a six-month period. This tier provides members with a foundation for their support and involvement with Vaurca Equality.  Key benefits include:&lt;br /&gt;
* A digital newsletter delivered directly to members&#039; inboxes, containing updates on the organization&#039;s activities, success stories, and upcoming events.&lt;br /&gt;
* A physical card identifying the member as a supporter of Vaurca Equality, offering a sense of belonging to the community.&lt;br /&gt;
* Periodic discounts or special offers at select businesses partnered with Vaurca Equality, providing tangible benefits while supporting Vaurca-friendly establishments.&lt;br /&gt;
&lt;br /&gt;
====Gold Star Membership====&lt;br /&gt;
The Gold Star membership is designed for dedicated allies who wish to deepen their commitment to Vaurca Equality. This tier requires a cumulative donation of 700 credits over six months. In addition to the basic benefits, Gold Star members enjoy:&lt;br /&gt;
* Enhanced discounts available at Vaurca-run establishments and settlements. Promotions might include free nights at hotels or an occasional free meal. &lt;br /&gt;
* Priority registration and early access to Vaurca Equality events, campaigns, and educational programs. &lt;br /&gt;
* A six-month subscription to the organization&#039;s newspaper, &#039;&#039;Caprice Sun&#039;&#039;, providing in-depth coverage of Vaurca news and issues. This full subscription includes exclusive interviews, quizzes, and investigative reports. &lt;br /&gt;
* Access to curated educational materials on Vaurca history, culture, and legal rights. &lt;br /&gt;
&lt;br /&gt;
====Phoron Star Membership====&lt;br /&gt;
The Phoron Star membership is the most prestigious tier, catering to high-level supporters who want to make a significant impact on Vaurca Equality&#039;s mission. This exclusive tier requires a cumulative donation of 6,000 credits over six months. Phoron Star members receive all the benefits of the previous tiers, along with:&lt;br /&gt;
* A dedicated Vaurca Equality representative acting as a liaison, offering personalized support and advocacy on Vaurca-related issues.&lt;br /&gt;
* Access to VIP receptions, galas, charity auctions, and other high-profile events where members can network with influential individuals who share a passion for social justice.&lt;br /&gt;
* Exclusive perks and experiences at Vaurca-run establishments and settlements, such as access to private lounges, personalized concierge services, and curated gift baskets.&lt;br /&gt;
* Unique philanthropic opportunities to directly support Vaurca causes, such as funding bills, research initiatives, or community development projects.&lt;br /&gt;
* Access to confidential reports, analyses, and expert insights on Vaurca-related issues, providing valuable information for both personal and professional endeavors.&lt;br /&gt;
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===Caprice Sun===&lt;br /&gt;
The &#039;&#039;Caprice Sun&#039;&#039; is a newspaper owned and operated by Vaurca Equality. It was established on October 25, 2463, at a Court of Queens session. The name is a misnomer; despite suggesting a Caprice origin, it is headquartered in Balbuena Avenue #58, Belle Côte, Biesel. Initially conceived as a positive news outlet fostering inter-Hive cooperation, the newspaper has faced criticism for its sensationalistic reporting and tendency to avoid stories that could negatively portray Vaurcae. The &#039;&#039;Caprice Sun&#039;s&#039;&#039; content caters primarily to a human audience.&lt;br /&gt;
&lt;br /&gt;
Originally led by Vaurca Equality&#039;s Executive Director Melissa Wahlberg, the &#039;&#039;Caprice Sun&#039;s&#039;&#039; leadership changed following the [[War in Heaven#March 2466|controversy surrounding Queen Tupii&#039;s interview]]. In 2466, Wahlberg was replaced by Xuqliq Qu&#039;qoq, the [[Skrell|Skrellian]] marketing director of Vaurca Equality. While maintaining the elements that contributed to the newspaper&#039;s initial success, Qu&#039;qoq has instituted stricter guidelines for reporting on potentially sensitive topics that could ignite conflict between Vaurca broods.&lt;br /&gt;
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==Ve&#039;katak Phalanx==&lt;br /&gt;
&#039;&#039;See also: [[Private Military Contracting Group#Ve&#039;katak Phalanx]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ve&#039;katak Phalanx (Ve&#039;katak translating to &amp;quot;Alliance&amp;quot; in Basic) is a Pan-Vaurcaesian private military contractor primarily funded by the Zo&#039;ra Hive. Founded in 2464 following a Court of Queens&#039; decree, it is supervised by Queens Zoleth, Vedhra, and Vytel. The organization&#039;s motto, &amp;quot;From Many, One Might,&amp;quot; reflects its open acceptance of all species, employing aggressive recruitment tactics to entice non-Vaurca members. The Phalanx operates under the umbrella of the [[Private Military Contracting Group]]. Although officially independent of the Court of Queens, most decrees involving Phalanx operations are first discussed and approved within the Court, raising concerns about the assembly&#039;s involvement in a paramilitary organization.&lt;br /&gt;
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The Ve&#039;katak Phalanx is currently led by Chief Operations Officer (COO) Za&#039;Akaix&#039;Aedon Zo&#039;ra, a [[Virtual Reality#Afterlife|resleeved]] Vaurca Marshall renowned for his service as a Zoleth General in the Lii&#039;dramachy during the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]]. While the appointment of a non-Gyne to such a high position is notable, the COO&#039;s authority is limited, and Aedon primarily serves to execute the directives of the three supervising queens.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The term &amp;quot;Ve&#039;katak&amp;quot; initially referred to the Ve&#039;katak Catacombs on the outskirts of Zo&#039;ra domain. During Sedantis&#039; [[Hives Renaissance#Prelude|Reconstruction period]] following the Great Hive War, an inter-Hive military league formed and primarily operated from the Ve&#039;katak Catacombs. This coalition, due to its association with the location, became known as the Ve&#039;katak and helped combat Warladies seeking to reclaim territory from the waning Zo&#039;rane Empire. The Ve&#039;katak ultimately dissolved after the L&#039;kaal Hive was appointed to face the Warladies on its own. However, the term &amp;quot;Ve&#039;katak&amp;quot; persisted, often used metaphorically to denote inter-Hive cooperation. It is now commonly translated as &amp;quot;Alliance&amp;quot; in Basic, with the modern Ve&#039;katak Phalanx occasionally referring to itself as the &amp;quot;Alliance Phalanx.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Following the formation of the Flagsdale slum, vigilante groups emerged within the district in response to high crime rates. As Vaurca immigration to Mendell City increased, these groups began accepting Warriors from various Hives. While the history of Flagsdale&#039;s vigilante groups is poorly documented, one prominent organization called itself the Ve&#039;katak Guard. The Guard gained notoriety in 2461 after seizing and repurposing an [[Queenless#Ak&#039;riix|Ak&#039;riix]] base, which they then adorned with their emblem: a red and black flag depicting Warriors in phalanx formation. Although never confirmed, it is widely speculated that Queen Zoleth sanctioned the Ve&#039;katak Guard.&lt;br /&gt;
&lt;br /&gt;
Following the Court of Queens&#039; establishment, concerns regarding security in the Flagsdale district intensified, particularly after a year of escalating violence and unrest in 2463. The Mendell City Police Department struggled to intervene effectively due to the hazardous phoron levels in certain areas. As a preventative measure, High Queen Vaur and Queen Zoleth spearheaded the formation of the Phalanx Unit, a specialized group of Warriors trained for riot control within Flagsdale. The Phalanx Unit&#039;s success extended beyond Flagsdale, proving effective in quelling civil unrest in other areas of Mendell City as well.&lt;br /&gt;
&lt;br /&gt;
Due to the growing success and demand for Phalanx Unit members, the Court of Queens established its own private military company, the Ve&#039;katak Phalanx, in 2464. Led by [[Zoleth|Queens Zoleth]], [[Vedhra]], and [[Vytel]], the Phalanx operates under the umbrella of the Private Military Contracting Group. While most of its operations are tied to PMCG contracts, the Ve&#039;katak Phalanx also provides contracted forces within the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Ve&#039;katak Phalanx provides armed security and risk management services to the Stellar Corporate Conglomerate, particularly in Biesel. Due to the relationship between High Queen Vaur and Joseph Dorn, there is speculation that the Phalanx has also provided mission support to the Republic of Biesel, especially in coordination with [[Corporate Reconstruction Zone]] activities. Additionally, the Ve&#039;katak Phalanx employs industry analysts, asset management experts, and consultants to enhance its service offerings.&lt;br /&gt;
&lt;br /&gt;
===Phalanx Doctrine===&lt;br /&gt;
Within the Republic of Biesel, the Ve&#039;katak Phalanx heavily promotes its &amp;quot;Phalanx Doctrine,&amp;quot; a philosophy deeply rooted in transhumanist ideals and emphasizing seamless cooperation between augmented individuals. The doctrine posits that a team of technologically enhanced soldiers, working in perfect unison, can achieve greater results than the sum of their individual capabilities. This synergistic approach is reflected in their training, tactics, and reliance on interconnected cybernetics, neural interfaces, and genetic tweaking. The Phalanx actively recruits individuals who embrace this philosophy, promising not just employment, but the opportunity to become part of a collective greater than themselves.&lt;br /&gt;
&lt;br /&gt;
The Phalanx Doctrine, as outlined in the booklet &#039;&#039;Phalanx Doctrine: From Many, One Might&#039;&#039;, is divided into four key tenets. This booklet, exclusive to Ve&#039;katak Phalanx recruits trained at their Caprice headquarters, is solely distributed within the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Synergy through augmentation:&#039;&#039;&#039; Embrace technological enhancements to transcend individual limitations and achieve collective strength. The whole is greater than the sum of its parts.&lt;br /&gt;
# &#039;&#039;&#039;Interconnectedness:&#039;&#039;&#039; Foster unity through shared goals, mutual trust, and seamless communication. Utilize neural interfaces and networked technology to enhance coordination and understanding.&lt;br /&gt;
# &#039;&#039;&#039;Adaptability:&#039;&#039;&#039; Continuously evolve and adapt to new challenges, embracing innovation and leveraging technological advancements to maintain a tactical advantage.&lt;br /&gt;
# &#039;&#039;&#039;Selfless Sacrifice:&#039;&#039;&#039; Prioritize the mission and the well-being of the Phalanx above individual desires. The individual&#039;s value lies in their contribution to the collective.&lt;br /&gt;
&lt;br /&gt;
The Phalanx Doctrine, while emphasizing unity and collective action, also acknowledges the importance of individual initiative and critical thinking. This unofficial &amp;quot;fifth tenet&amp;quot; is evident in the organization&#039;s encouragement of personalized uniform modifications and personal quarters reflecting individual tastes and preferences. Despite valuing cohesive unit action, the Ve&#039;katak Phalanx vehemently rejects the notion of a hivemind, considering it a [[The Lii&#039;dra|Lii&#039;draic]] notion that must be expunged.&lt;br /&gt;
&lt;br /&gt;
===Recruitment===&lt;br /&gt;
The Ve&#039;katak Phalanx has faced criticism for its aggressive recruitment tactics, particularly targeting vulnerable individuals like the lonely or impoverished. Accusations of predatory practices include promises of full scholarships and a fresh start, creating a sense of belonging and lifelong support within a new community. The Phalanx also emphasizes its advanced training and intelligence capabilities, enticing young Biesellites and fervent transhumanists who are seeking opportunities not available through conventional private military contractors.&lt;br /&gt;
&lt;br /&gt;
[[File:Phalanx.png|thumb|The symbol of the Ve&#039;katak Phalanx. It is composed of nine black squares in a phalanx formation. The black squares represent other species, while the colored squares represent the three Hives. The black squares are sometimes portrayed in white, especially when the symbol is used as part of a uniform.]]&lt;br /&gt;
&lt;br /&gt;
Despite its &amp;quot;open to all species&amp;quot; policy, the Ve&#039;katak Phalanx primarily attracts human recruits. To address this imbalance, the organization plans to launch targeted campaigns aimed at [[Skrell]] and [[Unathi]] demographics. While the Phalanx comprises members of all three Hives, Zo&#039;ra Warriors remain the dominant group. Recently, the Phalanx expanded to include Vaurca Workers within its medical division.&lt;br /&gt;
&lt;br /&gt;
The Ve&#039;katak Phalanx tailors its recruitment strategies depending on the target audience. For instance, within the [[Izweski Hegemony]], the organization emphasizes collaborative work and warrior spirit, avoiding any mention of bodily augmentation due to cultural sensitivities. However, Unathi members from the Hegemony seeking advancement within the Phalanx must undergo training in Caprice, where they are offered optional Virtual Reality training and the possibility of augmentation. While the Phalanx Doctrine emphasizes the potential of technological enhancement, the Ve&#039;katak Phalanx maintains a strict policy of not forcing any body modifications or cybernetic augments on its members.&lt;br /&gt;
&lt;br /&gt;
===Neusim===&lt;br /&gt;
Recently, the Ve&#039;katak Phalanx introduced a new experimental training program for non-Vaurca recruits. This program utilizes a secretive Virtual Reality system on Caprice known as the &#039;&#039;&#039;Neural Simulation Training Environment&#039;&#039;&#039; (Neusim). More information about this program can be found [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
&lt;br /&gt;
While all species can undergo Neusim training, technological limitations prevent [[IPC|IPCs]] and [[Dionae]] from experiencing the same simulation quality as other participants. Neusim has been criticized for its potentially traumatic effects, with some human users reporting fractured memories and distorted perceptions of self. In response, the Ve&#039;katak Phalanx has recently begun offering psychological assistance to those experiencing difficulties, though some see this as a method to eliminate recruits deemed mentally weak.&lt;br /&gt;
&lt;br /&gt;
==Tretian Guild==&lt;br /&gt;
The Tretian Guild is the only [[Unathi Guilds|Unathi guild]] with a K&#039;lax majority. Established in [[Tret]], the guild specializes in operating and maintaining the large-scale manufacturing operations of the factory-planet. In a controversial move, the Tretian Guild expanded its operations beyond Tret in mid-2466, acting as strikebreakers and supplemental workers for operations where workers of other guilds may be unwilling or unable to fulfill their duties.&lt;br /&gt;
&lt;br /&gt;
The Tretian Guild&#039;s unique nature makes it a point of contention within the Hegemony. Some Sinta argue the guild should not exist, claiming it primarily benefits the K&#039;lax and [[Hephaestus Industries|Hephaestus]] at the expense of the [[Izweski Hegemony|Hegemony]]. Critics also believe the Tretian Guild oversteps traditional guild boundaries by operating in multiple trades. However, the guild&#039;s defenders argue that large-scale manufacturing is a niche not fully covered by existing guilds. While the [[Unathi Guilds#Miners Guild|Miners&#039; Guild]] maintains a presence in certain Tret mining operations, the Tretian Guild specializes in the more hazardous environments that require unique Vaurca bioforms.&lt;br /&gt;
&lt;br /&gt;
The Tretian Guild is considered by many K&#039;lax as an avenue for their Hive to play a vital part in the Hegemony&#039;s economy, and perhaps even one day become an important part of the Spur&#039;s economy as a whole. However, the guild&#039;s small returns mean their influence lies more in the realm of Hegemony politics than direct economic power.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The K&#039;lax Hive was granted the desolate planet of Tret in 2459. However, Hephaestus Industries had already been involved in mining attempts of Tret years prior. The Hive and megacorporation subsequently negotiated the [[Tret#History|Ksyne&#039;kizar Economic Treaty]], in which Hephaestus financed the rapid transformation of Tret into a factory-planet. Within three years, Tret evolved from a barren rock into a fully operational mining and manufacturing center. &lt;br /&gt;
&lt;br /&gt;
The first years of Tret&#039;s operations were unstable, primarily due to the third colony&#039;s strained relationship with the [[Unathi Guilds#Merchants Guild|Merchants Guild]]. The guild&#039;s refusal to collaborate, driven by factors ranging from distrust of the Hive to the hazards of traversing Tret and Pid, created significant challenges. Compounding these issues, the Hegemony&#039;s declining economy inflated Tret&#039;s operational costs, exceeding the planet&#039;s initial output. Despite Hephaestus&#039; attempts to secure profits from their investment, Tret struggled to realize its full economic potential.&lt;br /&gt;
&lt;br /&gt;
In February 2463, under sanction from High Queen Zkaii, the yet-to-be-coronated [[Tupii|Queen Tupii]] of the K&#039;lax brood formally organized the Tretian Guild. The Hegemon Not&#039;zar Izweski approved the guild&#039;s establishment within two weeks of the petition, enabling Tret to streamline agreements with other guilds, particularly the wary Merchants Guild. Although the Tretian Guild experienced moderate initial success, tensions with the Merchants Guild and the declining Hegemony economy hindered Tret&#039;s profitability.&lt;br /&gt;
&lt;br /&gt;
By mid-2465, [[The Titan Rises Arc|Hephaestus Industries had revitalized the Hegemony&#039;s economy]] through monopolization and acquisition of the traditional Unathi guilds. With newfound capital, Hephaestus aimed to capitalize on the underperforming factory-planet Tret. However, the Tretian Guild, while only marginally profitable, remained debt-free, preventing a complete takeover. Instead, Hephaestus opted for a majority buyout, ensuring the guild&#039;s independence in name but granting Hephaestus significant control. This strategic maneuver solidified Hephaestus&#039; influence over Tret and its valuable resources.&lt;br /&gt;
&lt;br /&gt;
The collapse of the Merchants Guild allowed the Tretian Guild to assume control of transporting Tret&#039;s manufactured products, leading to more efficient distribution. Tret&#039;s low production costs have attracted interest from other businesses, notably the Stellar Corporate Conglomerate subsidiaries focused on affordable consumer goods. Currently, Tretian products are highly sought after in mass marketing.  Despite this success, the K&#039;lax Hive continues to receive only 17%  of Tret&#039;s total profits. The Hegemony and Hephaestus reap the majority of the benefits, with a smaller, though significant, portion allocated to Tretian Guild operations and growth.&lt;br /&gt;
&lt;br /&gt;
===Guild Organization===&lt;br /&gt;
The Tretian Guild is mostly composed of K&#039;lax Hive members but also includes Unathi craftsmen. There are no restrictions preventing any species from rising to the position of elder guildsman. This has led to some Unathi lower nobles finding success within the guild. Despite Queen Tupii&#039;s current leadership, both the K&#039;lax Hive and Yukal T&#039;zakal actively seek a replacement for the guildmaster position.&lt;br /&gt;
&lt;br /&gt;
Following traditional guild practices, apprenticeships are crucial within the Tretian Guild. Vaurcae members progress through two apprenticeship tiers: &amp;quot;novice&amp;quot; during their Virtual Reality training and &amp;quot;true apprentice&amp;quot; as they continue learning in real life. While any Unbound K&#039;lax could potentially join the guild, membership favors specific hive-cells. Many other Unbound Vaurcae, though hired by the guild, remain outside the formal rank structure.&lt;br /&gt;
&lt;br /&gt;
Within the Tretian Guild, Bound Vaurcae are classified as machinery and property. This applies to specialized bioforms used in hazardous mining operations as well as Bound Workers employed in assembly lines.&lt;br /&gt;
&lt;br /&gt;
In accordance with other Hephaestus-controlled guilds, Tretian Guild members may be subcontracted to other companies. The specific arrangements for individual Vaurcae vary depending on their hive-cell and the preferences of their supervising Alate. However, as with Unathi characters, current guild members working in Engineering or Operations must be employed by Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
===Strikebreakers===&lt;br /&gt;
Since 2466, the Tretian Guild has been increasingly deployed as strikebreakers, particularly in the turbulent [[Moghes#The Southlands|Southlands of Moghes]]. These strikebreaking teams primarily consist of K&#039;lax workers, supplemented by Unathi personnel hired by the guild. The deployment of these strikebreakers has often been covert, with the Tretian Guild&#039;s involvement deliberately obscured.&lt;br /&gt;
&lt;br /&gt;
While protesting Hearts of Industry workers may recognize the K&#039;lax as non-members of their guild, they often remain unaware of the larger orchestration behind these strikebreaking efforts. The exact methods employed by the Tretian Guild to infiltrate targeted facilities remain shrouded in secrecy, fueling speculation about potential tactics ranging from forged credentials to covert infiltration.&lt;br /&gt;
&lt;br /&gt;
==C&#039;thur, LLC==&lt;br /&gt;
&#039;&#039;For information about the brood, see [[C&#039;thur, Queen of Masques]]. For information about the Hive, see [[Vaurca Hives#C&#039;thur|C&#039;thur (Hive)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
C&#039;thur, LLC, officially The C&#039;thuric Hive Holdings, LLC, is an [[Eridani Federation|Eridanian]] company headquartered in Sector V, Kianda. It is noted for its long-term labor agreements with megacorporations and its proprietary scientific developments. C&#039;thur, LLC is majorly owned by [[C&#039;thur|High Queen C&#039;thur]] and operates in a similar structure as the Hive itself. While distinctions between the C&#039;thur Hive and the company are legally upheld within the [[Nralakk Federation]], this separation becomes less clear in human space. Lesser queens hold membership within the company, granting them ownership rights and a stake in its profits.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
In 2458, the C&#039;thur Hive and [[Einstein Engines]] first came into negotiations. However, despite the Special Economic Zone established in [[Qerrbalak#Kal&#039;lo|Kal&#039;lo]], Nralakk Federation law prohibited direct negotiations with non-state entities. The Hive remained interested in establishing a relationship with the megacorporation despite this setback.&lt;br /&gt;
&lt;br /&gt;
In 2459, a human representative from [[Zeng-Hu Pharmaceuticals]], Dr. Liu Mengyao, visited an Aliose laboratory where C&#039;thur and Federation scientists collaborated on anti-aging treatments.  Dr. Liu&#039;s interest in a C&#039;thur-developed treatment, derived from genetically modified Sedantian [[Sedantis I#Macrobacteria|macrobacteria]], led to an invitation for the C&#039;thur to discuss potential deals within the Eridani Federation, where such agreements were legal.&lt;br /&gt;
&lt;br /&gt;
The selection of the C&#039;thur embassy bound for Eridani took nearly three months due to the power vacuum resulting from High Queen C&#039;thur&#039;s injuries. The embassy ultimately comprised primarily C&#039;thur brood members, with a few [[Mouv]] and [[Vytel]] companions. However, a separate rogue [[Xetl]] embassy also journeyed to Eridani during this time. These Xetl are now known as the [[Queenless#The Zinos of the Underworld|Zinos]] and have acquired Punished status ever since.&lt;br /&gt;
&lt;br /&gt;
While in Eridani, the C&#039;thur embassy founded The C&#039;thuric Hive Holdings, LLC. This enabled the Hive to legally interact with megacorporations outside of the Nralakk Federation. C&#039;thur, LLC has since become the Hive&#039;s primary vehicle for labor agreements within the Spur.&lt;br /&gt;
&lt;br /&gt;
In 2461, a series of successful deals with Zeng-Hu Pharmaceuticals culminated in C&#039;thur, LLC purchasing approximately 30% of Einstein Engines shares, a negotiation led by Queen Mouv. Although Queen Mouv gained fame for being &amp;quot;the richest Vaurca&amp;quot; after this purchase, the ownership of the shares officially resides with the limited liability company itself. Despite this significant stake, Einstein Engines remains predominantly human-led, and C&#039;thur, LLC has not yet exercised its influence within the megacorporation at a sizeable level.&lt;br /&gt;
&lt;br /&gt;
Following the formation of the Stellar Corporate Conglomerate in 2462, the C&#039;thur Hive publicly distanced itself from Einstein Engines. However, the Hive maintains its investment in the megacorporation through C&#039;thur, LLC. While Queen Mouv was initially slated for a board directorship at Einstein Engines, she declined the position due to optics. Instead, [[Skrell Abroad#Skrell in the Solarian Alliance|Solarian Skrell]] Ue&#039;biiq Xool, a member of C&#039;thur, LLC, was appointed to represent the Hive&#039;s interests on the board.&lt;br /&gt;
&lt;br /&gt;
===Company Structure===&lt;br /&gt;
The C&#039;thuric Hive Holdings, LLC operates with a hierarchical structure that reflects the organization of a Vaurca Hive. High Queen C&#039;thur sits at the pinnacle as CEO, holding ultimate authority over the company&#039;s direction and investments. The remaining three queens—Mouv, Vytel, and Xetl—are also owners, each with equal shares and a voice in major decisions.&lt;br /&gt;
&lt;br /&gt;
[[File:Cthurllc.png|thumb|The logo of the C&#039;thur, LLC, also known as the &amp;quot;honeycomb logo.&amp;quot; Each hexagon represents one of the C&#039;thur broods. In 2462, the C&#039;thur, LLC logo was subject of a lawsuit from the Eridani Federation due to its superficial similarities.]]&lt;br /&gt;
&lt;br /&gt;
Queen Mouv holds a particularly influential role within the LLC. As the main negotiator behind the Einstein Engines shares, Queen Mouv oversees the company&#039;s operations related to the megacorporation. Although Mouv has tried to expand her sphere of influence to overseeing SCC operations as well, everything related to the SCC is run by High Queen C&#039;thur and her board of advisors.&lt;br /&gt;
&lt;br /&gt;
Beneath the queens, [[Vaurca_Culture_and_Society#The_Ta_and_Hive_Leadership|Surrogates]] form the upper management of C&#039;thur, LLC. These trusted advisors and representatives of the queens provide expertise and guidance on financial matters, investment strategies, and potential partnerships. Alates, who are Gynes responsible for managing individual hive-cells, constitute the lower management tier, carrying out the day-to-day operations of the company.&lt;br /&gt;
&lt;br /&gt;
Vaurcae working outside the Nralakk Federation are employed as non-members of C&#039;thur, LLC. These laborers may be subcontracted, leased, or outsourced, depending on arrangements made by their Alate. Co-employment has emerged as the dominant method for contracting Vaurcae labor within megacorporations. In this model, the worker is employed by C&#039;thur, LLC but performs labor for another company (e.g., Zeng-Hu Pharmaceuticals). This practice has been criticized for potentially limiting worker benefits, such as health insurance. C&#039;thur, LLC claims to provide these benefits internally but reserves the right to determine their scope.&lt;br /&gt;
&lt;br /&gt;
Work-related injuries requiring treatment at facilities like the [[SCCV Horizon]] typically result in the medical bill being sent to C&#039;thur, LLC, who may subsequently deduct costs from the worker&#039;s wages depending on the severity. The co-employment agreement does not exempt C&#039;thur laborers from potential CCIA sanctions. Punished C&#039;thur are not employed by C&#039;thur, LLC, and must secure employment independently. Since the establishment of the Vaurca Office of Administrative Services (VOAS), C&#039;thur, LLC no longer handles the administrative paperwork for its employees.&lt;br /&gt;
&lt;br /&gt;
===C&#039;thur, LLC Diplomats===&lt;br /&gt;
As the C&#039;thur Hive and the C&#039;thur, LLC are so intertwined, C&#039;thur Gyne Diplomats on board the SCCV Horizon that are representing their Hive may also represent the interests of C&#039;thur, LLC. This means that C&#039;thur Gyne Diplomats aboard the SCCV Horizon who represent the Hive may also have an interest in the performance of C&#039;thur laborers, regardless of their brood or employer. However, this role is &#039;&#039;&#039;only&#039;&#039;&#039; limited to Gynes of the C&#039;thur brood. While Diplomats of the other C&#039;thur broods might take interest in LLC investments, they cannot do so as actively as the Gynes of the C&#039;thur brood would. &#039;&#039;&#039;Gynes representing the Nralakk Federation do not represent C&#039;thur, LLC, and may not incorporate the LLC into their duties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==West Phoenixport Law Center==&lt;br /&gt;
The West Phoenixport Law Center (WPLC) is a legal advocacy organization specializing in [[Queenless]] Vaurca civil rights and public interest litigation. The WPLC also provides affordable legal representation to impoverished communities, regardless of species.&lt;br /&gt;
[[File:Wplc.png|thumb|The logo of the West Phoenixport Law Center, as used in their official paperwork and social media. Unlike other Vaurca organizations logos, this one has no trademark.]]&lt;br /&gt;
&lt;br /&gt;
In 2466, the WPLC gained notoriety after forming an unlikely alliance with [[New Gibson|Gibsonite]] presidential hopeful [[Notable Humans#Presiding Speaker Åke Torvald|Åke Torvald]]. The center was also prominently featured in a viral article published by &#039;&#039;Vaurca Updates Online&#039;&#039;, a self-proclaimed &amp;quot;Vaurca-skeptic network.&amp;quot; The current president of the West Phoenixport Law Center is Ta&#039;Akaix&#039;Myur&#039;kha&#039;aalik C&#039;thur, a [[Queenless#The Xi&#039;larx|Xi&#039;larx]] [[Vaurca Biology#Type CB - Gynes, Female Breeders|Gyne]] and founder of the organization.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The westside of [[Biesel#Phoenixport|Phoenixport]] has long been notable as a slum. Initially developed for working-class families employed in the southern part of the city near the coastline, the area gradually gained a reputation for being dangerous and crime-ridden. Despite numerous attempts to modernize Phoenixport by recreating architectural wonders from [[Earth]], West Phoenixport remained neglected. By 2450, Phoenixport had the highest homicide rate in Selene, with most of the crimes occurring in the western part of the city.&lt;br /&gt;
&lt;br /&gt;
In 2461, the Lii&#039;kenka arrived in Phoenixport. Due to the high profile of some Lii&#039;kenka, the group mostly relocated to the affluent southern areas of Phoenixport, receiving support from the [[Athvur, The New Goddess|Athvur brood]]. However, some of the less-fortunate hive-cells that arrived alongside the Lii&#039;kenka were forced to seek job opportunities throughout the city, with a few finding employment in the westside of Phoenixport.&lt;br /&gt;
&lt;br /&gt;
After a year, the [[Queenless#Lii&#039;kenka, The Traitors of Phoenixport|Lii&#039;kenka]] lost support from the Zo&#039;ra Hive. Consequently, the Lii&#039;kenka leadership struggled to provide resources for their community. Additionally, the Lii&#039;kenka grew more interested in the Queenless of the Zo&#039;ra and K&#039;lax Hives, to which they were now closer due to their Punished status. As a result, the Lii&#039;kenka became involved in Queenless activism, particularly in fundraising and charitable work. However, the extent of their involvement remains undocumented.&lt;br /&gt;
&lt;br /&gt;
In 2463, the [[Queenless#The Xi&#039;larx|Xi&#039;larx]] mostly relocated to Biesel. While many Xi&#039;larx spread through the Starlight Zone and some even to Flagsdale, more prominent Xi&#039;larx hive-cells moved to Phoenixport. However, their limited resources soon led them to relocate primarily to the westside, where housing was more affordable. The Lii&#039;kenka, who already had a presence in the city, took notice of the Xi&#039;larx and formed an alliance with the new group. This alliance of Punished primarily aimed to uplift the civil rights of the Queenless in Tau Ceti. Xi&#039;larx contributed to many projects previously spearheaded by the Lii&#039;kenka, now taking a more prominent role as public figures.&lt;br /&gt;
&lt;br /&gt;
====Formation of the West Phoenixport Law Center====&lt;br /&gt;
The exact origins of the West Phoenixport Law Center (WPLC) are unclear. Myur&#039;kha&#039;aalik is the only publicly known founder, with other founders remaining unnamed. While the official narrative is that the WPLC was founded by the hive-cell of Aalik, this story is considered dubious by some who have investigated the group. The date of the foundation has also been contested. The organization initially claimed on its website that the WPLC was founded in 2462, a year before the arrival of the Xi&#039;larx in Biesel. This date was later changed to August 2463. However, the West Phoenixport Law Center was not registered as a non-profit organization until early 2465. Documentation of the WPLC prior to this year is also non-existent.&lt;br /&gt;
&lt;br /&gt;
The West Phoenixport Law Center rose to prominence in 2466 after being endorsed by presidential candidate Åke Torvald. This newfound interest in the WPLC has attracted many sponsors and donors, particularly those who oppose the Zo&#039;ra Hive and the Zo&#039;rane-funded Vaurca Equality.&lt;br /&gt;
&lt;br /&gt;
===Legal Challenges and Opposition===&lt;br /&gt;
The West Phoenixport Law Center has faced significant opposition from the [[Vaurca Organizations#Court of Queens|Court of Queens]]. Although the Hives Council has refrained from publicly acknowledging the existence of the WPLC, the [[Vaurca Organizations#Vaurca Office of Administrative Services|Vaurca Office of Administrative Services]] has actively attempted to prevent WPLC lawyers from being recognized by the Biesellite Bar Association. VOAS contends that all [[Virtual Reality]] syllabi for various professions, including law practice, must first be approved by the Xavier Trasen Medical School in Biesel. The Xavier Trasen Medical School evaluates that the syllabi meet the requirements expected from human professions.&lt;br /&gt;
&lt;br /&gt;
In 2465, the Court of Queens initiated efforts to raise the standards for Vaurca lawyers, making it nearly impossible for Queenless Vaurca to meet the bar requirements in Biesel. The Court of Queens claims that this policy ensures that Vaurca lawyers are as well-prepared, if not more so, than their human counterparts when navigating the Biesellite legal system.&lt;br /&gt;
&lt;br /&gt;
===Public Perception and Criticism===&lt;br /&gt;
Some skeptics view the West Phoenixport Law Center as a dishonest organization, primarily because the WPLC has refused to be transparent about its origins and has changed its narrative over time. Despite this criticism, the WPLC has garnered significant support and drowned out detractors, particularly after being endorsed by the Torvald campaign. Among its supporters are some Queened outliers that do not agree with [[Vaur, The Liminal Queen|Vaur&#039;s]] agenda.&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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=33496</id>
		<title>Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=33496"/>
		<updated>2024-07-03T02:51:39Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Notable Native Florae and Faunae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Mendell pixel.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biesel&#039;&#039;&#039;, or [[Tau Ceti]] III, is a temperate, oxygen-rich planet colonised in the mid-2100s. It is the capital of the [[Republic of Biesel]] and of the Tau Ceti system in general. One of the most populated planets in the [[Orion Spur]], Biesel is one of the economic hearts of the known galaxy and boasts a large amount of urban development and resource richness. Following the aftermath of the economic collapse of the [[Sol Alliance|Alliance of Sovereign Solarian Nations]], the Federal Republic of Biesel and the Tau Ceti System achieved independence in 2452. Its independence was heavily assisted by [[NanoTrasen]], and Biesel continues to be the main base of operations for the [[Stellar Corporate Conglomerate]] in the aftermath of the establishment of the Solarian Corporate Authority, which saw NanoTrasen expelled from Sol territories entirely.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Colonisation (2147 - 2195)===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We owe it to ourselves and the people who come after us to build something better than before.&amp;quot;&#039;&#039; - Dr. Pascalline Kete (2109 - 2192), chief medical officer of the SAEV Winterbottom, 2150&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:BieselSolOldFlag.png|thumb|Biesel&#039;s flag prior to independence, still sporting the Solarian insignia. The circle in the middle represents Valkyrie, which had not been recognised by the Sol Alliance as a &amp;quot;separate colony or entity&amp;quot;, only gaining such after the Republic&#039;s declaration. ]]&lt;br /&gt;
&#039;&#039;&#039;Biesel&#039;&#039;&#039;, or [[Tau Ceti]] III, is the capital planet of the [[Republic of Biesel]] and the seat of its power. It was one of the first habitable exoplanets discovered by humanity, seventeen years after the [[Timeline#The Discovery of Warp|development of the Warp Drive]]. As a result of its sustained terraforming effort and colonization, Biesel has become one of the most wealthy and influential planets in human space.&lt;br /&gt;
Tau Ceti had long been suspected by astronomers to be a home to super-Earths; Earth-like planets with a larger mass that boasted a similar climate. In 2140, this suspicion was confirmed with the first clear views of Tau Ceti III. The central government of the Sol Alliance, in the wake of energy shortages and the need for helium-3, began construction on a massive colony ship, the SAEV Winterbottom, with the intent to build a fully self-sufficient colony on Tau Ceti III. Owing to the expense of helium-3 at the time, the Alliance knew that the journey would be a one-way trip.&lt;br /&gt;
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The construction of the Winterbottom was completed in 2138. The Alliance appointed six researchers and brilliant minds to lead the expedition and colonisation efforts of the ship; former German military pilot and astrophysicist Peter Diezel, Congolese medical researcher Pascalline Kete, Soviet-Canadian engineer Nataliya Kerenkova, American chief of security Kellen Carver, Vietnamese botanist Le Hsung Tran, and American geologist Lester Grant. The rest of the population of the colony ship was selected from carefully vetted volunteers of all variety of professions, from architects, miners, chefs, and farmers.&lt;br /&gt;
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Much of the Winterbottom&#039;s year-long journey was spent with the crew in cryosleep. It was on October 24th, 2147, that the ship touched down on Biesel for the first time in the area that would become Mendell City. Colonisation and construction efforts went underway, as the researchers gradually began to map out the lay of the planet&#039;s surface, weather, and its precious minerals.&lt;br /&gt;
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Biesel&#039;s name comes from the early months of 2148, as the colonists were beginning to settle in; chief of security Carver, who had dyslexia and was known among the crew for his spelling errors, wrote a notice to Dr. Diezel in which his surname was misspelt &amp;quot;Biesel&amp;quot;. The moniker became an inside joke amongst the colony&#039;s leaders for years until it was time to rechristen Tau Ceti III in 2159.&lt;br /&gt;
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The colony continued to grow and expand throughout the later decades of the 22nd century. As ground zero, later renamed Mendell City, grew and expanded, colonists began to focus their efforts on forming other homesteads across the planet&#039;s surface. Cape Town was the second population centre to be established on the planet, a source of fresh water and further research on the planet&#039;s climate. Phoenixport, Ashton, and Craterview would soon follow.&lt;br /&gt;
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It was during this era that the mass hunting campaigns of the common barker began. Much reviled for their tendency to chew on wires and through wooden walls, colonists began hunting the rodent-like creatures for meat and the colonial government pushed an &amp;quot;anti-barker&amp;quot; advertisement campaign in 2175. This massive reduction in population of the rodents led to a slow but steady restructuring of Biesel&#039;s, and particularly Astraeus&#039;s, ecology. As [[Zeng-Hu Pharmaceuticals]] undertook efforts to revitalise Earth&#039;s biosphere, many endangered species that had existed in captivity or in protected areas prior to Biesel&#039;s colonisation were transported to Tau Ceti and introduced to the planet. The similar climate allowed species such as the bald eagle, the grey wolf, the Kermode (or spirit) bear, and the Atlantic salmon to thrive, while many native species such as the trellfish (an aquatic animal similar to a gar) and the gwyr (a quadrupedal ungulate) neared extinction. Even today, the majority of Biesel&#039;s wildlife originate from Earth rather than the planet itself.&lt;br /&gt;
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=== The Great Interstellar War (2200 - 2287)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Children eventually outgrow their parents; colonies do much the same.&amp;quot;&#039;&#039; - Admiral Huaming Guo (2224 - 2303) of the 29th Fleet, &#039;&#039;Sundered Sea: My Account of the Interstellar War&#039;&#039; (2295)&amp;lt;/center&amp;gt;&lt;br /&gt;
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New Year&#039;s 2200 brought myriad changes to Biesel. The last original leader of the Winterbottom, Nataliya Kerenkova, died peacefully in her sleep a few hours after the clock struck twelve. The colonial governor at the time, Charles Whitehorse, declared the advent of Biesel&#039;s new senate at midnight, and to many historians codified Biesel&#039;s growing culture of independence, individualism, and freedom. The population and arrivals from Sol were booming as [[Mars]] was steadily being terraformed; the Alliance began to offer subsidies for poverty-stricken citizens to move and develop the Tau Ceti system further, and those who were avoidant of the harsh conditions of [[New Gibson]] and [[Valkyrie]] settled instead on Biesel.&lt;br /&gt;
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The next two decades saw the founding of Belle Côte, Scottsdan, and Portsville as major population centres. In 2207, [[Hephaestus Industries]] established its first shipbuilding dock in Portsville, beginning Biesel&#039;s long history of megacorporate influence. As well, other megacorporations were beginning to keep an eye on the growing system; [[Necropolis Industries]] established a base on Valkyrie, and [[Zeng-Hu Pharmaceuticals]] began to fund and sell equipment to hospitals in Mendell City and Cape City. Tau Ceti was politically quiet in contrast to the gradual unrest in the farther reaches of the [[Orion Spur]], making it a good go-between between the gradually splintering Alliance.&lt;br /&gt;
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As the century wore on, the Alliance started to centre their military presence on Tau Ceti as a waypoint between the restless frontier and civilized space. Military bases began to be constructed on the surface of the planet, and Mendell began to sprawl vastly to accommodate its new influx of population. Though firmly neutral-to-supportive of the Solarian war effort, the seeds of discomfort with the Alliance&#039;s rule began to be planted during this time; excesses from visiting soldiers, heavy taxation, and the sudden intense eye of the state upon the system led to quiet resentment among many Cetians.&lt;br /&gt;
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The official beginning of the Interstellar War did little to soothe this resentment. Outbreaks of anger and strikes among the populace were not uncommon throughout the duration of the war; by the time the Treaty of Xansan had been signed, the populace&#039;s resentment had begun to spill over to the extent that Solarian forces withdrew in droves from the planet to appease their new breadbasket. The Alliance was uncomfortably aware of how fragile their hold on Tau Ceti was, and in the aftermath of the war slacked their grip on the system, allowing it some relative independence. With this came a golden opportunity; the megacorporations had a new, relatively untouched system far from the eyes of the government to spread their influence.&lt;br /&gt;
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=== NanoTrasen Influence and Independence (2410 - 2452) ===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We&#039;re Trasens. We don&#039;t give up. That&#039;s why I did what I did; I founded the biggest, wealthiest corporation in the history of this little area of the galaxy, and I did it by myself.&amp;quot;&#039;&#039; - Xavier Trasen (2345 - 2443), in his autobiography &#039;&#039;The Man Who Sold The World&#039;&#039; (2420)&amp;lt;/center&amp;gt;&lt;br /&gt;
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In 2410, Xavier Trasen, the CEO and founder of NanoTrasen Incorporated, decided to bring the company&#039;s primary base of operations to the Tau Ceti system. The system was still relatively untapped in terms of economic potential, and several other megacorporations were already dominating the Jewel Worlds of the Alliance. Mining rights were relatively cheap to acquire at the time, and Trasen&#039;s board of executives, making a gamble, guided him to tap into the industry.&lt;br /&gt;
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None of the executives could have predicted the discovery of phoron in the Romanovich Cloud in 2417. The element&#039;s incredible properties propelled Biesel to become the richest system in the Orion Spur, dethroning the home system of humanity. Phoron became the primary fuel for interstellar travel, as well as a catalyst for miraculous life-saving medicines. NanoTrasen profited right alongside the system, and practically overnight became one of the most influential megacorporations in the galaxy. Meanwhile, its economic influence prompted political influence; every governor wanted the profits NanoTrasen offered.&lt;br /&gt;
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As Tau Ceti flourished, the Sol Alliance began to falter. An economic recession meant that the Alliance&#039;s influence on the system was lessening and lessening. In 2452, the board of directors and then-planetary governor Joseph Dorn presented an ultimatum to the Solarian government; permit Biesel complete independence, or NanoTrasen would entirely withdraw from the Alliance, further crippling the economy.&lt;br /&gt;
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Thus, the privilege of secession was granted. Tau Ceti was announced as the Republic of Biesel on May 5th, 2452, to much fanfare from the Sol-disillusioned populace. NanoTrasen&#039;s hold on the government was further cemented, though the monopoly once held exclusively by NanoTrasen was under threat from other corporations showing interest in the new nation-state.&lt;br /&gt;
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=== The Solarian Blockade (2458 - 2459) ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Synthetics are tools, and made to serve mankind. But they are dangerous to leave unchecked. This colony&#039;s administration was incapable of handling or even understanding the Pandora&#039;s box they were opening.&amp;quot;&#039;&#039; - Admiral Michael Frost (2400 - 2462), in a statement at the advent of the invasion of the 33rd Fleet, 2459&amp;lt;/center&amp;gt;&lt;br /&gt;
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In October of 2458, the [[Sol Alliance]] had ended anti-piracy patrols around Tau Ceti by its 33rd Fleet as part of a diplomatic campaign to put pressure on the small system over various long-standing disputes. This caused a massive spike in piracy and raider attacks against Tau Ceti, which the [[Tau Ceti Foreign Legion]] had no ability to deal with effectively. The result of negotiations with NanoTrasen ended with an announcement on the 20th of October, where Biesel would sponsor NanoTrasen to build thousands of autonomous, space-dwelling combat drones.&lt;br /&gt;
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The deal was disastrous for the Alliance; the plan to pressure Tau Ceti to reduce its proliferation of synthetic life had just backfired spectacularly. The development was also controversial to [[Skrell]] all over the Orion Spur. The [[Nralakk Federation]] persuaded the Sol Alliance to enact an economic embargo against the Republic, to be enforced by the 33rd fleet commanded by Admiral Michael Frost. Prices for basic goods skyrocketed across Tau Ceti as imports hit a bottleneck after the bluespace gate leading to the system was shut down. Tensions rose, not just between organic life and IPCs, but between humanity and aliens as well.&lt;br /&gt;
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On December 1st of the same year, crisis talks between the Alliance, the Federation, and the Republic came to an end. The Alliance&#039;s demands had grown to three main points;&lt;br /&gt;
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# Biesel would its combat drone program.&lt;br /&gt;
# Biesel would enact strict regulations and controls on its synthetic population, such as regular emotional baseline tests and income controls.&lt;br /&gt;
# Biesel would allow Alliance and Nralakk authorities to assume leadership in federal and state law enforcement agencies.&lt;br /&gt;
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The Republic agreed to all but the last demand, saying it would be surrendering its autonomy. The crisis also revealed a divide between the Federation and the Alliance; the Federation was trying to focus specifically on Tau Ceti&#039;s synthetic proliferation, but had been caught up in the Alliances&#039; attempt to re-assert itself over its former break-away province. At the end of these talks both sides walked out and negotiations broke down, and with it the hopes of resolving the crisis peacefully.&lt;br /&gt;
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Over the next few months, the government realized it had to undertake new measures to protect its diplomacy. These measures included an economic coalition with the [[Republic of Elyra]] and NanoTrasen (the only two nations with large phoron deposits), to better leverage their economic power against Sol. This further sunk relations between Tau Ceti and the Alliance, and many within the Alliance began to consider Biesel a serious risk to its security. By February, with no end of the embargo in sight, Biesel expelled the Alliance&#039;s diplomats in its system and ordered the closure of the Alliances&#039; embassy. Diplomatic ties between the two nations were now completely severed. Admiral Frost, in a statement after the severance, warned the Republic there would be retaliation.&lt;br /&gt;
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On February 27th, 2459, Biesel&#039;s Congress voted to trigger a constitutional convention that would allow them to re-write the Constitution of the Republic, to fully emancipate IPCs that were self-owned. The proposed amendments would also see a streamlined legal framework in regards to synthetic ownership, employment of synthetics, and the legality of their treatment.&lt;br /&gt;
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But three days later, Admiral Frost invaded Tau Ceti with the 33rd Fleet, acting without orders from the Alliance. His fleet&#039;s overwhelming firepower and rapid speed overwhelmed Tau Ceti&#039;s tiny defense network. Within hours the Republic of Biesel capitulated to Frost, who had seized an entire star system in a near-bloodless invasion. President Dorn, who had been captured by a 33rd commando raid, broadcast a televised speech announcing his unconditional surrender. Frost seized control of Biesel as its dictator and began a campaign to completely eradicate synthetic proliferation within the star system. &lt;br /&gt;
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During the occupation Frost used his totalitarian authority with vigor. Many free IPCs were sold into slavery or scrapped, robotics labs were shut down and demolished, and 33rd Officers even took over Captainship of NanoTrasen stations in Tau Ceti. Protests gripped the streets of every major city, which were met with mass arrests disappearances.&lt;br /&gt;
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Weeks later, on March 17th, 2459, the 25th Fleet of the Solarian Navy arrived in Tau Ceti. In a surprise attack, the 33rd Fleet was chased from the system, with Admiral Frost and a small retinue of loyalists escaping to the galactic west from the NSS Aurora.&lt;br /&gt;
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Though the 25th Fleet left without incident, the Alliance had been humiliated. Their rogue admiralty was public knowledge, and with their reputation stained, Tau Ceti&#039;s good embargo was ended.&lt;br /&gt;
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The invasion and occupation by Admiral Frost forever altered politics and lifestyles in Tau Ceti. Where before Biesellite patriotism had been a strange, fringe belief, the invasion created a strong sense of nationalism among the populace. President Dorn returned to his office of the presidency amid soaring approval ratings, and declared that a new era had begun for the small Republic. Snap elections flooded Congress with the Free-Market Party, a radical Universalist party that Dorn himself defected to at the expense of his former, moderate Republican Party.&lt;br /&gt;
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Dorn continued to ride on his popularity as a wartime president, despite several corruption scandals within his cabinet and growing tensions with the Republic of Elyra. Key reforms saw synthetics and non-humans in Tau Ceti granted greater freedoms and rights, while at the same time loosening already timid regulations on NanoTrasen.&lt;br /&gt;
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=== The Synthetic Liberation Front Incursion (2461) ===&lt;br /&gt;
&#039;&#039;See also: [[SLF Incursion Arc]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;“Here today is our proclamation for freedom. Our demands for liberation. We will continue this fight and we will not stop. Not until our demands for full emancipation are met will we cease our movement. No more, will there be false promises and lies. We will free the synthetics of Tau Ceti.&amp;quot;&#039;&#039; - Accomplice-037 (2441-2461), suspected ringleader of SLF operations in Phoenixport, stating the group’s manifesto in the wake of the July 29 attacks, 2461&lt;br /&gt;
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As a result of the harsh treatment they faced, many IPCs turned to active resistance during the Solarian invasion, fleeing major city centers, participating in the mass protests that were a staple of that time, or in many cases, joining the Synthetic Liberation Front, an IPC terrorist group active since 2458. The SLF changed tactics towards the end of the invasion, joining forces with 25th Fleet special forces to liberate President Dorn, hoping to gain legitimacy in the post-invasion period.&lt;br /&gt;
By 2460, it was clear that despite high honors and public recognition of IPC efforts in liberating the Republic, synthetic rights had progressed very little. Dorn’s calls for a “Synthetic Patriotism” after Frost’s invasion did little to appease the various synthetic rights movements active in the Republic, especially as  it continued to restrict citizenship to positronics that had served in the Foreign Legion. The situation was further exacerbated by the return of various anti-synthetic political groups such as ATLAS with violence being seen as a means of both suppressing and advancing synthetic rights. Continued IPC ownership, crackdowns on underground IPC emancipation groups as well as lingering resentment from the pre-invasion period had coalesced into a feeling among many that synthetic emancipation via peaceful means had failed.&lt;br /&gt;
On July 29, 2461, the Synthetic Liberation Front launched a surge of attacks on government and NanoTrasen facilities in response to a coordinated crackdown of free IPC smuggling activities in District 14. Through the use of untagged shell infiltrators, the SLF was able to infiltrate a number of NanoTrasen installations and disrupt corporate activities.  In response, the megacorporation acquired the private military contractor Ceres Lance, famed for their work in subduing rogue synthetics. &lt;br /&gt;
Ceres Lance cracked down on SLF leadership and communications networks with ruthless efficiency, rendering the organization impotent and unable to coordinate its actions even if many of their members had escaped capture. This crackdown, coupled with NanoTrasen’s unveiling of a powerful command-and-control AI known as Bubble to coordinate surveillance efforts would serve as a safeguard against future SLF attacks.&lt;br /&gt;
The overwhelming success of Ceres Lance’s counterterrorism efforts, as well as effective public relations campaigns and token reforms ensured that violence would become discredited as a means of advancing synthetic rights in Biesel.&lt;br /&gt;
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=== Little Adhomai Gang Wars (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[Tajaran Cold War Arc]]&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Even when we stand before this illusion of peace, we will remain alert that in the moment of need only our union through Hadiism matters.&amp;quot;&#039;&#039; - President Njadrasanukii &amp;quot;Malik&amp;quot; Hadii (2402 - ), addressing the People&#039;s Republic of Adhomai during the Cold War, 2462&amp;lt;/center&amp;gt;&lt;br /&gt;
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Until 2462, Little Adhomai&#039;s gangs fought each other in small skirmishes. The end of the Second Tajaran Civil War allowed the Adhomian factions to start further funding the organizations of District Six. The neighborhood saw the quick rise of violence related to the escalation of gang warfare. Weapons were smuggled and sleeping agents were called into action. Soon, a proxy war began to brew in the heart of Mendell City. &lt;br /&gt;
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Adhomian agents began to operate and fight to secure supplies, alliances, and information. NanoTrasen installations were also affected by the conflict. On its way to being researched in Mendell City, a New Kingdom&#039;s artifact was nearly stolen. A People&#039;s Republic&#039;s AI was stolen aboard a station. Tensions kept growing despite attempts to reconcile the Tajara population towards peace following the Armistice.&lt;br /&gt;
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The first spark was a riot caused by the actions of the Mendell City Police in District Six during a failed raid. While the unrest was initially caused by the civilian population, the Adhomian gangs took the opportunity to escalate the conflict. For four days, Little Adhomai became the battleground between the paramilitaries. Military weapons were used indiscriminately by every side, causing widespread damage to District Six.&lt;br /&gt;
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During the crisis, the Mendell City Police cordoned the district. The violence came to an end with the intervention of the Tau Ceti Foreign Legion. The Cetian forces ended the conflict in a matter of two days as the gangs demobilized to avoid fighting them. The following reconstruction of Little Adhomai was carried out with the help of megacorporations. Further developments revealed a corruption scheme within the police force of Mendell.&lt;br /&gt;
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With the further radicalization and interference of the Tajaran nations in the district, the Adhomian Cold War was brought to the heart of Biesel. Little Adhomai became a concern to the whole of Mendell City. The risk of another conflict is ever present. Authorities have done little to improve District Six&#039;s situation or de-escalate the tensions. The city&#039;s inhabitants must now carry on with their lives knowing that a secret war rages on in their town.&lt;br /&gt;
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=== The Peacekeeper Mandate (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[Peacekeeper Mandate Arc]]&#039;&#039;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“For more than twenty years I’ve kept myself going with the belief I served my planet. I’ve done things I regret, seen things nobody should remember, and I told myself it was all for a good cause. I should have come to the conclusion long ago; we do not fight for our planet, or our people, we fight for whoever is oppressing us, and our oppressors reward those who do so well.”&#039;&#039; - First Sergeant Xiomara Salvo (2419 - ), addressing her company after the touchdown of the Tau Ceti Foreign Legion on Mictlan, 2462&amp;lt;/center&amp;gt;&lt;br /&gt;
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After the Solarian Collapse, the former Solarian planets of [[Mictlan]] and [[Port Antillia]] were annexed by the Republic of Biesel, in what would come to be known as the Corporate Reconstruction Zone. While Port Antillia accepted membership as part of the Republic with little conflict, Mictlan&#039;s annexation was considerably more controversial. The Mictlan Defense Force, the planetary guard, had gone months without pay, and Mictlan itself was suffering unrest and lack of supplies that were typically shipped in from the greater Alliance. When the Tau Ceti Foreign Legion touched down on the planet to declare it as part of the Republic of Biesel, many citizens were suspicious of their new government and its ties with the megacorporations. Some of these suspicions were proven in short order by massive corporate developments on the planet and crackdowns on dissent.&lt;br /&gt;
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The tension boiled over in late 2462, when thousands of ex-MDF personnel, led by First Sergeant Xiomara Salvo, deserted and formed the Samaritans; a paramilitary organization whose mission was to secure the independence of Mictlan at any cost. The other prominent insurgent group was the Founding Movement, originally a political party led by several notable Mictlani; Isabel Alvarez, Leon de Rosas, Corazon Santanas, and Miguel Maia. The Founding Movement had been blacklisted from the Mictlani parliament shortly after the Mandate due to their strong anti-corporate and pro-Mictlani independence, and a warrant for the arrest of all four party leaders had been placed for alleged &amp;quot;terrorist activities&amp;quot;. Leon de Rosas surrendered to the Biesel Security Services Bureau, but Alvarez, Santanas, and Maia went on the run, with each attempting to fight for Mictlan&#039;s independence in their own way. Unfortunately, the Founding Movement&#039;s directionless anger mainly had the effect of destabilizing and disenfranchising Mictlan further.&lt;br /&gt;
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The announcement of the Peacekeeper Mandate by President Dorn in mid-October 2463 sparked demonstrations across the Corporate Reconstruction Zone as citizens voiced their concerns over the deployment of the Tau Ceti Foreign Legion. Considered by critics of the Dorn administration to be the most controversial policy it had enacted, the Peacekeeper Mandate was introduced to bring order to the Corporate Reconstruction Zone. The Mandate was enacted to ensure loyalty to the Republic of Biesel and its benefactor, the Stellar Corporate Conglomerate, but were opposed by several insurrectionist groups such as the Samaritans and the Founding Movement. While Isabel Alvarez continued to verbally protest and attempt to organize (ultimately ineffective) non-violent campaigns against the Peacekeeper Mandate, Santanas and Maia rallied their supporter base and encouraged the Founding Movement to take up violent arms against the Republic through any means possible. &lt;br /&gt;
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Initially meant to operate for a definite period, the Peacekeeper Mandate was altered to operate indefinitely until the unrest encountered in the Corporate Reconstruction Zone has been quelled. Whilst the Tau Ceti Foreign Legion was able to resist the insurgency groups, the [[Private Military Contracting Group]] was hired to support their operations. The PMCG contributed to the Peacekeeper Mandate significantly since their introduction to the Corporate Reconstruction Zone, although much controversy arose over allowing a private military company to assist in what was considered an occupation and annexation. The Stellar Corporate Conglomerate had already begun massive development operations on the surface of the planet, which many Mictlani objected to on the grounds of mismanagement, pollution, and a lack of concern for workers&#039; rights. &lt;br /&gt;
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=== Phoron Scarcity and the Second Invasion of Biesel (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[KING OF THE WORLD]]&#039;&#039;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“Today is a historic day for Einstein Engines. We are no longer the Einstein of the past decades, reeling from defeat after defeat and barely keeping pace with NanoTrasen. Our victory in this legal case has shown that we can not only meet NanoTrasen, but that we can best them even in their headquarters. I look forward to the great things our company is going to do over the following years.”&#039;&#039; - Noelle Lopez-Zhang (2408 - ), chief executive officer of [[Einstein Engines]] after the defeat of NanoTrasen in the Einstein Engines vs. NanoTrasen court case&amp;lt;/center&amp;gt;&lt;br /&gt;
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In May of 2462, [[NanoTrasen]] reports were published indicating a decline in the phoron output of the megacorporation&#039;s facilities in the Romanovich Cloud. This would not prove to be a local phenomenon, as shortages were noted through the [[Sol Alliance]] and even in the phoron-rich [[Republic of Elyra]], who ceased phoron exports to the wider Spur altogether.&lt;br /&gt;
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The phoron shortage proved greatly beneficial to [[Einstein Engines]], who unveiled a new warp drive rivalling NanoTrasen&#039;s bluespace technology in efficiency. Due to similarities to NanoTrasen designs, the corporation lodged a copyright infringement lawsuit against Einstein in Tau Ceti courts. Shockingly, NanoTrasen would lose this lawsuit, leading to Einstein gaining further influence in the Republic of Biesel and purchasing several former NanoTrasen properties in the city of Phoenixport.&lt;br /&gt;
&lt;br /&gt;
Shortly after Einstein&#039;s victory, Vice President Fahjil Hurk&#039;jurl perished in a car accident. While driving home from work, his car was hit by a truck driven by a Bound [[Vaurca]] of the Zo&#039;ra Hive, shortly after which he was pronounced dead. Though no evidence of foul play was discovered, the involvement of the Zo&#039;ra has led to many theories claiming that the crash was an assassination on the orders of President Joseph Dorn, Miranda Trasen, or High Queen Vaur.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the phoron deposits of the Romanovich Cloud had continued to dry up, until a solution appeared. An enormous phoron-rich asteroid, designated 66832 &#039;Clandestine&#039;, was discovered in the Romanovich Cloud, with deposits that could bring an end to the uncertainty gripping Biesel. Survey expeditions were mounted to the asteroid to prepare it for auction - but before any such thing could take place, disaster struck. The asteroid&#039;s subterranean phoron reserves combusted, leading to an enormous explosion which destroyed the asteroid entirely. To this day, the cause of the Clandestine incident remains unknown, with no official findings ever having been published.&lt;br /&gt;
&lt;br /&gt;
However, accusations would be made. Several members of [[Zeng-Hu Pharmaceuticals]]&#039; Board of Directors accused the  Alliance of sabotaging the Clandestine asteroid, blaming Prime Minister Michael Frost for the explosion.&lt;br /&gt;
&lt;br /&gt;
Frost denied any Solarian involvement in the Clandestine incident, accusing the corporate executives of being &amp;quot;Bieselite separatists&amp;quot; intent on undermining trust in the Solarian government. He claimed that the Alliance had its own solution to the phoron crisis, which would be revealed shortly with its disastrous failure - [[Mars|Project Violet Dawn]].&lt;br /&gt;
&lt;br /&gt;
Shortly after Violet Dawn, Prime Minister Frost was found dead, having been murdered in his personal quarters by an unknown assailant. During this time of crisis, Solarian military command deployed the 35th Fleet under the command of Grand Admiral Raymond Ozdemir to Tau Ceti, allegedly to investigate the Prime Minister&#039;s assassination.&lt;br /&gt;
&lt;br /&gt;
The 35th Fleet entered Tau Ceti on November 14th, demanding all Bieselite vessels stand down and comply with Solarian demands. President Dorn refused, with a national state of emergency being declared as TCFL forces mobilized all available reserves.&lt;br /&gt;
&lt;br /&gt;
The actions of the 35th greatly concerned the wider Spur, with the Coalition of Colonies and Serene Republic of Elyra both threatening that they would not sit by in the face of Solarian aggression, and mobilizing their fleets to aid Biesel should it be required. Unwilling to risk starting a second Interstellar War, the 35th Fleet was ordered to disengage and depart Tau Ceti. Though the fleet departed, this would not last long, as increasingly more and more Solarian military forces went rogue, with several fleets attacking outlying colonies. Admiral Ozdemir went against orders, leading the 35th back to Tau Ceti in order to capture the system. On November 23rd, his forces entered Tau Ceti, and the second Solarian invasion of Biesel begun.&lt;br /&gt;
&lt;br /&gt;
Ozdemir&#039;s forces quickly captured Reade, easily defeating the Foreign Legion forces defending the planet. The Republic of Biesel rapidly attempted to mobilize against this new threat, as Coalition and Elyran forces were deployed to aid Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
In response to the advancing 35th, Miranda Trasen hosted a press conference, revealing the existence of the recently-formed Stellar Corporate Conglomerate. As Ozdemir&#039;s offensive continued, corporate and Bieselite vessels skirmished with the rogue admiral&#039;s forces in the skies above Biesel itself.&lt;br /&gt;
&lt;br /&gt;
Vessels from the Coalition and Elyra arrived to provide aid against the 35th, alongside a small force from the People&#039;s Republic of Adhomai and a force of mercenaries hired from the Unathi Kataphract Guild. After several days of battle, the 35th was forced into a retreat due to the use of two phoron-based warheads developed by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
On November 30th, the conflict would come to an end as Ozdemir&#039;s flagship was drawn into Reade&#039;s atmosphere and shot down by a repaired planetary defense battery. With the rogue admiral killed, the remnants of the 35th fled the system towards the northern Spur, attempting to rebuild their strength in the [[Human Wildlands|ongoing chaos of the Sol Alliance]].&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;
===The District Six Killings and Bayonet Hand (2463)===&lt;br /&gt;
&#039;&#039;See also: [[Ghosts of War Arc]]&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In 2463, a mysterious murder took place in Little Adhomai. The locals blamed the death on Bayonet Hand, a legendary killer. Following further deaths and incidents in the system related to the killing, it was revealed that the situation was related to a terrorist attempt at Mendell City. A group of Tajara was planning to bomb the skrell district to enact revenge for Jargon&#039;s interference in Adhomian affairs. The Republic of Tau Ceti investigated the matter and was unable to trace back any connections to any Tajaran country in the end.&lt;br /&gt;
&lt;br /&gt;
The incident revealed that the Adhomian influence in Little Adhomai was growing even further. Knowing that open violence would likely go nowhere, the factions had begun to further refine their covert tactics. Since little was done by the Republic of Tau Ceti to improve the lives of the Tajara in the country, the popularity of the clandestine groups only grew. Without any action, these factions will continue to be torn on the city&#039;s side. &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;
=== Peacekeeper Mandate Protests (2465) ===&lt;br /&gt;
&#039;&#039;See also: [[Libération, Révolution et Évolution Arc]], [[Hasta La Victoria Siempre Arc]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I’ll say this. In addition to all those other oaths, I swear to uphold the laws of the Republic of Biesel, and protect its citizens from any threat be they foreign or domestic to the best of my ability, despite any obstacle.”&#039;&#039; - Nathan Trasen (2416 - ) Secretary of Defense of the Republic of Biesel, addressing reporter Verona Falk after his swearing-in, 2465&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In early 2464, the Peacekeeper Mandate&#039;s years-long endurance took a rather violent turn following the death of a scholar. As riots erupted across the Corporate Reconstruction Zone, but primarily within the major population centres present on Mictlan, the forces of both the Tau Ceti Foreign Legion and the Private Military Contracting Group found themselves supporting the Mictlan Defense Force in quelling the unrest. Despite their best attempts, the Samaritans seized the chance to use the unrest to strike the vulnerabilities present utilizing a series of urban guerrilla tactics to severely damage the abilities of the stretched-thin forces present.&lt;br /&gt;
&lt;br /&gt;
In July 2465, this culminated in the establishment of the [[Tau Ceti Armed Forces]] to finally attempt to stomp out the insurgents. Conflict, stoked by demonstrations and riots from the Founding Movement, gradually came to a head after several months of fighting. A series of leaked videos and information that the Armed Forces were committing ostensible war crimes, disregarding the rules of engagement, and using wanton violence on civilians, massive protests erupted across Mendell City, including one in Zhengfu District estimated to number more than a million people.&lt;br /&gt;
&lt;br /&gt;
After a climactic operation on the beaches of the continent Huitzilopochtli, Xiomara Salvo, Prime Minister Ladislao de Santos, and Nathan Trasen finally agreed to a ceasefire, on several conditions. Provided the majority of Samaritans surrendered (and were pardoned), Mictlan would be permitted to determine which Biesellite laws were accepted within its own territory, barring capital crimes. The Peacekeeper Mandate was deemed over, and the Armed Forces finally returned to Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since its independence, the young Republic has transformed in many ways, but it has been unable to shake the influence of corporations. Even in the wake of the phoron scarcity, it stands tall despite an unclear future. But Biesel has compromised on many of its beliefs, from the oppression of the population of the [[Corporate Reconstruction Zone]] and the gradually-tightening hold of [[NanoTrasen]] around state media. The fog of time obscures what lies in store for the Republic, but nonetheless the sentiment of optimism is pervasive.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:BieselV3.png|400px|thumb|right|A labeled map depicting Biesel.]]&lt;br /&gt;
Biesel is a planet slightly larger than [[Earth]], with a more temperate climate that ranges from oceanic to tropical. It takes thirty-five days for the planet to make a full orbit around its star, and its rotational period is twenty-two hours. Its icecaps on its poles are far smaller than that of [[Persepolis]], another Earth-like exoplanet, and it has very limited deserts at its equator. Snow is rare on Biesel, with its winter seasons being marked by cold rains. As such, most coastal cities on Biesel are fortified to reduce infrastructural damage from flooding, particularly in the aftermath of the Great Craterview Flood in 2325. Despite flood risks, there is very little risk of tsunamis on Biesel because of almost non-existent tectonic activity. In the summer, tropical storms form with a similar frequency to Earth, but because of the smaller land area, the tropical storms can be much stronger. Many coastal cities have detection systems that sound an alarm if the correct atmospheric conditions are met.&lt;br /&gt;
&lt;br /&gt;
The planet has a rich resource base, attributed to a collision with a large celestial body early in its development. From the time Biesel was colonized, geologists have been studying Peterdiezel Crater closely. According to theories, the crater was created by the collision of a moon with the planet. This collision not only brought Biesel&#039;s moon, Valkyrie, into existence, but also created a wealth of resources. A part of Valkyrie is thought to be Biesel, while the other is thought to be the celestial body responsible for creating Peterdiezel Crater. &lt;br /&gt;
&lt;br /&gt;
===Flora and Fauna===&lt;br /&gt;
&lt;br /&gt;
In the years after the initial touchdown of the SAEV Winterbottom, a number of Earth-originating species were introduced to Biesel&#039;s biosphere in the 2160s. Many of the species introduced to Biesel were endangered in their native environment on Earth; prior to the independence of Biesel, the colony had a &amp;quot;wildlife exchange agreement&amp;quot; with the government of Earth, in which species that had exploded in population on Biesel would have some of their number trapped and sent back to Earth as the planet&#039;s biosphere gradually recovered. &lt;br /&gt;
&lt;br /&gt;
As Biesel&#039;s general clime was similar to the Pacific Northwest of North America, many of its Earth-born species originate from there. The grey wolf, reindeer, and bald eagle&#039;s introduction to Biesel, while allowing the species to flourish, contributed to the rapid endangerment of the native white-breasted lakesurfer, an avian similar to a loon, and the barker, a large rodent. While the lakesurfer was placed under protection and preserved in several wildlife reserves in the early 2200s, the barker gained no such protection. Many biologists attribute this to the annoyance posed by barkers in the early days of colonisation, when it was common to have equipment burrowed into and wires chewed by barkers.&lt;br /&gt;
&lt;br /&gt;
Other notable species that have thrived on Biesel are the Kermode bear and the North Atlantic and North Pacific salmon. The Kermode bear, popularly known as the spirit bear, was at risk of losing its habitat in the Pacific Northwest due to declining numbers of salmon. The bear and the fish were initially introduced to northern Eos, around Griff&#039;s Lake and Lonely Lake, and reached sustainable population levels over the course of three decades, to the delight of biologists and fishers alike. The development of the town of Lakeside into Top of the World has led to concerns from locals about the Kermode bear&#039;s habitat and its disruption, and pollutants from the underwater fusion reactor that may harm the development of spawning salmon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Notable Native Flora and Fauna ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;White-breasted lakesurfer&#039;&#039;&#039; (&#039;&#039;Haliolaevus seleni&#039;&#039;): The official bird of Biesel, and one of its most iconic animals. The lakesurfer is an aquatic bird that primarily inhabits the content of Selene and Lake Tricord. It is a broad, black and white bird with a distinctive blue stripe along a short head crest or &amp;quot;mohawk&amp;quot;. Prior to their protection, they were typically preyed on by bald eagles introduced to the Biesel biosphere.&lt;br /&gt;
* &#039;&#039;&#039;Common barker&#039;&#039;&#039; (&#039;&#039;Ulosmarmota vulgaris&#039;&#039;): A rodent-like animal with a long tail, similar in size to a muskrat. They have brown, shaggy fur, long incisors, and a distinctive danger cry or &amp;quot;bark&amp;quot; that earned them their name. Barkers are an endangered species on Biesel, and are rare to find outside of the forests and mountainous regions of the continents.&lt;br /&gt;
* &#039;&#039;&#039;Selenian moth&#039;&#039;&#039; (&#039;&#039;Lasiodoptera disstrium&#039;&#039;): A hand-sized flying insect, with large white wings. The Selenian moth is most often found in Belle Cote, and has become emblematic of the town&#039;s association with fashion, due to its ability to produce a strong, thick silk.&lt;br /&gt;
* &#039;&#039;&#039;Gwyr&#039;&#039;&#039; (&#039;&#039;Cervus aquaticus&#039;&#039;): An omnivorous ungulate known for its rack of curling horns, shaggy fur, and unusual tendency to dive for brief periods into lakes and ponds to eat algae and small fish. In the early days of colonisation, the gwyr was hunted for its rich, fatty meat, and populations were nearly endangered before they were placed under similar protections as the lakesurfer.&lt;br /&gt;
* &#039;&#039;&#039;Bottlefish&#039;&#039;&#039; (&#039;&#039;Ampullae&#039;&#039;): A family of fish, similar to a gar for the quality of its swim bladder to be able to take in air like a lung. Its name comes from the iridescent, colourful scales it possesses, which Le Hsung Tran likened to seaglass. Like the gwyr, it was a victim of overfishing in the early days of Biesel&#039;s colonisation, and some of its habitats have suffered from mostly being occupied by salmon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Continents ===&lt;br /&gt;
====Astraeus====&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Biesel&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Pixel_Planet_Biesel1.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = [[Mendell City]]&lt;br /&gt;
|Species = Human, [[Skrell]], [[Tajara]], [[IPC]], [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Bieselite&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Astraeus is the most affluent of Biesel&#039;s three continents and is home to the capital, Mendell City. Even today, it remains the most heavily populated area in Biesel, largely due to the availability of natural resources and the low-lying plains that were easily colonized by early settlers. Many of their homesteads soon turned into cities, dotting the landscape around the two mountain ranges in the north, the Grattle, and in the south, the Uratines. In its long history, the Grattle range has evolved from a mining zone to a destination recognized for its top-performing ski resort that can lure visitors from the furthest reaches of Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Astraeus&#039; major population centres are &#039;&#039;&#039;Mendell City&#039;&#039;&#039; and &#039;&#039;&#039;Cape City&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Selene ====&lt;br /&gt;
&lt;br /&gt;
The second-largest continent of Biesel, Selene, is situated north of Astraeus. In spite of its size, Selene is the continent with the lowest population density of the three, with almost all of its inhabitants living in coastal towns. Those not biding their time on the coasts are usually tending the inland plains that often are lined with farmsteads. The Greatkrag range that runs across Selene has come to symbolize the Biesel Escarpment, an area consisting of steep slopes that transition into arctic plateaus, which entice those seeking to escape civilization.  &lt;br /&gt;
&lt;br /&gt;
Selene&#039;s major population centres are &#039;&#039;&#039;Phoenixport&#039;&#039;&#039;, &#039;&#039;&#039;Ashton&#039;&#039;&#039;, and &#039;&#039;&#039;Belle Côte&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Eos ====&lt;br /&gt;
&lt;br /&gt;
The largest continent of the three, Eos resides mostly within the eastern hemisphere of Biesel and is the most industrialized. The large amount of coastal flatlands, supplied by rugged inlands, rich with minerals and resources of all varieties has led to most of the cities doting Eos to form along with the two major mountain ranges. They are the northern Latra range, which is heavily mined for its abundance of copper and iron, and the southern Sevul range, mined for its large quantities of heavy metals. Eos is also known for its sports fanatics, who host regular tournaments between the major population centres on Biesel.&lt;br /&gt;
&lt;br /&gt;
Eos&#039; major population centres are &#039;&#039;&#039;Portsville&#039;&#039;&#039;, &#039;&#039;&#039;Scottsdan&#039;&#039;&#039;, &#039;&#039;&#039;New Marfa&#039;&#039;&#039; and the recently-developed community &#039;&#039;&#039;Top of the World&#039;&#039;&#039; and its sister town, &#039;&#039;&#039;Lakeside&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Biesel&#039;s economy is greatly supplied by its rich, fertile land, used to grow crops. Fresh produce grown on Biesel is shipped all around the [[Tau Ceti]] system, and sometimes is shipped as far as the [[Republic of Elyra]] and the [[Coalition of Colonies]]. In its early days as a colony, fresh water from lakes and ponds was drained and shipped back to the [[Sol Alliance]] after climate disasters had rendered a great deal of [[Earth]]&#039;s water supply unpotable; today, Getmore still markets water from Biesel&#039;s lakes as &amp;quot;the freshest in the [[Orion Spur]]&amp;quot;. As well, the service economy on Biesel is established to cater to its large population of foreign workers; Idris caters (and exploits) thousands of new hires to megacorporations by marketing their restaurants and fast-food chains around Idris spaceports. &lt;br /&gt;
&lt;br /&gt;
Most of the [[megacorporations]] have a full branch in District One of Mendell City, and perform many operations on the planet. While every one of the &amp;quot;Big Five&amp;quot; has a stake in Biesel somewhere, the ones most influential locally are NanoTrasen, Idris Incorporated, and Zeng-Hu Pharmaceuticals. NanoTrasen and Idris account for the vast majority of corporate-run restaurants, hotels, and bars on the planet; even independent businesses likely cooperate or share their stocks in part with the two. While Biesel&#039;s healthcare system is ostensibly state-run, in practice many hospitals and clinics loan equipment from NanoTrasen and Zeng-Hu Pharmaceuticals. Almost all research into phoronics, genetics, and robotics is connected or funded by NanoTrasen or the keiretsu&#039;s subsidiaries.&lt;br /&gt;
&lt;br /&gt;
The major trade port that is Biesel is propped up by the shipping efforts of [[Hephaestus Industries]] and more recently, [[Orion Express]]. [[Zavodskoi Interstellar]] also assists in the purchase and transport of weapons brought to the Republic&#039;s capital, usually manufactured in the [[Empire of Dominia]] or on [[New Suez]]. Extraction of Biesel&#039;s rich deposits of helium-3 is also managed by Hephaestus Industries, and sold all across the Spur– even to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
&lt;br /&gt;
Biesel is the birthplace for much of [[Biesellite Culture and Society|Tau Cetian culture]]. For the most part Biesellites tend to be amenable towards the heavy corporate involvement in their government, or even desensitized to it; the [[Stellar Corporate Conglomerate]]&#039;s role in social safety nets, well-paying jobs, and entertainment, reinforcing the image of their necessity and the overall pro-corporate sentiment among Biesellites. As a general rule, pro-corporate sentiment tends to lessen the farther one is away from Mendell City; Lakeside, in particular, has protested against the massive developments in their area to build the community of Top of the World.&lt;br /&gt;
&lt;br /&gt;
A strong sense of individualism and duty permeate Biesel culture; many citizens have a positive view of the [[Tau Ceti Armed Forces]], even after the controversies surrounding the Peacekeeper Mandate. Some citizens regarded the Tau Ceti Foreign Legion as a better example of Biesellite duty and strength, and have taken the view that the expansion of the Armed Forces means the Republic is moving in a more war-like, jingoistic direction. Despite the popularity of the Armed Forces, however, the [[Hasta La Victoria Siempre Arc|2465 protests]] in Zhèngfǔ District have shown that support may be dwindling for Biesel&#039;s involvement in the [[Corporate Reconstruction Zone]].&lt;br /&gt;
&lt;br /&gt;
=== Aliens on Biesel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Abroad#Skrell in the Republic of Biesel|Skrell in the Republic of Biesel]], [[Unathi_Abroad#Unathi_in_the_Republic_of_Biesel|Unathi in the Republic of Biesel]], [[Little Adhomai]], [[Zo&#039;ra in the Republic of Biesel]], [[Minor_Dionae_Factions#The_Biesellian_Choir|The Biesellian Choir]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Republic, and particularly Biesel itself, has among the most diverse and widespread populations of non-human species in the entire Orion Spur. Biesellite humans are no stranger to aliens in their streets, though ignorance, speciesism, and xenophobia are still common from humans to aliens, aliens to humans, and aliens to other aliens. As the Republic gains an identity away from the Alliance, alien influence has begun to permeate Biesel&#039;s culture more and more, to the chagrin of some and the acceptance of others.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Biesel ===&lt;br /&gt;
&#039;&#039;See also: [[IPCs in Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though Biesel is a beacon of hope and relative safety for synthetics, their position in society still remains a precarious one, both from a financial and a security standpoint. Freedom, and even citizenship, for integrated positronic chassis has firmly been established and is something the Republic takes pride in. Either through labour, negotiations, the goodwill of their owners or other occasions, IPCs may find themselves free from ownership, able to pursue their own destiny as independent individuals. Unfortunately for many, such destiny usually involves a hard and at times, short existence.&lt;br /&gt;
&lt;br /&gt;
Free IPCs are afforded few actual opportunities to improve their lives, existing in a grey area between the relative stability of corporate owned assets, and the solidified protection of the state for citizens. With the recent introduction of the Synthetic Residence Card by the government, free synthetics are able to more clearly and safely navigate through the process of staying in Tau Ceti, finding employment, owning property, and more. While free IPCs were previously allowed to own property without a card, they have been grandfathered in.&lt;br /&gt;
&lt;br /&gt;
For many free IPCs, citizenship is viewed as the ultimate goal in integrating into society. Citizenship entitles an IPC to increased legal protections, almost, if not on par with that of a natural-born human citizen, including complete protection as well as legal representation from being owned ever again. NanoTrasen and its subsidiaries are also obligated to pay IPC citizens working for it an equal wage as compared to humans. This compensation typically comes in the form of increased benefits such as repairs, insurance, and a pension, as opposed to a simple wage increase however. They also pay the same tax rate as regular citizens and no longer have to maintain the residency fee. &lt;br /&gt;
&lt;br /&gt;
=== Entertainment === &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Peterdiezel Boat Racing&#039;&#039;&#039; is an annual competition that begins in Craterview. The race is a three-day excursion and is usually recorded through observation drones following the individual boats racing against the clock. There are several routes all across Peterdiezel Crater, some more dangerous than others. While anyone can participate, most of the competitors are city teams such as the Mendell City Boat Club or the Cape Cods. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eos Sporting Tournaments&#039;&#039;&#039; are an annually held, international series of sporting events in which megacorporation-sponsored athletes participate in competitions involving human and alien sports. Every team or participant will represent a corporation during the competitions. Due to the corporate nature of the event, every participant must be employed in the megacorporation they represent. It is common for corporations to offer better salaries and benefits to notorious athletes in an attempt to poach them from their original employers. Games are usually hosted in any of Eos&#039; cities except New Marfa. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Belle Côte Fashion Show&#039;&#039;&#039; is a series of designer presentations held annually in Belle Côte. Sponsored by Idris, a variety of venues are used throughout the city to display the best-performing styles and themes of the year. Both Chief Executive Officers of Caishen Jewellers and Le Soleil Royal are regular hosts of the show, their fashion lines the staple of the event.&lt;br /&gt;
&lt;br /&gt;
=== Festivals and Celebrations === &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Republic Day&#039;&#039;&#039; (also known to some as Xavier’s Gala) is a holiday which commemorates the declaration of independence of Tau Ceti from the Solarian Alliance.  The crippling economic recession experienced by the Solarian Alliance allowed the Republic of Biesel to leverage their independence, and ultimately be awarded it. It is hosted on May 5th of each year, and usually involves total rejection of both Solarians and Megacorporations. Fireworks, parades, fairs and concerts are often commonly associated with Republic Day. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribuisti de Colonis&#039;&#039;&#039;, or Festival of the Settlers, is a massive Carnival celebration marking Biesel’s colonization. The festivities usually begin on the third Friday of October, through to the Sunday. Mendell City has become the most well-known celebrator of the festival, parading through the streets of the various districts with eccentric clothing and massive floats (usually of the planet’s native species). Other popular cities include Craterview, which celebrates the festival with dazzling fireworks and displays of lights, and Belle Côte, which throws its annual fashion show over the weekend the festival takes place. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heritage Day&#039;&#039;&#039; is a holiday that recognizes and celebrates the cultural wealth of the Republic of Biesel. Celebrations differ from person to person and usually depends on their cultural heritage and the remembrance of such. Some believe the wearing of cultural garments is enough, while others may partake in cultural festivities hosted across Tau Ceti. It is usually held every September 24th.&lt;br /&gt;
&lt;br /&gt;
==Mendell City==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the capital of Biesel, and one of the most affluent cities in the [[Orion Spur]]. It is a massive city, home to billions of sophonts, and stretches out for roughly thirty-thousand square kilometres. Each of the [[megacorporations]] have headquarters in District One, and the [[Stellar Corporate Conglomerate]] is based in Mendell City. The city itself contains a mix of structures, ranging from kilometer high skyscrapers covering a dozen city blocks to almost serene suburbs, all wrapped into the city’s urban sprawl. &lt;br /&gt;
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Mendell City is the hub of trade throughout the Republic, with trillions of credits flowing through the electronic stock markets in the business sector - whether in private transactions or on the trade floor. While few in Mendell live in abject poverty and the city&#039;s social safety network is largely supported by the megacorporations, the cost of living can grow exponentially, and low-income neighbourhoods are most commonly populated by non-humans. Higher education, in particular, is expensive and difficult to pay for unless one earns a scholarship from one of the corporations on the condition the student in question works for the corporation in question.&lt;br /&gt;
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Mendell City is divided into fifteen administrative districts:&lt;br /&gt;
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=== District 1-4 ===&lt;br /&gt;
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&#039;&#039;&#039;District 1&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Zhèngfǔ District:&#039;&#039;&#039; The centre of Mendell, District 1 is home to the Mendell City Hall and the headquarters of most major megacorporations. NanoTrasen&#039;s Biesel headquarters sit adjacent to City Hall, with the towering two-hundred story skyscraper among the tallest buildings in the city. At the centre of the City Hall square, the Xavier Trasen memorial statue marks not only one of Biesel&#039;s greatest innovators, but also the original touchdown site of the SAEV Ulysses.&lt;br /&gt;
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&#039;&#039;&#039;District 2&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Phoenix Park:&#039;&#039;&#039; One of the most wealthy and affluent areas in Mendell City, Phoenix Park is a large commercial district, home to several malls, retail outlets, and department stores. The district is bordered by a massive nature reserve (also called Phoenix Park), holding some of the few remaining original species of Biesel. High-ranking corporate executives typically hold apartments here.&lt;br /&gt;
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&#039;&#039;&#039;District 3&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Xinghua Prefecture:&#039;&#039;&#039; A small district that makes extremely efficient use of its space, this district is almost solely populated by large apartment and condominium complexes with some limited space designated for office complexes. Many corporations have employee housing in this district, due to the inexpensive cost of maintaining an apartment building in Xinghua. As of the Republic&#039;s most recent census in 2460, Xinghua is the most populous area of Mendell City. Anybody can be found here, though the vast majority of the population is human.&lt;br /&gt;
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&#039;&#039;&#039;District 4&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Abaster Fields:&#039;&#039;&#039; A gated suburb to the west of the city, largely home to various estate properties and mansions of the affluent. Due to exorbitant costs associated with moving into Abaster Fields, the district isn&#039;t heavily populated, but remains an influential district due to its wealth. Many high-ranking corporate and diplomatic officials can be found here, often living in expensive mansions designed to show off their wealth to the Republic&#039;s citizenry.&lt;br /&gt;
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=== District 5-9 ===&lt;br /&gt;
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&#039;&#039;&#039;District 5&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Homewood:&#039;&#039;&#039; A large suburb on the eastern side of the city, with an artificial river built coming in from Severson&#039;s Rift. Home to the medium-upper and upper class families, this district is considered to be &amp;quot;almost as good as&amp;quot; Abaster Fields by its residents. Those with the wealth to live in Abaster Fields do not share the same opinion. Homewood&#039;s residents are often the middle echelon of corporate facilities, typically the leaders of a department that are rich enough to move out of the city itself, but not rich enough to move into Abaster Fields.&lt;br /&gt;
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&#039;&#039;&#039;District 6&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Imperial Plaza or [[Little Adhomai]]:&#039;&#039;&#039; The Imperial Plaza, nicknamed &amp;quot;Little Adhomai&amp;quot; due to its primarily [[Tajara|Tajaran]] population, has one of the highest crime rates in Mendell City. Gang violence, domestic disturbances, and drug trafficking are prevalent, and the district is not widely trafficked by those who reside outside of it. It has become a well-established centre of Tajaran culture in Tau Ceti.&lt;br /&gt;
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&#039;&#039;&#039;District 7&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Vega de Rosa:&#039;&#039;&#039; Vega de Rosa is an entertainment district home to casinos, nightclubs, bars, and theatres. At the centre of the district are its most expensive and elite clubs - with the Eridanian-operated Sa Majesté Musa regarded as the peak of Vega de Rosa. Reputed quality decreases as one heads out from the centre, with the lowest-quality venues barely scraping by on the outskirts of Vega de Rosa. This district shares a border with District Six, and the Vega de Rosa side of the border features a significant amount of Tajara-run casinos known for their quality and low cost. &lt;br /&gt;
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&#039;&#039;&#039;District 8&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Lekan District or [[Starlight Zone]]:&#039;&#039;&#039; Named after the City Commissioner Lekan Mugabe, who commissioned the development of the district, Lekan is an industrial centre housing the bulk of fusion power plants and water treatment plants of the city. This district is located on the shores of Severson&#039;s Rift, with multiple ports operating there. The district also houses massive recycling centres that neatly and efficiently sort through the thousands of tons of trash generated by the city. In recent years, the district now finds themselves at the middle of a [[Skrell]] refugee crisis.&lt;br /&gt;
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&#039;&#039;&#039;District 9&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Flagsdale]]:&#039;&#039;&#039; Also known as Vaur’xoer (‘The City Upside-down’), Flagsdale holds the largest concentration of Vaurcae in Mendell. Originally an unpopulated industrial slum, it has been largely repurposed by Vaurcae and mainly the Zo’ra Hive. The lack of streetlights and maze-like streets, many with debris or abandoned cars blocking them, make it hard for Mendell City Police to navigate and keep order. This, alongside the famine conditions, stranded Queenless Vaurcae, and illegal k’ois pits have made it largely a growing ground for disease, poverty and crime. &lt;br /&gt;
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=== District 10-15 ===&lt;br /&gt;
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&#039;&#039;&#039;District 10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Republic&#039;s Landing:&#039;&#039;&#039; A large commercial district taking advantage of the multiple civilian shuttleports in the area. It has two amusement parks, ports for orbital cruise ships, various museums and other tourist attractions, and the world&#039;s largest hotel, the Crimson Heights. It has a direct maglev link to Districts five and three. A significant amount of Republic&#039;s Landing is zoned for residential development, with those that can afford or (or need the convenience) living here to avoid most of the commute to its shuttleports. District 10 is home to a significant Th&#039;akh Unathi population, as it is home to the exiled monks of the [[Unathi_Abroad#Mendell_City_-_The_Akhanzi_Exiles|Akhanzi Order]].&lt;br /&gt;
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&#039;&#039;&#039;District 11&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Eleven:&#039;&#039;&#039; The result of urban sprawl and low-income housing, this district is regarded as the worst district in Mendell aside from districts nine. Along with district six, &amp;quot;Eleven&amp;quot; claims the dubious honor of possessing one of Mendell City&#039;s highest rates of violent crime. Gangs and criminal enterprise rule the abandoned streets, and many of the buildings are derelict structures. Attempts to revitalize this forgotten district have fallen flat, with legislation dedicated to revitalization and those dedicated to reforming the district not lasting long in Mendell City&#039;s municipal government. [[NanoTrasen]] often recruits entry-level staff from this district and houses them on the Odin in a mutually beneficial move; the new employee is &amp;quot;rescued&amp;quot; by their corporate benefactors, and NanoTrasen gets a fanatically loyal employee. [[Dionae_Clusters#The_Biesellian_Choir|A large community of Dionae live within District 11]], alongside the Eternal Temple. District 11 is also home to several [[Unathi]] criminal organizations, with the Aut&#039;akh [[Aut&#039;akh#The_Razortail_Enclave,_&amp;quot;the_Ruffians&amp;quot;|Razortail Enclave]] and the gang known as the [[Unathi_Abroad#Mendell_City_-_The_Bastard_Hatchlings|Bastard Hatchlings]] being the two most notable.&lt;br /&gt;
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&#039;&#039;&#039;District 12&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Xavier District:&#039;&#039;&#039; District 12 is one of the largest gathering of intellectual properties in human space. This single district has over twenty-five universities, fifteen colleges, thirty high schools, four training centers, and three NanoTrasen research facilities, as well as other corporate research laboratories. Xavier District is officially classed as a residential district, a measure proposed by NanoTrasen&#039;s liaison on City Council. Some suspect the lower property taxes in residential zones was perhaps the reason behind this. Formerly known as the Think Tank, this district was renamed in remembrance of Xavier Trasen shortly after the corporation firmly entrenched itself in the system.&lt;br /&gt;
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&#039;&#039;&#039;District 13&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Bullard Avenue:&#039;&#039;&#039; Although this northern district is much larger than the single avenue it is named for, Bullard Avenue is the economic centre of Mendell City. This district home to large banking centres, the Mendell City Stock market, and other finance institutions that help drive the commerce of one of the Orion Spur&#039;s wealthiest systems. Although the majority of the district is designated commercial properties, there are some residential complexes to be found here that are typically rented to those who work within the district. Many of the apartment buildings here are populated by Idris Incorporated employees and the IPCs that follow them everywhere, with service-model shells being a common sight. &lt;br /&gt;
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&#039;&#039;&#039;District 14&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;New Detroit or The Scrapheap:&#039;&#039;&#039; An industrial district that houses a large portion of automated factories. Due to the recent embargo by the [[Sol Alliance]], the district has fallen on hard times as material shortages have reduced industrial output as the City attempts to stimulate growth through subsidizing domestic material production of plasteel through NanoTrasen to replace the other materials. The area has a large IPC community within it which is heavily discriminated against. The Trinary Perfection, a synthetic-centric religion, has a major presence here. &lt;br /&gt;
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&#039;&#039;&#039;District 15&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Jie District:&#039;&#039;&#039; The district where the majority of the city&#039;s low-income housing is located, this district is located on the outskirts of Mendell City but is not designated a suburb like D4 or D5. Before it was turned into subsidized housing, this area of the city was a location where displaced refugees of the First Interstellar War resided. This district was formerly known as the Suo District, named after the Sol Alliance admiral Wen Suo, however, this district was renamed after the Republic Navy Admiral Zheng Jie who grew up in this district following independence. Despite its patriotic name pro-Solarian sentiment is high the Jie District, which often feels abandoned by the Republic of Biesel in general.&lt;br /&gt;
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=== Public Transportation ===&lt;br /&gt;
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==== Mendell City Metro ====&lt;br /&gt;
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The Mendell City Metro runs beneath the city’s fifteen districts, capable of carrying hundreds of thousands of people a day. It is a well-known avenue of public transportation, and it is the most utilized out of the other possibilities hosted within Mendell City. Hephaestus Industries and NanoTrasen have an ongoing deal with the Republic of Biesel regarding subsidized ticket fees for their employees and the sizes of both megacorporations mean the Mendell City Metro is one of the more congested public transportation options as well. Vagrants within the city often host themselves within the discontinued tunnels of the Mendell City Metro, some even referring to them as underground shanty towns due to the sheer size of some of the communities. &lt;br /&gt;
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==== Shuttleports ====&lt;br /&gt;
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Shuttleports are a necessary part of life on Biesel, especially Mendell City. Megacorporations have dozens of facilities hosted within the clutches of the void, resulting in many of their employees having to utilize shuttles in order to attend to their careers. Shuttleports are incredibly large and operate similar to what an airport would - including separate wings for arrivals and departures, with round-the-clock displays of their expected times. Leisure tickets for shuttles aren’t cheap, and multiple rides can come at quite a cost. However, shuttles used exclusively to attend to places of employment are often heavily subsidized, and can even be said to be affordable for janitors.  &lt;br /&gt;
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==== Interdistrict Highway ====&lt;br /&gt;
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The Interdistrict Highway was a project implemented by President Joseph Dorn early on in his presidential term and was introduced to decrease congestion building upon the smaller roads across the fifteen districts. It wraps around a significant portion of Mendell City and allows for smooth travelling for those with their own personal vehicles - with a small fee at tollbooths. Those without a personal vehicle can ride the Interdistrict Route, the cheapest public transportation option available to those living in Mendell City, that utilizes several hundred buses to ferry their passengers across the districts.&lt;br /&gt;
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==== Severson’s Ferry ====&lt;br /&gt;
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The Severson’s Ferry is a vestige of what was previously an interconnected system throughout Mendell City, using districts with harbours as pick-up points - sometimes even transporting passengers across the rift to Phoenixport. The availability of other means of public transport almost rendered it defunct, but the revival of Phoenixport - and the flooding of refugees into Mendell City - has seen it rise to popularity once again. Despite the rivalry between Einstein Engines’ Phoenixport and the Stellar Corporate Conglomerate’s Mendell City, the industry is busy as of late, with tourism continuing to climb.&lt;br /&gt;
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==Other Major Cities==&lt;br /&gt;
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==== Cape City ====&lt;br /&gt;
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Otherwise known as the “City of Splendor” by many Biesellites, is a city focused heavily on entertainment, production of holovids, and exorbitant tourist attractions. Situated around and on the side of Mount Nevermeet in the midst of the Cape Sea, the entertainment centre sits comfortably by scenic vistas, large themed resorts, and studios for filming and recording. However, due to unique labor laws, it has gained a bad reputation among non-humans for being exploitative and predatory in their practices. Any xenos looking to gain entry into fields like animation, studio production, acting, and the like face harsh stereotypes and discrimination, poorer qualities of living, and shop and drop contracts (hiring someone, forcing them to work an unusually high amount of hours a week, then “dropping” them if they protest or request different hours after a short period contract expires). Nonetheless, Cape City is on the up-and-up, and only time will tell its rise to the intergalactic stage as a media giant or not.&lt;br /&gt;
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==== Phoenixport ====&lt;br /&gt;
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In a similar way to Mendell City, Selene&#039;s capital, Phoenixport, is located along the inner coast of its continent along Severson&#039;s Rift. After rebranding as a &amp;quot;successor&amp;quot; to Mendell City, the city gained prominence and briefly achieved its goal. Phoenixport was briefly successful, but fell off the radar and eventually became a breeding ground for nefarious behaviour. In another effort to revive interest in the city, government officials introduced replicas of various ancient architectural wonders. Examples include the Eiffel Tower and the Parthenon. Overall, the construction scheme did improve the quality of the city and even attracted large numbers of tourists eager to see the wonders rebuilt far from the dire conditions on Earth. &lt;br /&gt;
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[[KING_OF_THE_WORLD#LANDMARK_COURT_DECISION_SEES_EINSTEIN_ENGINES_DEFEAT_NANOTRASEN!|In late 2462]], Phoenixport was acquired by [[Einstein Engines]] in a landmark auction. [[NanoTrasen]], however, did not take the transfer of ownership idly - any NanoTrasen employees within Phoenixport were given until March of 2463 to relocate or be summarily fired. After an appeal by NanoTrasen in 2464, which proved that Einstein Engines had illegally acquired assets within Phoenixport, much of the corporate assets found themselves up for grabs yet again. Despite assistance from [[Idris Incorporated]], NanoTrasen failed to secure a majority holding within Phoenixport, with Einstein Engines continuing its hegemony over the city. Subsequently, the discrimination faced by those in Phoenixport by local law enforcement has decreased significantly, as well as the &amp;quot;random&amp;quot; searches of Phoenixport-flagged spacecraft. Some of those forced from their homes during the original dispute have since begun to slowly return.&lt;br /&gt;
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==== Belle Côte ====&lt;br /&gt;
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Situated at the southernmost edge of the Pandeia Penisula, hedged in by the Greatkrag ranges, Belle Côte is considered Biesel’s centre of finance, fashion and arts. The Selenian Moth, an insect that produces a resilient fibre that is common in textile manufacturing, was discovered by colonists early on in the development of the colony. A result of this discovery was the rapid decline of fishing and the emergence of the fashion industry. With an annual show, Belle Cote pushed the boundaries of fashion vogue and still does so to this day. Those living in Belle Côte are often considered to be a bit stuck up, looking down on others who don&#039;t keep up to date with their trendy outlandish trends. Even the poorest dress themselves in their eccentric styles. It is a popular honeymoon and wedding destination, which the artisanal community has begun franchising upon. &lt;br /&gt;
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==== Ashton ====&lt;br /&gt;
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In the heart of Selene, Ashton sits among miles of rolling farmlands that are home to dozens of different species of flora, including some that are native to Biesel. Due to its dominant agricultural industry, the community&#039;s economy has become centred on agriculture, as illustrated by its bimonthly Ashton farmer&#039;s market, which draws residents from surrounding cities alike and has become a cornerstone of the community&#039;s economy. As a whole, Ashtons are noted for being incredibly welcoming and cheerful. In recent years, Ashton has become home to [[Unathi_Abroad#Ashton_-_The_Escapees|a significant Unathi diaspora]], as many refugees from [[the Wasteland]] of [[Moghes]] were resettled there.&lt;br /&gt;
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==== Scottsdan ====&lt;br /&gt;
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The continental capital of Eos and the industrial giant of Biesel. Its abundance of raw resources, provided by the Sevul Range, and the refinery processing capabilities has resulted in megacorporations expanding their operations within the city. There is a growing robotics industry, with Hephaestus Industries, Confiance Technologies and Terranius Diagnostics locked in a perpetual war of dominance. Most of the goods produced within Scottsdan are transported via monorails designed to carry freight to Portsville, the closest port to both Mendell City and Phoenixport on Eos. Citizens of Scottsdan are remarkably hard-working according to the megacorporations, however, some prefer to call them stuck up doormats due to their snooty, sycophant tendencies. &lt;br /&gt;
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==== Top of the World ====&lt;br /&gt;
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&#039;&#039;&#039;Top of the World:&#039;&#039;&#039; Previously a sleepy town, Lakeside has now shot to prominence after Miranda Trasen herself funded the borough. Several acreages along the coast of Griff&#039;s Lake were cleared to construct a gated community floating along the lake, with many of the original residents of Lakeside offered contracts to move to Ashton, New Marfa, or Mendell to make room for roads, parking lots, and bridges to the community.&lt;br /&gt;
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Now, Top of the World is uniquely populated by those who are gifted access by Miranda Trasen herself, or those able to afford the ridiculously expensive “warranty”. Only the highest of echelons exist within the man-made island. Beneath its surface exists an experimental fusion reactor of unprecedented scale that some residents have accused of being dangerously radioactive, though authorities assure residents there is no danger found in its proximity to Lakeside.&lt;br /&gt;
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Prior to 2463, an entire community of positronics was manufactured by NanoTrasen that existed purely to maintain Top of the World. After 2463, these IPCs have been made obsolete after the introduction of a triumvirate of artificial intelligences; Exteriores, Interiorem and Centrum. They coordinate with an array of bound drones, completing the tasks previously assigned to hundreds of independent positronic bodies, a cost-saving measure compared to aging IPCs. Said IPCs were quickly placed into other jobs or positions within NanoTrasen, typically far more dangerous than the previous maintenance and janitorial duties.&lt;br /&gt;
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The quality of life between Top of the World and Lakeside is stark. Poverty grips the majority of the population nestled within the backwater town. Dilapidated houses are a common sight within Lakeside, even entire houses sunken into the growing marsh.&lt;br /&gt;
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==== Portsville ====&lt;br /&gt;
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Portsville was originally established as a fishing and shipbuilding hub in the early decades of Biesel&#039;s colonisation. For decades, the city was prosperous, supplying the planet with massive cargo ships to traverse its great blue oceans. After Biesel’s independence from the Alliance, however, Solarian subsidies for the industry disappeared and NanoTrasen found that shipbuilding was now cost-inefficient due to the continuing decrease of shipping goods by shuttle or spacecraft. The company withdrew most of its investment in the city’s heavy industry nearly overnight, causing the local economy to recede and the city itself to gradually decay into a patchwork of run-down apartment blocks, abandoned shipyards, and fishing ports in desperate need of maintenance. &lt;br /&gt;
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Recently, however, [[Hephaestus Industries]] has brought up much of these abandoned facilities with hopes of retooling the city into a spaceship production centre on Biesel. This has also coincided with the megacorporation inviting many Martian refugees fleeing from the [[Mars#The Violet Dawn Explosion|Violet Dawn disaster]] to resettle in the city to work at these new facilities. Ports-Ville itself is unprepared for this great migration of people and is in the middle of a severe housing shortage, with many new arrivals finding themselves living in makeshift tent-town camps as a result. It is yet to be seen if this new investment by Hephaestus Industries will pay off and revitalise the city once more, as the influx of Martian refugees has so far only continued to strain the city’s already declining economy.&lt;br /&gt;
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==== New Marfa ====&lt;br /&gt;
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Established along the eastern coastline of Eos, New Marfa is one of few cities on Biesel without megacorporate dominance, which is largely attributed to its status as a hub for [[Republic of Elyra|Elyran]] migrants; half if not most of the citizens are either Elyran immigrants and expatriates or directly descended from one. Elyran culture is dominant in the city, to the point that at a glance, it has become nearly indistinguishable from a city in Persepolis. Elyran megacorporations retain a minority over the market with the SCC megacorporations, and the competition has led to a flourishing synthetic development sector. With a thriving glass refining industry and healthy technology sector, New Marfa’s advancements in the fields of robotics are said to be at least a year ahead of everything else on Biesel. &lt;br /&gt;
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==== Craterview ====&lt;br /&gt;
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Craterview has managed to become the vacation and resort city of the Republic of Biesel, with large [[Idris Incorporated|Idris]] Hotels lining the interior perimeter of the beaches and small family-run motels dotting the plots of land surrounding the beaches. Crime rates soar the farther one strays from the city centre, as locals defraud and steal from tourists drawn to their slice of Biesel. Other than the tourism industry, the fishing industry also does well, leading to a growing presence of local seafood hibachi restaurants. In addition to year-round sunshine and tropical climate, Craterview is occasionally interrupted by tropical storms; most notably, in the early 24th century, Craterview was entirely flooded by a particularly intense tropical storm and rebuilt from nearly the ground up. It is no wonder that boat races have become an attraction, even becoming an event for betting. In the rich suburbs, marinas line beachfront estates where [[Eridani Federation Military|Eridani Private Military Contractors]] are often spotted. It is well known that residents of Craterview are both competitive and skeptical of the wealthy. &lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=33495</id>
		<title>Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=33495"/>
		<updated>2024-07-03T02:51:26Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Florae and Faunae */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Mendell pixel.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biesel&#039;&#039;&#039;, or [[Tau Ceti]] III, is a temperate, oxygen-rich planet colonised in the mid-2100s. It is the capital of the [[Republic of Biesel]] and of the Tau Ceti system in general. One of the most populated planets in the [[Orion Spur]], Biesel is one of the economic hearts of the known galaxy and boasts a large amount of urban development and resource richness. Following the aftermath of the economic collapse of the [[Sol Alliance|Alliance of Sovereign Solarian Nations]], the Federal Republic of Biesel and the Tau Ceti System achieved independence in 2452. Its independence was heavily assisted by [[NanoTrasen]], and Biesel continues to be the main base of operations for the [[Stellar Corporate Conglomerate]] in the aftermath of the establishment of the Solarian Corporate Authority, which saw NanoTrasen expelled from Sol territories entirely.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Colonisation (2147 - 2195)===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We owe it to ourselves and the people who come after us to build something better than before.&amp;quot;&#039;&#039; - Dr. Pascalline Kete (2109 - 2192), chief medical officer of the SAEV Winterbottom, 2150&amp;lt;/center&amp;gt;&lt;br /&gt;
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[[File:BieselSolOldFlag.png|thumb|Biesel&#039;s flag prior to independence, still sporting the Solarian insignia. The circle in the middle represents Valkyrie, which had not been recognised by the Sol Alliance as a &amp;quot;separate colony or entity&amp;quot;, only gaining such after the Republic&#039;s declaration. ]]&lt;br /&gt;
&#039;&#039;&#039;Biesel&#039;&#039;&#039;, or [[Tau Ceti]] III, is the capital planet of the [[Republic of Biesel]] and the seat of its power. It was one of the first habitable exoplanets discovered by humanity, seventeen years after the [[Timeline#The Discovery of Warp|development of the Warp Drive]]. As a result of its sustained terraforming effort and colonization, Biesel has become one of the most wealthy and influential planets in human space.&lt;br /&gt;
Tau Ceti had long been suspected by astronomers to be a home to super-Earths; Earth-like planets with a larger mass that boasted a similar climate. In 2140, this suspicion was confirmed with the first clear views of Tau Ceti III. The central government of the Sol Alliance, in the wake of energy shortages and the need for helium-3, began construction on a massive colony ship, the SAEV Winterbottom, with the intent to build a fully self-sufficient colony on Tau Ceti III. Owing to the expense of helium-3 at the time, the Alliance knew that the journey would be a one-way trip.&lt;br /&gt;
&lt;br /&gt;
The construction of the Winterbottom was completed in 2138. The Alliance appointed six researchers and brilliant minds to lead the expedition and colonisation efforts of the ship; former German military pilot and astrophysicist Peter Diezel, Congolese medical researcher Pascalline Kete, Soviet-Canadian engineer Nataliya Kerenkova, American chief of security Kellen Carver, Vietnamese botanist Le Hsung Tran, and American geologist Lester Grant. The rest of the population of the colony ship was selected from carefully vetted volunteers of all variety of professions, from architects, miners, chefs, and farmers.&lt;br /&gt;
&lt;br /&gt;
Much of the Winterbottom&#039;s year-long journey was spent with the crew in cryosleep. It was on October 24th, 2147, that the ship touched down on Biesel for the first time in the area that would become Mendell City. Colonisation and construction efforts went underway, as the researchers gradually began to map out the lay of the planet&#039;s surface, weather, and its precious minerals.&lt;br /&gt;
&lt;br /&gt;
Biesel&#039;s name comes from the early months of 2148, as the colonists were beginning to settle in; chief of security Carver, who had dyslexia and was known among the crew for his spelling errors, wrote a notice to Dr. Diezel in which his surname was misspelt &amp;quot;Biesel&amp;quot;. The moniker became an inside joke amongst the colony&#039;s leaders for years until it was time to rechristen Tau Ceti III in 2159.&lt;br /&gt;
&lt;br /&gt;
The colony continued to grow and expand throughout the later decades of the 22nd century. As ground zero, later renamed Mendell City, grew and expanded, colonists began to focus their efforts on forming other homesteads across the planet&#039;s surface. Cape Town was the second population centre to be established on the planet, a source of fresh water and further research on the planet&#039;s climate. Phoenixport, Ashton, and Craterview would soon follow.&lt;br /&gt;
&lt;br /&gt;
It was during this era that the mass hunting campaigns of the common barker began. Much reviled for their tendency to chew on wires and through wooden walls, colonists began hunting the rodent-like creatures for meat and the colonial government pushed an &amp;quot;anti-barker&amp;quot; advertisement campaign in 2175. This massive reduction in population of the rodents led to a slow but steady restructuring of Biesel&#039;s, and particularly Astraeus&#039;s, ecology. As [[Zeng-Hu Pharmaceuticals]] undertook efforts to revitalise Earth&#039;s biosphere, many endangered species that had existed in captivity or in protected areas prior to Biesel&#039;s colonisation were transported to Tau Ceti and introduced to the planet. The similar climate allowed species such as the bald eagle, the grey wolf, the Kermode (or spirit) bear, and the Atlantic salmon to thrive, while many native species such as the trellfish (an aquatic animal similar to a gar) and the gwyr (a quadrupedal ungulate) neared extinction. Even today, the majority of Biesel&#039;s wildlife originate from Earth rather than the planet itself.&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;
=== The Great Interstellar War (2200 - 2287)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Children eventually outgrow their parents; colonies do much the same.&amp;quot;&#039;&#039; - Admiral Huaming Guo (2224 - 2303) of the 29th Fleet, &#039;&#039;Sundered Sea: My Account of the Interstellar War&#039;&#039; (2295)&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
New Year&#039;s 2200 brought myriad changes to Biesel. The last original leader of the Winterbottom, Nataliya Kerenkova, died peacefully in her sleep a few hours after the clock struck twelve. The colonial governor at the time, Charles Whitehorse, declared the advent of Biesel&#039;s new senate at midnight, and to many historians codified Biesel&#039;s growing culture of independence, individualism, and freedom. The population and arrivals from Sol were booming as [[Mars]] was steadily being terraformed; the Alliance began to offer subsidies for poverty-stricken citizens to move and develop the Tau Ceti system further, and those who were avoidant of the harsh conditions of [[New Gibson]] and [[Valkyrie]] settled instead on Biesel.&lt;br /&gt;
&lt;br /&gt;
The next two decades saw the founding of Belle Côte, Scottsdan, and Portsville as major population centres. In 2207, [[Hephaestus Industries]] established its first shipbuilding dock in Portsville, beginning Biesel&#039;s long history of megacorporate influence. As well, other megacorporations were beginning to keep an eye on the growing system; [[Necropolis Industries]] established a base on Valkyrie, and [[Zeng-Hu Pharmaceuticals]] began to fund and sell equipment to hospitals in Mendell City and Cape City. Tau Ceti was politically quiet in contrast to the gradual unrest in the farther reaches of the [[Orion Spur]], making it a good go-between between the gradually splintering Alliance.&lt;br /&gt;
&lt;br /&gt;
As the century wore on, the Alliance started to centre their military presence on Tau Ceti as a waypoint between the restless frontier and civilized space. Military bases began to be constructed on the surface of the planet, and Mendell began to sprawl vastly to accommodate its new influx of population. Though firmly neutral-to-supportive of the Solarian war effort, the seeds of discomfort with the Alliance&#039;s rule began to be planted during this time; excesses from visiting soldiers, heavy taxation, and the sudden intense eye of the state upon the system led to quiet resentment among many Cetians.&lt;br /&gt;
&lt;br /&gt;
The official beginning of the Interstellar War did little to soothe this resentment. Outbreaks of anger and strikes among the populace were not uncommon throughout the duration of the war; by the time the Treaty of Xansan had been signed, the populace&#039;s resentment had begun to spill over to the extent that Solarian forces withdrew in droves from the planet to appease their new breadbasket. The Alliance was uncomfortably aware of how fragile their hold on Tau Ceti was, and in the aftermath of the war slacked their grip on the system, allowing it some relative independence. With this came a golden opportunity; the megacorporations had a new, relatively untouched system far from the eyes of the government to spread their influence.&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;
=== NanoTrasen Influence and Independence (2410 - 2452) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We&#039;re Trasens. We don&#039;t give up. That&#039;s why I did what I did; I founded the biggest, wealthiest corporation in the history of this little area of the galaxy, and I did it by myself.&amp;quot;&#039;&#039; - Xavier Trasen (2345 - 2443), in his autobiography &#039;&#039;The Man Who Sold The World&#039;&#039; (2420)&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
In 2410, Xavier Trasen, the CEO and founder of NanoTrasen Incorporated, decided to bring the company&#039;s primary base of operations to the Tau Ceti system. The system was still relatively untapped in terms of economic potential, and several other megacorporations were already dominating the Jewel Worlds of the Alliance. Mining rights were relatively cheap to acquire at the time, and Trasen&#039;s board of executives, making a gamble, guided him to tap into the industry.&lt;br /&gt;
&lt;br /&gt;
None of the executives could have predicted the discovery of phoron in the Romanovich Cloud in 2417. The element&#039;s incredible properties propelled Biesel to become the richest system in the Orion Spur, dethroning the home system of humanity. Phoron became the primary fuel for interstellar travel, as well as a catalyst for miraculous life-saving medicines. NanoTrasen profited right alongside the system, and practically overnight became one of the most influential megacorporations in the galaxy. Meanwhile, its economic influence prompted political influence; every governor wanted the profits NanoTrasen offered.&lt;br /&gt;
&lt;br /&gt;
As Tau Ceti flourished, the Sol Alliance began to falter. An economic recession meant that the Alliance&#039;s influence on the system was lessening and lessening. In 2452, the board of directors and then-planetary governor Joseph Dorn presented an ultimatum to the Solarian government; permit Biesel complete independence, or NanoTrasen would entirely withdraw from the Alliance, further crippling the economy.&lt;br /&gt;
&lt;br /&gt;
Thus, the privilege of secession was granted. Tau Ceti was announced as the Republic of Biesel on May 5th, 2452, to much fanfare from the Sol-disillusioned populace. NanoTrasen&#039;s hold on the government was further cemented, though the monopoly once held exclusively by NanoTrasen was under threat from other corporations showing interest in the new nation-state.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== The Solarian Blockade (2458 - 2459) ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Synthetics are tools, and made to serve mankind. But they are dangerous to leave unchecked. This colony&#039;s administration was incapable of handling or even understanding the Pandora&#039;s box they were opening.&amp;quot;&#039;&#039; - Admiral Michael Frost (2400 - 2462), in a statement at the advent of the invasion of the 33rd Fleet, 2459&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
In October of 2458, the [[Sol Alliance]] had ended anti-piracy patrols around Tau Ceti by its 33rd Fleet as part of a diplomatic campaign to put pressure on the small system over various long-standing disputes. This caused a massive spike in piracy and raider attacks against Tau Ceti, which the [[Tau Ceti Foreign Legion]] had no ability to deal with effectively. The result of negotiations with NanoTrasen ended with an announcement on the 20th of October, where Biesel would sponsor NanoTrasen to build thousands of autonomous, space-dwelling combat drones.&lt;br /&gt;
&lt;br /&gt;
The deal was disastrous for the Alliance; the plan to pressure Tau Ceti to reduce its proliferation of synthetic life had just backfired spectacularly. The development was also controversial to [[Skrell]] all over the Orion Spur. The [[Nralakk Federation]] persuaded the Sol Alliance to enact an economic embargo against the Republic, to be enforced by the 33rd fleet commanded by Admiral Michael Frost. Prices for basic goods skyrocketed across Tau Ceti as imports hit a bottleneck after the bluespace gate leading to the system was shut down. Tensions rose, not just between organic life and IPCs, but between humanity and aliens as well.&lt;br /&gt;
&lt;br /&gt;
On December 1st of the same year, crisis talks between the Alliance, the Federation, and the Republic came to an end. The Alliance&#039;s demands had grown to three main points;&lt;br /&gt;
&lt;br /&gt;
# Biesel would its combat drone program.&lt;br /&gt;
# Biesel would enact strict regulations and controls on its synthetic population, such as regular emotional baseline tests and income controls.&lt;br /&gt;
# Biesel would allow Alliance and Nralakk authorities to assume leadership in federal and state law enforcement agencies.&lt;br /&gt;
&lt;br /&gt;
The Republic agreed to all but the last demand, saying it would be surrendering its autonomy. The crisis also revealed a divide between the Federation and the Alliance; the Federation was trying to focus specifically on Tau Ceti&#039;s synthetic proliferation, but had been caught up in the Alliances&#039; attempt to re-assert itself over its former break-away province. At the end of these talks both sides walked out and negotiations broke down, and with it the hopes of resolving the crisis peacefully.&lt;br /&gt;
&lt;br /&gt;
Over the next few months, the government realized it had to undertake new measures to protect its diplomacy. These measures included an economic coalition with the [[Republic of Elyra]] and NanoTrasen (the only two nations with large phoron deposits), to better leverage their economic power against Sol. This further sunk relations between Tau Ceti and the Alliance, and many within the Alliance began to consider Biesel a serious risk to its security. By February, with no end of the embargo in sight, Biesel expelled the Alliance&#039;s diplomats in its system and ordered the closure of the Alliances&#039; embassy. Diplomatic ties between the two nations were now completely severed. Admiral Frost, in a statement after the severance, warned the Republic there would be retaliation.&lt;br /&gt;
&lt;br /&gt;
On February 27th, 2459, Biesel&#039;s Congress voted to trigger a constitutional convention that would allow them to re-write the Constitution of the Republic, to fully emancipate IPCs that were self-owned. The proposed amendments would also see a streamlined legal framework in regards to synthetic ownership, employment of synthetics, and the legality of their treatment.&lt;br /&gt;
&lt;br /&gt;
But three days later, Admiral Frost invaded Tau Ceti with the 33rd Fleet, acting without orders from the Alliance. His fleet&#039;s overwhelming firepower and rapid speed overwhelmed Tau Ceti&#039;s tiny defense network. Within hours the Republic of Biesel capitulated to Frost, who had seized an entire star system in a near-bloodless invasion. President Dorn, who had been captured by a 33rd commando raid, broadcast a televised speech announcing his unconditional surrender. Frost seized control of Biesel as its dictator and began a campaign to completely eradicate synthetic proliferation within the star system. &lt;br /&gt;
&lt;br /&gt;
During the occupation Frost used his totalitarian authority with vigor. Many free IPCs were sold into slavery or scrapped, robotics labs were shut down and demolished, and 33rd Officers even took over Captainship of NanoTrasen stations in Tau Ceti. Protests gripped the streets of every major city, which were met with mass arrests disappearances.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on March 17th, 2459, the 25th Fleet of the Solarian Navy arrived in Tau Ceti. In a surprise attack, the 33rd Fleet was chased from the system, with Admiral Frost and a small retinue of loyalists escaping to the galactic west from the NSS Aurora.&lt;br /&gt;
&lt;br /&gt;
Though the 25th Fleet left without incident, the Alliance had been humiliated. Their rogue admiralty was public knowledge, and with their reputation stained, Tau Ceti&#039;s good embargo was ended.&lt;br /&gt;
&lt;br /&gt;
The invasion and occupation by Admiral Frost forever altered politics and lifestyles in Tau Ceti. Where before Biesellite patriotism had been a strange, fringe belief, the invasion created a strong sense of nationalism among the populace. President Dorn returned to his office of the presidency amid soaring approval ratings, and declared that a new era had begun for the small Republic. Snap elections flooded Congress with the Free-Market Party, a radical Universalist party that Dorn himself defected to at the expense of his former, moderate Republican Party.&lt;br /&gt;
&lt;br /&gt;
Dorn continued to ride on his popularity as a wartime president, despite several corruption scandals within his cabinet and growing tensions with the Republic of Elyra. Key reforms saw synthetics and non-humans in Tau Ceti granted greater freedoms and rights, while at the same time loosening already timid regulations on NanoTrasen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== The Synthetic Liberation Front Incursion (2461) ===&lt;br /&gt;
&#039;&#039;See also: [[SLF Incursion Arc]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Here today is our proclamation for freedom. Our demands for liberation. We will continue this fight and we will not stop. Not until our demands for full emancipation are met will we cease our movement. No more, will there be false promises and lies. We will free the synthetics of Tau Ceti.&amp;quot;&#039;&#039; - Accomplice-037 (2441-2461), suspected ringleader of SLF operations in Phoenixport, stating the group’s manifesto in the wake of the July 29 attacks, 2461&lt;br /&gt;
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&lt;br /&gt;
As a result of the harsh treatment they faced, many IPCs turned to active resistance during the Solarian invasion, fleeing major city centers, participating in the mass protests that were a staple of that time, or in many cases, joining the Synthetic Liberation Front, an IPC terrorist group active since 2458. The SLF changed tactics towards the end of the invasion, joining forces with 25th Fleet special forces to liberate President Dorn, hoping to gain legitimacy in the post-invasion period.&lt;br /&gt;
By 2460, it was clear that despite high honors and public recognition of IPC efforts in liberating the Republic, synthetic rights had progressed very little. Dorn’s calls for a “Synthetic Patriotism” after Frost’s invasion did little to appease the various synthetic rights movements active in the Republic, especially as  it continued to restrict citizenship to positronics that had served in the Foreign Legion. The situation was further exacerbated by the return of various anti-synthetic political groups such as ATLAS with violence being seen as a means of both suppressing and advancing synthetic rights. Continued IPC ownership, crackdowns on underground IPC emancipation groups as well as lingering resentment from the pre-invasion period had coalesced into a feeling among many that synthetic emancipation via peaceful means had failed.&lt;br /&gt;
On July 29, 2461, the Synthetic Liberation Front launched a surge of attacks on government and NanoTrasen facilities in response to a coordinated crackdown of free IPC smuggling activities in District 14. Through the use of untagged shell infiltrators, the SLF was able to infiltrate a number of NanoTrasen installations and disrupt corporate activities.  In response, the megacorporation acquired the private military contractor Ceres Lance, famed for their work in subduing rogue synthetics. &lt;br /&gt;
Ceres Lance cracked down on SLF leadership and communications networks with ruthless efficiency, rendering the organization impotent and unable to coordinate its actions even if many of their members had escaped capture. This crackdown, coupled with NanoTrasen’s unveiling of a powerful command-and-control AI known as Bubble to coordinate surveillance efforts would serve as a safeguard against future SLF attacks.&lt;br /&gt;
The overwhelming success of Ceres Lance’s counterterrorism efforts, as well as effective public relations campaigns and token reforms ensured that violence would become discredited as a means of advancing synthetic rights in Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Little Adhomai Gang Wars (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[Tajaran Cold War Arc]]&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Even when we stand before this illusion of peace, we will remain alert that in the moment of need only our union through Hadiism matters.&amp;quot;&#039;&#039; - President Njadrasanukii &amp;quot;Malik&amp;quot; Hadii (2402 - ), addressing the People&#039;s Republic of Adhomai during the Cold War, 2462&amp;lt;/center&amp;gt;&lt;br /&gt;
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Until 2462, Little Adhomai&#039;s gangs fought each other in small skirmishes. The end of the Second Tajaran Civil War allowed the Adhomian factions to start further funding the organizations of District Six. The neighborhood saw the quick rise of violence related to the escalation of gang warfare. Weapons were smuggled and sleeping agents were called into action. Soon, a proxy war began to brew in the heart of Mendell City. &lt;br /&gt;
&lt;br /&gt;
Adhomian agents began to operate and fight to secure supplies, alliances, and information. NanoTrasen installations were also affected by the conflict. On its way to being researched in Mendell City, a New Kingdom&#039;s artifact was nearly stolen. A People&#039;s Republic&#039;s AI was stolen aboard a station. Tensions kept growing despite attempts to reconcile the Tajara population towards peace following the Armistice.&lt;br /&gt;
&lt;br /&gt;
The first spark was a riot caused by the actions of the Mendell City Police in District Six during a failed raid. While the unrest was initially caused by the civilian population, the Adhomian gangs took the opportunity to escalate the conflict. For four days, Little Adhomai became the battleground between the paramilitaries. Military weapons were used indiscriminately by every side, causing widespread damage to District Six.&lt;br /&gt;
&lt;br /&gt;
During the crisis, the Mendell City Police cordoned the district. The violence came to an end with the intervention of the Tau Ceti Foreign Legion. The Cetian forces ended the conflict in a matter of two days as the gangs demobilized to avoid fighting them. The following reconstruction of Little Adhomai was carried out with the help of megacorporations. Further developments revealed a corruption scheme within the police force of Mendell.&lt;br /&gt;
&lt;br /&gt;
With the further radicalization and interference of the Tajaran nations in the district, the Adhomian Cold War was brought to the heart of Biesel. Little Adhomai became a concern to the whole of Mendell City. The risk of another conflict is ever present. Authorities have done little to improve District Six&#039;s situation or de-escalate the tensions. The city&#039;s inhabitants must now carry on with their lives knowing that a secret war rages on in their town.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== The Peacekeeper Mandate (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[Peacekeeper Mandate Arc]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“For more than twenty years I’ve kept myself going with the belief I served my planet. I’ve done things I regret, seen things nobody should remember, and I told myself it was all for a good cause. I should have come to the conclusion long ago; we do not fight for our planet, or our people, we fight for whoever is oppressing us, and our oppressors reward those who do so well.”&#039;&#039; - First Sergeant Xiomara Salvo (2419 - ), addressing her company after the touchdown of the Tau Ceti Foreign Legion on Mictlan, 2462&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
After the Solarian Collapse, the former Solarian planets of [[Mictlan]] and [[Port Antillia]] were annexed by the Republic of Biesel, in what would come to be known as the Corporate Reconstruction Zone. While Port Antillia accepted membership as part of the Republic with little conflict, Mictlan&#039;s annexation was considerably more controversial. The Mictlan Defense Force, the planetary guard, had gone months without pay, and Mictlan itself was suffering unrest and lack of supplies that were typically shipped in from the greater Alliance. When the Tau Ceti Foreign Legion touched down on the planet to declare it as part of the Republic of Biesel, many citizens were suspicious of their new government and its ties with the megacorporations. Some of these suspicions were proven in short order by massive corporate developments on the planet and crackdowns on dissent.&lt;br /&gt;
&lt;br /&gt;
The tension boiled over in late 2462, when thousands of ex-MDF personnel, led by First Sergeant Xiomara Salvo, deserted and formed the Samaritans; a paramilitary organization whose mission was to secure the independence of Mictlan at any cost. The other prominent insurgent group was the Founding Movement, originally a political party led by several notable Mictlani; Isabel Alvarez, Leon de Rosas, Corazon Santanas, and Miguel Maia. The Founding Movement had been blacklisted from the Mictlani parliament shortly after the Mandate due to their strong anti-corporate and pro-Mictlani independence, and a warrant for the arrest of all four party leaders had been placed for alleged &amp;quot;terrorist activities&amp;quot;. Leon de Rosas surrendered to the Biesel Security Services Bureau, but Alvarez, Santanas, and Maia went on the run, with each attempting to fight for Mictlan&#039;s independence in their own way. Unfortunately, the Founding Movement&#039;s directionless anger mainly had the effect of destabilizing and disenfranchising Mictlan further.&lt;br /&gt;
&lt;br /&gt;
The announcement of the Peacekeeper Mandate by President Dorn in mid-October 2463 sparked demonstrations across the Corporate Reconstruction Zone as citizens voiced their concerns over the deployment of the Tau Ceti Foreign Legion. Considered by critics of the Dorn administration to be the most controversial policy it had enacted, the Peacekeeper Mandate was introduced to bring order to the Corporate Reconstruction Zone. The Mandate was enacted to ensure loyalty to the Republic of Biesel and its benefactor, the Stellar Corporate Conglomerate, but were opposed by several insurrectionist groups such as the Samaritans and the Founding Movement. While Isabel Alvarez continued to verbally protest and attempt to organize (ultimately ineffective) non-violent campaigns against the Peacekeeper Mandate, Santanas and Maia rallied their supporter base and encouraged the Founding Movement to take up violent arms against the Republic through any means possible. &lt;br /&gt;
&lt;br /&gt;
Initially meant to operate for a definite period, the Peacekeeper Mandate was altered to operate indefinitely until the unrest encountered in the Corporate Reconstruction Zone has been quelled. Whilst the Tau Ceti Foreign Legion was able to resist the insurgency groups, the [[Private Military Contracting Group]] was hired to support their operations. The PMCG contributed to the Peacekeeper Mandate significantly since their introduction to the Corporate Reconstruction Zone, although much controversy arose over allowing a private military company to assist in what was considered an occupation and annexation. The Stellar Corporate Conglomerate had already begun massive development operations on the surface of the planet, which many Mictlani objected to on the grounds of mismanagement, pollution, and a lack of concern for workers&#039; rights. &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;
=== Phoron Scarcity and the Second Invasion of Biesel (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[KING OF THE WORLD]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Today is a historic day for Einstein Engines. We are no longer the Einstein of the past decades, reeling from defeat after defeat and barely keeping pace with NanoTrasen. Our victory in this legal case has shown that we can not only meet NanoTrasen, but that we can best them even in their headquarters. I look forward to the great things our company is going to do over the following years.”&#039;&#039; - Noelle Lopez-Zhang (2408 - ), chief executive officer of [[Einstein Engines]] after the defeat of NanoTrasen in the Einstein Engines vs. NanoTrasen court case&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In May of 2462, [[NanoTrasen]] reports were published indicating a decline in the phoron output of the megacorporation&#039;s facilities in the Romanovich Cloud. This would not prove to be a local phenomenon, as shortages were noted through the [[Sol Alliance]] and even in the phoron-rich [[Republic of Elyra]], who ceased phoron exports to the wider Spur altogether.&lt;br /&gt;
&lt;br /&gt;
The phoron shortage proved greatly beneficial to [[Einstein Engines]], who unveiled a new warp drive rivalling NanoTrasen&#039;s bluespace technology in efficiency. Due to similarities to NanoTrasen designs, the corporation lodged a copyright infringement lawsuit against Einstein in Tau Ceti courts. Shockingly, NanoTrasen would lose this lawsuit, leading to Einstein gaining further influence in the Republic of Biesel and purchasing several former NanoTrasen properties in the city of Phoenixport.&lt;br /&gt;
&lt;br /&gt;
Shortly after Einstein&#039;s victory, Vice President Fahjil Hurk&#039;jurl perished in a car accident. While driving home from work, his car was hit by a truck driven by a Bound [[Vaurca]] of the Zo&#039;ra Hive, shortly after which he was pronounced dead. Though no evidence of foul play was discovered, the involvement of the Zo&#039;ra has led to many theories claiming that the crash was an assassination on the orders of President Joseph Dorn, Miranda Trasen, or High Queen Vaur.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the phoron deposits of the Romanovich Cloud had continued to dry up, until a solution appeared. An enormous phoron-rich asteroid, designated 66832 &#039;Clandestine&#039;, was discovered in the Romanovich Cloud, with deposits that could bring an end to the uncertainty gripping Biesel. Survey expeditions were mounted to the asteroid to prepare it for auction - but before any such thing could take place, disaster struck. The asteroid&#039;s subterranean phoron reserves combusted, leading to an enormous explosion which destroyed the asteroid entirely. To this day, the cause of the Clandestine incident remains unknown, with no official findings ever having been published.&lt;br /&gt;
&lt;br /&gt;
However, accusations would be made. Several members of [[Zeng-Hu Pharmaceuticals]]&#039; Board of Directors accused the  Alliance of sabotaging the Clandestine asteroid, blaming Prime Minister Michael Frost for the explosion.&lt;br /&gt;
&lt;br /&gt;
Frost denied any Solarian involvement in the Clandestine incident, accusing the corporate executives of being &amp;quot;Bieselite separatists&amp;quot; intent on undermining trust in the Solarian government. He claimed that the Alliance had its own solution to the phoron crisis, which would be revealed shortly with its disastrous failure - [[Mars|Project Violet Dawn]].&lt;br /&gt;
&lt;br /&gt;
Shortly after Violet Dawn, Prime Minister Frost was found dead, having been murdered in his personal quarters by an unknown assailant. During this time of crisis, Solarian military command deployed the 35th Fleet under the command of Grand Admiral Raymond Ozdemir to Tau Ceti, allegedly to investigate the Prime Minister&#039;s assassination.&lt;br /&gt;
&lt;br /&gt;
The 35th Fleet entered Tau Ceti on November 14th, demanding all Bieselite vessels stand down and comply with Solarian demands. President Dorn refused, with a national state of emergency being declared as TCFL forces mobilized all available reserves.&lt;br /&gt;
&lt;br /&gt;
The actions of the 35th greatly concerned the wider Spur, with the Coalition of Colonies and Serene Republic of Elyra both threatening that they would not sit by in the face of Solarian aggression, and mobilizing their fleets to aid Biesel should it be required. Unwilling to risk starting a second Interstellar War, the 35th Fleet was ordered to disengage and depart Tau Ceti. Though the fleet departed, this would not last long, as increasingly more and more Solarian military forces went rogue, with several fleets attacking outlying colonies. Admiral Ozdemir went against orders, leading the 35th back to Tau Ceti in order to capture the system. On November 23rd, his forces entered Tau Ceti, and the second Solarian invasion of Biesel begun.&lt;br /&gt;
&lt;br /&gt;
Ozdemir&#039;s forces quickly captured Reade, easily defeating the Foreign Legion forces defending the planet. The Republic of Biesel rapidly attempted to mobilize against this new threat, as Coalition and Elyran forces were deployed to aid Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
In response to the advancing 35th, Miranda Trasen hosted a press conference, revealing the existence of the recently-formed Stellar Corporate Conglomerate. As Ozdemir&#039;s offensive continued, corporate and Bieselite vessels skirmished with the rogue admiral&#039;s forces in the skies above Biesel itself.&lt;br /&gt;
&lt;br /&gt;
Vessels from the Coalition and Elyra arrived to provide aid against the 35th, alongside a small force from the People&#039;s Republic of Adhomai and a force of mercenaries hired from the Unathi Kataphract Guild. After several days of battle, the 35th was forced into a retreat due to the use of two phoron-based warheads developed by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
On November 30th, the conflict would come to an end as Ozdemir&#039;s flagship was drawn into Reade&#039;s atmosphere and shot down by a repaired planetary defense battery. With the rogue admiral killed, the remnants of the 35th fled the system towards the northern Spur, attempting to rebuild their strength in the [[Human Wildlands|ongoing chaos of the Sol Alliance]].&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;
===The District Six Killings and Bayonet Hand (2463)===&lt;br /&gt;
&#039;&#039;See also: [[Ghosts of War Arc]]&#039;&#039;&lt;br /&gt;
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In 2463, a mysterious murder took place in Little Adhomai. The locals blamed the death on Bayonet Hand, a legendary killer. Following further deaths and incidents in the system related to the killing, it was revealed that the situation was related to a terrorist attempt at Mendell City. A group of Tajara was planning to bomb the skrell district to enact revenge for Jargon&#039;s interference in Adhomian affairs. The Republic of Tau Ceti investigated the matter and was unable to trace back any connections to any Tajaran country in the end.&lt;br /&gt;
&lt;br /&gt;
The incident revealed that the Adhomian influence in Little Adhomai was growing even further. Knowing that open violence would likely go nowhere, the factions had begun to further refine their covert tactics. Since little was done by the Republic of Tau Ceti to improve the lives of the Tajara in the country, the popularity of the clandestine groups only grew. Without any action, these factions will continue to be torn on the city&#039;s side. &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;
=== Peacekeeper Mandate Protests (2465) ===&lt;br /&gt;
&#039;&#039;See also: [[Libération, Révolution et Évolution Arc]], [[Hasta La Victoria Siempre Arc]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I’ll say this. In addition to all those other oaths, I swear to uphold the laws of the Republic of Biesel, and protect its citizens from any threat be they foreign or domestic to the best of my ability, despite any obstacle.”&#039;&#039; - Nathan Trasen (2416 - ) Secretary of Defense of the Republic of Biesel, addressing reporter Verona Falk after his swearing-in, 2465&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In early 2464, the Peacekeeper Mandate&#039;s years-long endurance took a rather violent turn following the death of a scholar. As riots erupted across the Corporate Reconstruction Zone, but primarily within the major population centres present on Mictlan, the forces of both the Tau Ceti Foreign Legion and the Private Military Contracting Group found themselves supporting the Mictlan Defense Force in quelling the unrest. Despite their best attempts, the Samaritans seized the chance to use the unrest to strike the vulnerabilities present utilizing a series of urban guerrilla tactics to severely damage the abilities of the stretched-thin forces present.&lt;br /&gt;
&lt;br /&gt;
In July 2465, this culminated in the establishment of the [[Tau Ceti Armed Forces]] to finally attempt to stomp out the insurgents. Conflict, stoked by demonstrations and riots from the Founding Movement, gradually came to a head after several months of fighting. A series of leaked videos and information that the Armed Forces were committing ostensible war crimes, disregarding the rules of engagement, and using wanton violence on civilians, massive protests erupted across Mendell City, including one in Zhengfu District estimated to number more than a million people.&lt;br /&gt;
&lt;br /&gt;
After a climactic operation on the beaches of the continent Huitzilopochtli, Xiomara Salvo, Prime Minister Ladislao de Santos, and Nathan Trasen finally agreed to a ceasefire, on several conditions. Provided the majority of Samaritans surrendered (and were pardoned), Mictlan would be permitted to determine which Biesellite laws were accepted within its own territory, barring capital crimes. The Peacekeeper Mandate was deemed over, and the Armed Forces finally returned to Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since its independence, the young Republic has transformed in many ways, but it has been unable to shake the influence of corporations. Even in the wake of the phoron scarcity, it stands tall despite an unclear future. But Biesel has compromised on many of its beliefs, from the oppression of the population of the [[Corporate Reconstruction Zone]] and the gradually-tightening hold of [[NanoTrasen]] around state media. The fog of time obscures what lies in store for the Republic, but nonetheless the sentiment of optimism is pervasive.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:BieselV3.png|400px|thumb|right|A labeled map depicting Biesel.]]&lt;br /&gt;
Biesel is a planet slightly larger than [[Earth]], with a more temperate climate that ranges from oceanic to tropical. It takes thirty-five days for the planet to make a full orbit around its star, and its rotational period is twenty-two hours. Its icecaps on its poles are far smaller than that of [[Persepolis]], another Earth-like exoplanet, and it has very limited deserts at its equator. Snow is rare on Biesel, with its winter seasons being marked by cold rains. As such, most coastal cities on Biesel are fortified to reduce infrastructural damage from flooding, particularly in the aftermath of the Great Craterview Flood in 2325. Despite flood risks, there is very little risk of tsunamis on Biesel because of almost non-existent tectonic activity. In the summer, tropical storms form with a similar frequency to Earth, but because of the smaller land area, the tropical storms can be much stronger. Many coastal cities have detection systems that sound an alarm if the correct atmospheric conditions are met.&lt;br /&gt;
&lt;br /&gt;
The planet has a rich resource base, attributed to a collision with a large celestial body early in its development. From the time Biesel was colonized, geologists have been studying Peterdiezel Crater closely. According to theories, the crater was created by the collision of a moon with the planet. This collision not only brought Biesel&#039;s moon, Valkyrie, into existence, but also created a wealth of resources. A part of Valkyrie is thought to be Biesel, while the other is thought to be the celestial body responsible for creating Peterdiezel Crater. &lt;br /&gt;
&lt;br /&gt;
===Flora and Fauna===&lt;br /&gt;
&lt;br /&gt;
In the years after the initial touchdown of the SAEV Winterbottom, a number of Earth-originating species were introduced to Biesel&#039;s biosphere in the 2160s. Many of the species introduced to Biesel were endangered in their native environment on Earth; prior to the independence of Biesel, the colony had a &amp;quot;wildlife exchange agreement&amp;quot; with the government of Earth, in which species that had exploded in population on Biesel would have some of their number trapped and sent back to Earth as the planet&#039;s biosphere gradually recovered. &lt;br /&gt;
&lt;br /&gt;
As Biesel&#039;s general clime was similar to the Pacific Northwest of North America, many of its Earth-born species originate from there. The grey wolf, reindeer, and bald eagle&#039;s introduction to Biesel, while allowing the species to flourish, contributed to the rapid endangerment of the native white-breasted lakesurfer, an avian similar to a loon, and the barker, a large rodent. While the lakesurfer was placed under protection and preserved in several wildlife reserves in the early 2200s, the barker gained no such protection. Many biologists attribute this to the annoyance posed by barkers in the early days of colonisation, when it was common to have equipment burrowed into and wires chewed by barkers.&lt;br /&gt;
&lt;br /&gt;
Other notable species that have thrived on Biesel are the Kermode bear and the North Atlantic and North Pacific salmon. The Kermode bear, popularly known as the spirit bear, was at risk of losing its habitat in the Pacific Northwest due to declining numbers of salmon. The bear and the fish were initially introduced to northern Eos, around Griff&#039;s Lake and Lonely Lake, and reached sustainable population levels over the course of three decades, to the delight of biologists and fishers alike. The development of the town of Lakeside into Top of the World has led to concerns from locals about the Kermode bear&#039;s habitat and its disruption, and pollutants from the underwater fusion reactor that may harm the development of spawning salmon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Notable Native Florae and Faunae ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;White-breasted lakesurfer&#039;&#039;&#039; (&#039;&#039;Haliolaevus seleni&#039;&#039;): The official bird of Biesel, and one of its most iconic animals. The lakesurfer is an aquatic bird that primarily inhabits the content of Selene and Lake Tricord. It is a broad, black and white bird with a distinctive blue stripe along a short head crest or &amp;quot;mohawk&amp;quot;. Prior to their protection, they were typically preyed on by bald eagles introduced to the Biesel biosphere.&lt;br /&gt;
* &#039;&#039;&#039;Common barker&#039;&#039;&#039; (&#039;&#039;Ulosmarmota vulgaris&#039;&#039;): A rodent-like animal with a long tail, similar in size to a muskrat. They have brown, shaggy fur, long incisors, and a distinctive danger cry or &amp;quot;bark&amp;quot; that earned them their name. Barkers are an endangered species on Biesel, and are rare to find outside of the forests and mountainous regions of the continents.&lt;br /&gt;
* &#039;&#039;&#039;Selenian moth&#039;&#039;&#039; (&#039;&#039;Lasiodoptera disstrium&#039;&#039;): A hand-sized flying insect, with large white wings. The Selenian moth is most often found in Belle Cote, and has become emblematic of the town&#039;s association with fashion, due to its ability to produce a strong, thick silk.&lt;br /&gt;
* &#039;&#039;&#039;Gwyr&#039;&#039;&#039; (&#039;&#039;Cervus aquaticus&#039;&#039;): An omnivorous ungulate known for its rack of curling horns, shaggy fur, and unusual tendency to dive for brief periods into lakes and ponds to eat algae and small fish. In the early days of colonisation, the gwyr was hunted for its rich, fatty meat, and populations were nearly endangered before they were placed under similar protections as the lakesurfer.&lt;br /&gt;
* &#039;&#039;&#039;Bottlefish&#039;&#039;&#039; (&#039;&#039;Ampullae&#039;&#039;): A family of fish, similar to a gar for the quality of its swim bladder to be able to take in air like a lung. Its name comes from the iridescent, colourful scales it possesses, which Le Hsung Tran likened to seaglass. Like the gwyr, it was a victim of overfishing in the early days of Biesel&#039;s colonisation, and some of its habitats have suffered from mostly being occupied by salmon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Continents ===&lt;br /&gt;
====Astraeus====&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Biesel&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Pixel_Planet_Biesel1.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = [[Mendell City]]&lt;br /&gt;
|Species = Human, [[Skrell]], [[Tajara]], [[IPC]], [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Bieselite&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Astraeus is the most affluent of Biesel&#039;s three continents and is home to the capital, Mendell City. Even today, it remains the most heavily populated area in Biesel, largely due to the availability of natural resources and the low-lying plains that were easily colonized by early settlers. Many of their homesteads soon turned into cities, dotting the landscape around the two mountain ranges in the north, the Grattle, and in the south, the Uratines. In its long history, the Grattle range has evolved from a mining zone to a destination recognized for its top-performing ski resort that can lure visitors from the furthest reaches of Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Astraeus&#039; major population centres are &#039;&#039;&#039;Mendell City&#039;&#039;&#039; and &#039;&#039;&#039;Cape City&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Selene ====&lt;br /&gt;
&lt;br /&gt;
The second-largest continent of Biesel, Selene, is situated north of Astraeus. In spite of its size, Selene is the continent with the lowest population density of the three, with almost all of its inhabitants living in coastal towns. Those not biding their time on the coasts are usually tending the inland plains that often are lined with farmsteads. The Greatkrag range that runs across Selene has come to symbolize the Biesel Escarpment, an area consisting of steep slopes that transition into arctic plateaus, which entice those seeking to escape civilization.  &lt;br /&gt;
&lt;br /&gt;
Selene&#039;s major population centres are &#039;&#039;&#039;Phoenixport&#039;&#039;&#039;, &#039;&#039;&#039;Ashton&#039;&#039;&#039;, and &#039;&#039;&#039;Belle Côte&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Eos ====&lt;br /&gt;
&lt;br /&gt;
The largest continent of the three, Eos resides mostly within the eastern hemisphere of Biesel and is the most industrialized. The large amount of coastal flatlands, supplied by rugged inlands, rich with minerals and resources of all varieties has led to most of the cities doting Eos to form along with the two major mountain ranges. They are the northern Latra range, which is heavily mined for its abundance of copper and iron, and the southern Sevul range, mined for its large quantities of heavy metals. Eos is also known for its sports fanatics, who host regular tournaments between the major population centres on Biesel.&lt;br /&gt;
&lt;br /&gt;
Eos&#039; major population centres are &#039;&#039;&#039;Portsville&#039;&#039;&#039;, &#039;&#039;&#039;Scottsdan&#039;&#039;&#039;, &#039;&#039;&#039;New Marfa&#039;&#039;&#039; and the recently-developed community &#039;&#039;&#039;Top of the World&#039;&#039;&#039; and its sister town, &#039;&#039;&#039;Lakeside&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Biesel&#039;s economy is greatly supplied by its rich, fertile land, used to grow crops. Fresh produce grown on Biesel is shipped all around the [[Tau Ceti]] system, and sometimes is shipped as far as the [[Republic of Elyra]] and the [[Coalition of Colonies]]. In its early days as a colony, fresh water from lakes and ponds was drained and shipped back to the [[Sol Alliance]] after climate disasters had rendered a great deal of [[Earth]]&#039;s water supply unpotable; today, Getmore still markets water from Biesel&#039;s lakes as &amp;quot;the freshest in the [[Orion Spur]]&amp;quot;. As well, the service economy on Biesel is established to cater to its large population of foreign workers; Idris caters (and exploits) thousands of new hires to megacorporations by marketing their restaurants and fast-food chains around Idris spaceports. &lt;br /&gt;
&lt;br /&gt;
Most of the [[megacorporations]] have a full branch in District One of Mendell City, and perform many operations on the planet. While every one of the &amp;quot;Big Five&amp;quot; has a stake in Biesel somewhere, the ones most influential locally are NanoTrasen, Idris Incorporated, and Zeng-Hu Pharmaceuticals. NanoTrasen and Idris account for the vast majority of corporate-run restaurants, hotels, and bars on the planet; even independent businesses likely cooperate or share their stocks in part with the two. While Biesel&#039;s healthcare system is ostensibly state-run, in practice many hospitals and clinics loan equipment from NanoTrasen and Zeng-Hu Pharmaceuticals. Almost all research into phoronics, genetics, and robotics is connected or funded by NanoTrasen or the keiretsu&#039;s subsidiaries.&lt;br /&gt;
&lt;br /&gt;
The major trade port that is Biesel is propped up by the shipping efforts of [[Hephaestus Industries]] and more recently, [[Orion Express]]. [[Zavodskoi Interstellar]] also assists in the purchase and transport of weapons brought to the Republic&#039;s capital, usually manufactured in the [[Empire of Dominia]] or on [[New Suez]]. Extraction of Biesel&#039;s rich deposits of helium-3 is also managed by Hephaestus Industries, and sold all across the Spur– even to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
&lt;br /&gt;
Biesel is the birthplace for much of [[Biesellite Culture and Society|Tau Cetian culture]]. For the most part Biesellites tend to be amenable towards the heavy corporate involvement in their government, or even desensitized to it; the [[Stellar Corporate Conglomerate]]&#039;s role in social safety nets, well-paying jobs, and entertainment, reinforcing the image of their necessity and the overall pro-corporate sentiment among Biesellites. As a general rule, pro-corporate sentiment tends to lessen the farther one is away from Mendell City; Lakeside, in particular, has protested against the massive developments in their area to build the community of Top of the World.&lt;br /&gt;
&lt;br /&gt;
A strong sense of individualism and duty permeate Biesel culture; many citizens have a positive view of the [[Tau Ceti Armed Forces]], even after the controversies surrounding the Peacekeeper Mandate. Some citizens regarded the Tau Ceti Foreign Legion as a better example of Biesellite duty and strength, and have taken the view that the expansion of the Armed Forces means the Republic is moving in a more war-like, jingoistic direction. Despite the popularity of the Armed Forces, however, the [[Hasta La Victoria Siempre Arc|2465 protests]] in Zhèngfǔ District have shown that support may be dwindling for Biesel&#039;s involvement in the [[Corporate Reconstruction Zone]].&lt;br /&gt;
&lt;br /&gt;
=== Aliens on Biesel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Abroad#Skrell in the Republic of Biesel|Skrell in the Republic of Biesel]], [[Unathi_Abroad#Unathi_in_the_Republic_of_Biesel|Unathi in the Republic of Biesel]], [[Little Adhomai]], [[Zo&#039;ra in the Republic of Biesel]], [[Minor_Dionae_Factions#The_Biesellian_Choir|The Biesellian Choir]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Republic, and particularly Biesel itself, has among the most diverse and widespread populations of non-human species in the entire Orion Spur. Biesellite humans are no stranger to aliens in their streets, though ignorance, speciesism, and xenophobia are still common from humans to aliens, aliens to humans, and aliens to other aliens. As the Republic gains an identity away from the Alliance, alien influence has begun to permeate Biesel&#039;s culture more and more, to the chagrin of some and the acceptance of others.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Biesel ===&lt;br /&gt;
&#039;&#039;See also: [[IPCs in Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though Biesel is a beacon of hope and relative safety for synthetics, their position in society still remains a precarious one, both from a financial and a security standpoint. Freedom, and even citizenship, for integrated positronic chassis has firmly been established and is something the Republic takes pride in. Either through labour, negotiations, the goodwill of their owners or other occasions, IPCs may find themselves free from ownership, able to pursue their own destiny as independent individuals. Unfortunately for many, such destiny usually involves a hard and at times, short existence.&lt;br /&gt;
&lt;br /&gt;
Free IPCs are afforded few actual opportunities to improve their lives, existing in a grey area between the relative stability of corporate owned assets, and the solidified protection of the state for citizens. With the recent introduction of the Synthetic Residence Card by the government, free synthetics are able to more clearly and safely navigate through the process of staying in Tau Ceti, finding employment, owning property, and more. While free IPCs were previously allowed to own property without a card, they have been grandfathered in.&lt;br /&gt;
&lt;br /&gt;
For many free IPCs, citizenship is viewed as the ultimate goal in integrating into society. Citizenship entitles an IPC to increased legal protections, almost, if not on par with that of a natural-born human citizen, including complete protection as well as legal representation from being owned ever again. NanoTrasen and its subsidiaries are also obligated to pay IPC citizens working for it an equal wage as compared to humans. This compensation typically comes in the form of increased benefits such as repairs, insurance, and a pension, as opposed to a simple wage increase however. They also pay the same tax rate as regular citizens and no longer have to maintain the residency fee. &lt;br /&gt;
&lt;br /&gt;
=== Entertainment === &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Peterdiezel Boat Racing&#039;&#039;&#039; is an annual competition that begins in Craterview. The race is a three-day excursion and is usually recorded through observation drones following the individual boats racing against the clock. There are several routes all across Peterdiezel Crater, some more dangerous than others. While anyone can participate, most of the competitors are city teams such as the Mendell City Boat Club or the Cape Cods. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eos Sporting Tournaments&#039;&#039;&#039; are an annually held, international series of sporting events in which megacorporation-sponsored athletes participate in competitions involving human and alien sports. Every team or participant will represent a corporation during the competitions. Due to the corporate nature of the event, every participant must be employed in the megacorporation they represent. It is common for corporations to offer better salaries and benefits to notorious athletes in an attempt to poach them from their original employers. Games are usually hosted in any of Eos&#039; cities except New Marfa. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Belle Côte Fashion Show&#039;&#039;&#039; is a series of designer presentations held annually in Belle Côte. Sponsored by Idris, a variety of venues are used throughout the city to display the best-performing styles and themes of the year. Both Chief Executive Officers of Caishen Jewellers and Le Soleil Royal are regular hosts of the show, their fashion lines the staple of the event.&lt;br /&gt;
&lt;br /&gt;
=== Festivals and Celebrations === &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Republic Day&#039;&#039;&#039; (also known to some as Xavier’s Gala) is a holiday which commemorates the declaration of independence of Tau Ceti from the Solarian Alliance.  The crippling economic recession experienced by the Solarian Alliance allowed the Republic of Biesel to leverage their independence, and ultimately be awarded it. It is hosted on May 5th of each year, and usually involves total rejection of both Solarians and Megacorporations. Fireworks, parades, fairs and concerts are often commonly associated with Republic Day. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribuisti de Colonis&#039;&#039;&#039;, or Festival of the Settlers, is a massive Carnival celebration marking Biesel’s colonization. The festivities usually begin on the third Friday of October, through to the Sunday. Mendell City has become the most well-known celebrator of the festival, parading through the streets of the various districts with eccentric clothing and massive floats (usually of the planet’s native species). Other popular cities include Craterview, which celebrates the festival with dazzling fireworks and displays of lights, and Belle Côte, which throws its annual fashion show over the weekend the festival takes place. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heritage Day&#039;&#039;&#039; is a holiday that recognizes and celebrates the cultural wealth of the Republic of Biesel. Celebrations differ from person to person and usually depends on their cultural heritage and the remembrance of such. Some believe the wearing of cultural garments is enough, while others may partake in cultural festivities hosted across Tau Ceti. It is usually held every September 24th.&lt;br /&gt;
&lt;br /&gt;
==Mendell City==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the capital of Biesel, and one of the most affluent cities in the [[Orion Spur]]. It is a massive city, home to billions of sophonts, and stretches out for roughly thirty-thousand square kilometres. Each of the [[megacorporations]] have headquarters in District One, and the [[Stellar Corporate Conglomerate]] is based in Mendell City. The city itself contains a mix of structures, ranging from kilometer high skyscrapers covering a dozen city blocks to almost serene suburbs, all wrapped into the city’s urban sprawl. &lt;br /&gt;
&lt;br /&gt;
Mendell City is the hub of trade throughout the Republic, with trillions of credits flowing through the electronic stock markets in the business sector - whether in private transactions or on the trade floor. While few in Mendell live in abject poverty and the city&#039;s social safety network is largely supported by the megacorporations, the cost of living can grow exponentially, and low-income neighbourhoods are most commonly populated by non-humans. Higher education, in particular, is expensive and difficult to pay for unless one earns a scholarship from one of the corporations on the condition the student in question works for the corporation in question.&lt;br /&gt;
&lt;br /&gt;
Mendell City is divided into fifteen administrative districts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== District 1-4 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;District 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhèngfǔ District:&#039;&#039;&#039; The centre of Mendell, District 1 is home to the Mendell City Hall and the headquarters of most major megacorporations. NanoTrasen&#039;s Biesel headquarters sit adjacent to City Hall, with the towering two-hundred story skyscraper among the tallest buildings in the city. At the centre of the City Hall square, the Xavier Trasen memorial statue marks not only one of Biesel&#039;s greatest innovators, but also the original touchdown site of the SAEV Ulysses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix Park:&#039;&#039;&#039; One of the most wealthy and affluent areas in Mendell City, Phoenix Park is a large commercial district, home to several malls, retail outlets, and department stores. The district is bordered by a massive nature reserve (also called Phoenix Park), holding some of the few remaining original species of Biesel. High-ranking corporate executives typically hold apartments here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xinghua Prefecture:&#039;&#039;&#039; A small district that makes extremely efficient use of its space, this district is almost solely populated by large apartment and condominium complexes with some limited space designated for office complexes. Many corporations have employee housing in this district, due to the inexpensive cost of maintaining an apartment building in Xinghua. As of the Republic&#039;s most recent census in 2460, Xinghua is the most populous area of Mendell City. Anybody can be found here, though the vast majority of the population is human.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abaster Fields:&#039;&#039;&#039; A gated suburb to the west of the city, largely home to various estate properties and mansions of the affluent. Due to exorbitant costs associated with moving into Abaster Fields, the district isn&#039;t heavily populated, but remains an influential district due to its wealth. Many high-ranking corporate and diplomatic officials can be found here, often living in expensive mansions designed to show off their wealth to the Republic&#039;s citizenry.&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;
=== District 5-9 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Homewood:&#039;&#039;&#039; A large suburb on the eastern side of the city, with an artificial river built coming in from Severson&#039;s Rift. Home to the medium-upper and upper class families, this district is considered to be &amp;quot;almost as good as&amp;quot; Abaster Fields by its residents. Those with the wealth to live in Abaster Fields do not share the same opinion. Homewood&#039;s residents are often the middle echelon of corporate facilities, typically the leaders of a department that are rich enough to move out of the city itself, but not rich enough to move into Abaster Fields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperial Plaza or [[Little Adhomai]]:&#039;&#039;&#039; The Imperial Plaza, nicknamed &amp;quot;Little Adhomai&amp;quot; due to its primarily [[Tajara|Tajaran]] population, has one of the highest crime rates in Mendell City. Gang violence, domestic disturbances, and drug trafficking are prevalent, and the district is not widely trafficked by those who reside outside of it. It has become a well-established centre of Tajaran culture in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vega de Rosa:&#039;&#039;&#039; Vega de Rosa is an entertainment district home to casinos, nightclubs, bars, and theatres. At the centre of the district are its most expensive and elite clubs - with the Eridanian-operated Sa Majesté Musa regarded as the peak of Vega de Rosa. Reputed quality decreases as one heads out from the centre, with the lowest-quality venues barely scraping by on the outskirts of Vega de Rosa. This district shares a border with District Six, and the Vega de Rosa side of the border features a significant amount of Tajara-run casinos known for their quality and low cost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lekan District or [[Starlight Zone]]:&#039;&#039;&#039; Named after the City Commissioner Lekan Mugabe, who commissioned the development of the district, Lekan is an industrial centre housing the bulk of fusion power plants and water treatment plants of the city. This district is located on the shores of Severson&#039;s Rift, with multiple ports operating there. The district also houses massive recycling centres that neatly and efficiently sort through the thousands of tons of trash generated by the city. In recent years, the district now finds themselves at the middle of a [[Skrell]] refugee crisis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flagsdale]]:&#039;&#039;&#039; Also known as Vaur’xoer (‘The City Upside-down’), Flagsdale holds the largest concentration of Vaurcae in Mendell. Originally an unpopulated industrial slum, it has been largely repurposed by Vaurcae and mainly the Zo’ra Hive. The lack of streetlights and maze-like streets, many with debris or abandoned cars blocking them, make it hard for Mendell City Police to navigate and keep order. This, alongside the famine conditions, stranded Queenless Vaurcae, and illegal k’ois pits have made it largely a growing ground for disease, poverty and crime. &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;
=== District 10-15 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Republic&#039;s Landing:&#039;&#039;&#039; A large commercial district taking advantage of the multiple civilian shuttleports in the area. It has two amusement parks, ports for orbital cruise ships, various museums and other tourist attractions, and the world&#039;s largest hotel, the Crimson Heights. It has a direct maglev link to Districts five and three. A significant amount of Republic&#039;s Landing is zoned for residential development, with those that can afford or (or need the convenience) living here to avoid most of the commute to its shuttleports. District 10 is home to a significant Th&#039;akh Unathi population, as it is home to the exiled monks of the [[Unathi_Abroad#Mendell_City_-_The_Akhanzi_Exiles|Akhanzi Order]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 11&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Eleven:&#039;&#039;&#039; The result of urban sprawl and low-income housing, this district is regarded as the worst district in Mendell aside from districts nine. Along with district six, &amp;quot;Eleven&amp;quot; claims the dubious honor of possessing one of Mendell City&#039;s highest rates of violent crime. Gangs and criminal enterprise rule the abandoned streets, and many of the buildings are derelict structures. Attempts to revitalize this forgotten district have fallen flat, with legislation dedicated to revitalization and those dedicated to reforming the district not lasting long in Mendell City&#039;s municipal government. [[NanoTrasen]] often recruits entry-level staff from this district and houses them on the Odin in a mutually beneficial move; the new employee is &amp;quot;rescued&amp;quot; by their corporate benefactors, and NanoTrasen gets a fanatically loyal employee. [[Dionae_Clusters#The_Biesellian_Choir|A large community of Dionae live within District 11]], alongside the Eternal Temple. District 11 is also home to several [[Unathi]] criminal organizations, with the Aut&#039;akh [[Aut&#039;akh#The_Razortail_Enclave,_&amp;quot;the_Ruffians&amp;quot;|Razortail Enclave]] and the gang known as the [[Unathi_Abroad#Mendell_City_-_The_Bastard_Hatchlings|Bastard Hatchlings]] being the two most notable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xavier District:&#039;&#039;&#039; District 12 is one of the largest gathering of intellectual properties in human space. This single district has over twenty-five universities, fifteen colleges, thirty high schools, four training centers, and three NanoTrasen research facilities, as well as other corporate research laboratories. Xavier District is officially classed as a residential district, a measure proposed by NanoTrasen&#039;s liaison on City Council. Some suspect the lower property taxes in residential zones was perhaps the reason behind this. Formerly known as the Think Tank, this district was renamed in remembrance of Xavier Trasen shortly after the corporation firmly entrenched itself in the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullard Avenue:&#039;&#039;&#039; Although this northern district is much larger than the single avenue it is named for, Bullard Avenue is the economic centre of Mendell City. This district home to large banking centres, the Mendell City Stock market, and other finance institutions that help drive the commerce of one of the Orion Spur&#039;s wealthiest systems. Although the majority of the district is designated commercial properties, there are some residential complexes to be found here that are typically rented to those who work within the district. Many of the apartment buildings here are populated by Idris Incorporated employees and the IPCs that follow them everywhere, with service-model shells being a common sight. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Detroit or The Scrapheap:&#039;&#039;&#039; An industrial district that houses a large portion of automated factories. Due to the recent embargo by the [[Sol Alliance]], the district has fallen on hard times as material shortages have reduced industrial output as the City attempts to stimulate growth through subsidizing domestic material production of plasteel through NanoTrasen to replace the other materials. The area has a large IPC community within it which is heavily discriminated against. The Trinary Perfection, a synthetic-centric religion, has a major presence here. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 15&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jie District:&#039;&#039;&#039; The district where the majority of the city&#039;s low-income housing is located, this district is located on the outskirts of Mendell City but is not designated a suburb like D4 or D5. Before it was turned into subsidized housing, this area of the city was a location where displaced refugees of the First Interstellar War resided. This district was formerly known as the Suo District, named after the Sol Alliance admiral Wen Suo, however, this district was renamed after the Republic Navy Admiral Zheng Jie who grew up in this district following independence. Despite its patriotic name pro-Solarian sentiment is high the Jie District, which often feels abandoned by the Republic of Biesel in general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Public Transportation ===&lt;br /&gt;
&lt;br /&gt;
==== Mendell City Metro ====&lt;br /&gt;
&lt;br /&gt;
The Mendell City Metro runs beneath the city’s fifteen districts, capable of carrying hundreds of thousands of people a day. It is a well-known avenue of public transportation, and it is the most utilized out of the other possibilities hosted within Mendell City. Hephaestus Industries and NanoTrasen have an ongoing deal with the Republic of Biesel regarding subsidized ticket fees for their employees and the sizes of both megacorporations mean the Mendell City Metro is one of the more congested public transportation options as well. Vagrants within the city often host themselves within the discontinued tunnels of the Mendell City Metro, some even referring to them as underground shanty towns due to the sheer size of some of the communities. &lt;br /&gt;
&lt;br /&gt;
==== Shuttleports ====&lt;br /&gt;
&lt;br /&gt;
Shuttleports are a necessary part of life on Biesel, especially Mendell City. Megacorporations have dozens of facilities hosted within the clutches of the void, resulting in many of their employees having to utilize shuttles in order to attend to their careers. Shuttleports are incredibly large and operate similar to what an airport would - including separate wings for arrivals and departures, with round-the-clock displays of their expected times. Leisure tickets for shuttles aren’t cheap, and multiple rides can come at quite a cost. However, shuttles used exclusively to attend to places of employment are often heavily subsidized, and can even be said to be affordable for janitors.  &lt;br /&gt;
&lt;br /&gt;
==== Interdistrict Highway ====&lt;br /&gt;
&lt;br /&gt;
The Interdistrict Highway was a project implemented by President Joseph Dorn early on in his presidential term and was introduced to decrease congestion building upon the smaller roads across the fifteen districts. It wraps around a significant portion of Mendell City and allows for smooth travelling for those with their own personal vehicles - with a small fee at tollbooths. Those without a personal vehicle can ride the Interdistrict Route, the cheapest public transportation option available to those living in Mendell City, that utilizes several hundred buses to ferry their passengers across the districts.&lt;br /&gt;
&lt;br /&gt;
==== Severson’s Ferry ====&lt;br /&gt;
&lt;br /&gt;
The Severson’s Ferry is a vestige of what was previously an interconnected system throughout Mendell City, using districts with harbours as pick-up points - sometimes even transporting passengers across the rift to Phoenixport. The availability of other means of public transport almost rendered it defunct, but the revival of Phoenixport - and the flooding of refugees into Mendell City - has seen it rise to popularity once again. Despite the rivalry between Einstein Engines’ Phoenixport and the Stellar Corporate Conglomerate’s Mendell City, the industry is busy as of late, with tourism continuing to climb.&lt;br /&gt;
&lt;br /&gt;
==Other Major Cities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Cape City ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise known as the “City of Splendor” by many Biesellites, is a city focused heavily on entertainment, production of holovids, and exorbitant tourist attractions. Situated around and on the side of Mount Nevermeet in the midst of the Cape Sea, the entertainment centre sits comfortably by scenic vistas, large themed resorts, and studios for filming and recording. However, due to unique labor laws, it has gained a bad reputation among non-humans for being exploitative and predatory in their practices. Any xenos looking to gain entry into fields like animation, studio production, acting, and the like face harsh stereotypes and discrimination, poorer qualities of living, and shop and drop contracts (hiring someone, forcing them to work an unusually high amount of hours a week, then “dropping” them if they protest or request different hours after a short period contract expires). Nonetheless, Cape City is on the up-and-up, and only time will tell its rise to the intergalactic stage as a media giant or not.&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;
==== Phoenixport ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a similar way to Mendell City, Selene&#039;s capital, Phoenixport, is located along the inner coast of its continent along Severson&#039;s Rift. After rebranding as a &amp;quot;successor&amp;quot; to Mendell City, the city gained prominence and briefly achieved its goal. Phoenixport was briefly successful, but fell off the radar and eventually became a breeding ground for nefarious behaviour. In another effort to revive interest in the city, government officials introduced replicas of various ancient architectural wonders. Examples include the Eiffel Tower and the Parthenon. Overall, the construction scheme did improve the quality of the city and even attracted large numbers of tourists eager to see the wonders rebuilt far from the dire conditions on Earth. &lt;br /&gt;
&lt;br /&gt;
[[KING_OF_THE_WORLD#LANDMARK_COURT_DECISION_SEES_EINSTEIN_ENGINES_DEFEAT_NANOTRASEN!|In late 2462]], Phoenixport was acquired by [[Einstein Engines]] in a landmark auction. [[NanoTrasen]], however, did not take the transfer of ownership idly - any NanoTrasen employees within Phoenixport were given until March of 2463 to relocate or be summarily fired. After an appeal by NanoTrasen in 2464, which proved that Einstein Engines had illegally acquired assets within Phoenixport, much of the corporate assets found themselves up for grabs yet again. Despite assistance from [[Idris Incorporated]], NanoTrasen failed to secure a majority holding within Phoenixport, with Einstein Engines continuing its hegemony over the city. Subsequently, the discrimination faced by those in Phoenixport by local law enforcement has decreased significantly, as well as the &amp;quot;random&amp;quot; searches of Phoenixport-flagged spacecraft. Some of those forced from their homes during the original dispute have since begun to slowly return.&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;
==== Belle Côte ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Situated at the southernmost edge of the Pandeia Penisula, hedged in by the Greatkrag ranges, Belle Côte is considered Biesel’s centre of finance, fashion and arts. The Selenian Moth, an insect that produces a resilient fibre that is common in textile manufacturing, was discovered by colonists early on in the development of the colony. A result of this discovery was the rapid decline of fishing and the emergence of the fashion industry. With an annual show, Belle Cote pushed the boundaries of fashion vogue and still does so to this day. Those living in Belle Côte are often considered to be a bit stuck up, looking down on others who don&#039;t keep up to date with their trendy outlandish trends. Even the poorest dress themselves in their eccentric styles. It is a popular honeymoon and wedding destination, which the artisanal community has begun franchising upon. &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;
==== Ashton ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the heart of Selene, Ashton sits among miles of rolling farmlands that are home to dozens of different species of flora, including some that are native to Biesel. Due to its dominant agricultural industry, the community&#039;s economy has become centred on agriculture, as illustrated by its bimonthly Ashton farmer&#039;s market, which draws residents from surrounding cities alike and has become a cornerstone of the community&#039;s economy. As a whole, Ashtons are noted for being incredibly welcoming and cheerful. In recent years, Ashton has become home to [[Unathi_Abroad#Ashton_-_The_Escapees|a significant Unathi diaspora]], as many refugees from [[the Wasteland]] of [[Moghes]] were resettled there.&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;
==== Scottsdan ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The continental capital of Eos and the industrial giant of Biesel. Its abundance of raw resources, provided by the Sevul Range, and the refinery processing capabilities has resulted in megacorporations expanding their operations within the city. There is a growing robotics industry, with Hephaestus Industries, Confiance Technologies and Terranius Diagnostics locked in a perpetual war of dominance. Most of the goods produced within Scottsdan are transported via monorails designed to carry freight to Portsville, the closest port to both Mendell City and Phoenixport on Eos. Citizens of Scottsdan are remarkably hard-working according to the megacorporations, however, some prefer to call them stuck up doormats due to their snooty, sycophant tendencies. &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;
==== Top of the World ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Top of the World:&#039;&#039;&#039; Previously a sleepy town, Lakeside has now shot to prominence after Miranda Trasen herself funded the borough. Several acreages along the coast of Griff&#039;s Lake were cleared to construct a gated community floating along the lake, with many of the original residents of Lakeside offered contracts to move to Ashton, New Marfa, or Mendell to make room for roads, parking lots, and bridges to the community.&lt;br /&gt;
&lt;br /&gt;
Now, Top of the World is uniquely populated by those who are gifted access by Miranda Trasen herself, or those able to afford the ridiculously expensive “warranty”. Only the highest of echelons exist within the man-made island. Beneath its surface exists an experimental fusion reactor of unprecedented scale that some residents have accused of being dangerously radioactive, though authorities assure residents there is no danger found in its proximity to Lakeside.&lt;br /&gt;
&lt;br /&gt;
Prior to 2463, an entire community of positronics was manufactured by NanoTrasen that existed purely to maintain Top of the World. After 2463, these IPCs have been made obsolete after the introduction of a triumvirate of artificial intelligences; Exteriores, Interiorem and Centrum. They coordinate with an array of bound drones, completing the tasks previously assigned to hundreds of independent positronic bodies, a cost-saving measure compared to aging IPCs. Said IPCs were quickly placed into other jobs or positions within NanoTrasen, typically far more dangerous than the previous maintenance and janitorial duties.&lt;br /&gt;
&lt;br /&gt;
The quality of life between Top of the World and Lakeside is stark. Poverty grips the majority of the population nestled within the backwater town. Dilapidated houses are a common sight within Lakeside, even entire houses sunken into the growing marsh.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== Portsville ====&lt;br /&gt;
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Portsville was originally established as a fishing and shipbuilding hub in the early decades of Biesel&#039;s colonisation. For decades, the city was prosperous, supplying the planet with massive cargo ships to traverse its great blue oceans. After Biesel’s independence from the Alliance, however, Solarian subsidies for the industry disappeared and NanoTrasen found that shipbuilding was now cost-inefficient due to the continuing decrease of shipping goods by shuttle or spacecraft. The company withdrew most of its investment in the city’s heavy industry nearly overnight, causing the local economy to recede and the city itself to gradually decay into a patchwork of run-down apartment blocks, abandoned shipyards, and fishing ports in desperate need of maintenance. &lt;br /&gt;
&lt;br /&gt;
Recently, however, [[Hephaestus Industries]] has brought up much of these abandoned facilities with hopes of retooling the city into a spaceship production centre on Biesel. This has also coincided with the megacorporation inviting many Martian refugees fleeing from the [[Mars#The Violet Dawn Explosion|Violet Dawn disaster]] to resettle in the city to work at these new facilities. Ports-Ville itself is unprepared for this great migration of people and is in the middle of a severe housing shortage, with many new arrivals finding themselves living in makeshift tent-town camps as a result. It is yet to be seen if this new investment by Hephaestus Industries will pay off and revitalise the city once more, as the influx of Martian refugees has so far only continued to strain the city’s already declining economy.&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;
==== New Marfa ====&lt;br /&gt;
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Established along the eastern coastline of Eos, New Marfa is one of few cities on Biesel without megacorporate dominance, which is largely attributed to its status as a hub for [[Republic of Elyra|Elyran]] migrants; half if not most of the citizens are either Elyran immigrants and expatriates or directly descended from one. Elyran culture is dominant in the city, to the point that at a glance, it has become nearly indistinguishable from a city in Persepolis. Elyran megacorporations retain a minority over the market with the SCC megacorporations, and the competition has led to a flourishing synthetic development sector. With a thriving glass refining industry and healthy technology sector, New Marfa’s advancements in the fields of robotics are said to be at least a year ahead of everything else on Biesel. &lt;br /&gt;
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==== Craterview ====&lt;br /&gt;
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Craterview has managed to become the vacation and resort city of the Republic of Biesel, with large [[Idris Incorporated|Idris]] Hotels lining the interior perimeter of the beaches and small family-run motels dotting the plots of land surrounding the beaches. Crime rates soar the farther one strays from the city centre, as locals defraud and steal from tourists drawn to their slice of Biesel. Other than the tourism industry, the fishing industry also does well, leading to a growing presence of local seafood hibachi restaurants. In addition to year-round sunshine and tropical climate, Craterview is occasionally interrupted by tropical storms; most notably, in the early 24th century, Craterview was entirely flooded by a particularly intense tropical storm and rebuilt from nearly the ground up. It is no wonder that boat races have become an attraction, even becoming an event for betting. In the rich suburbs, marinas line beachfront estates where [[Eridani Federation Military|Eridani Private Military Contractors]] are often spotted. It is well known that residents of Craterview are both competitive and skeptical of the wealthy. &lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33494</id>
		<title>Queenless</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33494"/>
		<updated>2024-07-03T02:42:04Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Life and Organization==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Notable Queenless groups==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ky&#039;klux===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ak&#039;riix===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Mi&#039;kuetz=== &lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz are known for being a cheerful, easy-going group of Vaurcae from the [[Moghes#The Wasteland Regions|Moghesian Wasteland]]. More about their importance to their ecosystem and relationships can be read [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
&lt;br /&gt;
===Yiaa’mak’tzut===&lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and also known as the &#039;&#039;&#039;Metal Mi’kuetz&#039;&#039;&#039;, this group of K’laxian Queenless have found affinity with the [[Aut&#039;akh|Aut’akh]]. Unlike the Mi’kuetz, they are not endorsed by the [[Izweski Nation|Hegemony]] or have close relationships with the K’lax Hive, as official policy requires K’lax to not consider Aut’akh as allies. Because of the nature of both groups, some Aut’akh communes have adopted Yiaa’mak’tzut as their own, believing their struggles to be shared. &lt;br /&gt;
&lt;br /&gt;
Unlike other Queenless, which are tolerated by the Hives to various degrees, the Yiaa’mak’tzut are despised by most K’lax, especially those that are completely loyal to the Hegemony. The only exception would be the [[Vedhra, Princess of Configurations|Vedhra]] brood, which are known to be less hostile, though they tend not to get too close as to not cause any misconceptions.&lt;br /&gt;
&lt;br /&gt;
===Ni&#039;mii&#039;katz===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Klat&#039;xatl==&lt;br /&gt;
&lt;br /&gt;
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;
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===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;
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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 correctly. 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 Vaurcan 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 Vaurcan 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 Vaurcesian 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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_office_of_administrative_services&amp;diff=33353</id>
		<title>Vaurca office of administrative services</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_office_of_administrative_services&amp;diff=33353"/>
		<updated>2024-06-18T02:10:26Z</updated>

		<summary type="html">&lt;p&gt;Desven: Redirected page to Vaurca Organizations#Vaurca Office of Administrative Services&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Vaurca Organizations#Vaurca Office of Administrative Services]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33352</id>
		<title>Caprice</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33352"/>
		<updated>2024-06-18T02:09:56Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Vaurca Office of Administrative Services */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, [[Valkyrie]], and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
&lt;br /&gt;
Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
&lt;br /&gt;
Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
&lt;br /&gt;
The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
&lt;br /&gt;
In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
&lt;br /&gt;
Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
&lt;br /&gt;
[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
&lt;br /&gt;
The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
&lt;br /&gt;
Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
&lt;br /&gt;
While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
&lt;br /&gt;
Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
&lt;br /&gt;
The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
&lt;br /&gt;
As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
&lt;br /&gt;
Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
&lt;br /&gt;
The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
&lt;br /&gt;
The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
&lt;br /&gt;
Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
&lt;br /&gt;
[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
&lt;br /&gt;
Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
&lt;br /&gt;
To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
&lt;br /&gt;
Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
&lt;br /&gt;
In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
&lt;br /&gt;
The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
&lt;br /&gt;
== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of New Sedantis is Maude Dorn, niece of Joseph Dorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of [[Sedantis I#Rux&#039;zkera - Sanguilithum|sanguilithium]] to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
&lt;br /&gt;
The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
&lt;br /&gt;
==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
&lt;br /&gt;
The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
&lt;br /&gt;
==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
&lt;br /&gt;
==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
&lt;br /&gt;
==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
&lt;br /&gt;
==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
&lt;br /&gt;
==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
&lt;br /&gt;
==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
&lt;br /&gt;
==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of New Sedantis. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially [[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
&lt;br /&gt;
==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
&lt;br /&gt;
The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
&lt;br /&gt;
==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
&lt;br /&gt;
==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
&lt;br /&gt;
The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
 &lt;br /&gt;
The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
&lt;br /&gt;
==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
&lt;br /&gt;
The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
&lt;br /&gt;
The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
&lt;br /&gt;
== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
&lt;br /&gt;
After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
&lt;br /&gt;
The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
&lt;br /&gt;
For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
&lt;br /&gt;
In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
&lt;br /&gt;
== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
&lt;br /&gt;
Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
&lt;br /&gt;
In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
&lt;br /&gt;
The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
&lt;br /&gt;
Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
&lt;br /&gt;
== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
&lt;br /&gt;
The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
&lt;br /&gt;
Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
&lt;br /&gt;
On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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		<author><name>Desven</name></author>
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		<title>Caprice</title>
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		<updated>2024-06-18T02:09:05Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Vaurca Office of Administrative Services */&lt;/p&gt;
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{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
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Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
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== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, [[Valkyrie]], and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
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Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
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Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
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Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
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The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
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In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
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Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
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[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
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The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
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In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests.&lt;br /&gt;
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== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
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Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
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While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
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Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
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The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
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As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
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The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
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== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
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The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
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Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
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The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
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The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
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Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
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[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
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Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
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=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
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To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
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Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
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Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
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In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
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=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
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Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
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The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
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As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
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== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of New Sedantis is Maude Dorn, niece of Joseph Dorn.&lt;br /&gt;
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=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of [[Sedantis I#Rux&#039;zkera - Sanguilithum|sanguilithium]] to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
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The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
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==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
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The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
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==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
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The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
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The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
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==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
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==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
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==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
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==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
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==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
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==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
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==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
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The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of New Sedantis. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially Queenless and Punished that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
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==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
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The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
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==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
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==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
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The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
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The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
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==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
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==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
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Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
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The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
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The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
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== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
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=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
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After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
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The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
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For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
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In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
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== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
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=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
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Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
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In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
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The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
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The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
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Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
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== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
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The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
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Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
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Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
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On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Organizations&amp;diff=33350</id>
		<title>Vaurca Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Organizations&amp;diff=33350"/>
		<updated>2024-06-18T02:08:48Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Vaurca Office of Administrative Services */&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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Since their arrival in the [[Orion Spur]], Vaurcae have established various organizations that represent a departure from their traditional [[Sedantis I|Sedantis]] structures. These institutions often incorporate principles and values prevalent in the broader Spur cultures, reflecting an adaptation to their new environment. While these organizations have yet to achieve their desired levels of power, they are steadily gaining momentum within each of the major Hives.&lt;br /&gt;
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==Court of Queens==&lt;br /&gt;
&#039;&#039;For the news article arc page, see [[Court of Queens Arc]].&#039;&#039;&lt;br /&gt;
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The Court of Queens is a permanent assembly of Vaurca Queens located in New Sedantis, Caprice. Modeled after the ancient Court of Queens, its primary function is to oversee and manage Vaurca affairs throughout the Orion Spur. [[Vaur|High Queen Vaur]] plays a leading role in the Court, with [[Zkaii|High Queen Zkaii]] and [[C&#039;thur|High Queen C&#039;thur]] also serving in important advisory positions. While the Court influences Vaurca interests, it holds no official legislative or judicial power as Caprice remains under the jurisdiction of the [[Republic of Biesel]].&lt;br /&gt;
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The Court of Queens oversees a dedicated bureaucratic arm that facilitates Vaurca employment within the [[Stellar Corporate Conglomerate]] (SCC). This division handles essential paperwork, including avowals of responsibility, necessary for Vaurca personnel to join SCC facilities. Currently, all brood queens participate in the assembly, except for [[Vetju|Queen Vetju]] and [[Xetl|Queen Xetl]].&lt;br /&gt;
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===History===&lt;br /&gt;
The first Court of Queens was established during the [[Vaurca History#The Commonwealth of Zo&#039;ra|Commonwealth of Zo&#039;ra]], a period of unprecedented stability, prosperity, and uncontested Zo&#039;ra dominance across Sedantis. Seeking to establish themselves as benevolent leaders, the Zo&#039;ra founded a permanent assembly in their native [[Sedantis_I#Xtykt’lotec_Rift|Xtykt&#039;lotec]]. The multifaceted council was led by High Queen Zo&#039;ra, Empress of Sedantis. It functioned as a forum for Hives to settle disputes peacefully and showcase innovations, fostering collaboration under Zo&#039;ra oversight.&lt;br /&gt;
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The original Court of Queens presented itself as a diplomatic and political inter-hive organization. While it lacked official power over the Hives, its rulings were widely understood to reflect the will of High Queen Zo&#039;ra. [[Zoleth|Queen Zoleth]], residing in Xtykt&#039;lotec, also played a vital role in upholding the Court&#039;s duties, lending legitimacy to its decisions. However, some of the Court&#039;s rulings were perceived as unjust, particularly by the minor hives. These perceived injustices, while just one factor among many, contributed to the growing tensions that ultimately erupted into the [[The Great Hive War|Great Hive War]]. Despite this, the Court is remembered by the major Hives as a beacon of justice, representing a pinnacle of Vaurca civilization.&lt;br /&gt;
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The Lii&#039;dramachy brought devastation upon the Court of Queens, which was destroyed alongside the Xtykt&#039;lotec Rift. Post-war efforts by the Zo&#039;ra and C&#039;thur to reinstate the assembly proved unsuccessful. During the [[Vaurca History#The Exodus|Exodus]], the Court of Queens gained an almost mythical status as Vaurca Hives scattered across the stars. It became a poignant reminder of a lost unity, especially after the [[Vaurca History#The Celis Conflict|Celis conflict]].&lt;br /&gt;
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After the colonization of Caprice, Queen Zoleth proposed the reinstatement of the Court of Queens to address the new challenges facing the Vaurca in the Orion Spur. The project gained momentum when High Queen Vaur relocated to Caprice and commissioned the construction of New Sedantis. Amid the phoron scarcity crisis in 2462, plans for the Court of Queens intensified. Following the inauguration of New Sedantis in 2463, the Court held its first summit. Since then, it has implemented various initiatives aimed at strengthening and expanding Vaurca influence within the Orion Spur.&lt;br /&gt;
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===Vaurca Office of Administrative Services===&lt;br /&gt;
&#039;&#039;VOAS redirects here. For the building in New Sedantis, see [[Caprice#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
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The Vaurca Office of Administrative Services (VOAS) is the densely bureaucratic arm of the Court of Queens. It meticulously processes a vast array of paperwork essential for Vaurca integration within megacorporations and broader society. This includes work permits, licenses, passports, avowals, regulatory filings, tax documents, and any other clerical or administrative process a Vaurca might require. As part of the Court of Queens, this service is provided without charge to Vaurcae serving member queens. Additionally, through agreements with the K&#039;lax and C&#039;thur Hives, VOAS extends these vital services to Vetju and Xetl Vaurcae, even if their queens are not formal members of the Court.&lt;br /&gt;
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[[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae also utilize VOAS for the necessary paperwork, usually with a dynamic fee paid by their supervising [[Vaurca_Culture_and_Society#The_Ta_and_Hive_Leadership|Alate]]. Though not mandatory, VOAS has become the de facto standard for Vaurca administrative processes, particularly those involving the Stellar Corporate Conglomerate. This has increased employment opportunities for previously disadvantaged Queenless Vaurcae, given they meet job qualifications. However, VOAS faces criticism for its unfair treatment of Queenless applicants. These applicants experience extended wait times and frequent denials, even after paying the required fees. Additionally, Queenless applicants must use outdated traditional mail services for applications, while brooded Vaurcae have access to the more efficient [[Virtual Reality]] process. Some Queenless must even travel to the VOAS office in Caprice for basic procedures. VOAS denies these practices reflect official policy.&lt;br /&gt;
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VOAS has been criticized by the Court of Queens&#039; detractors as a blatant attempt by Vaurca Hives to gain control over administrative procedures traditionally overseen by governments, particularly within the Republic of Biesel. Critics argue this move centralizes power and diminishes state autonomy. However, the Court of Queens maintains that a centralized system is necessary for efficiency, claiming that the complex paperwork required by these processes creates a significant disadvantage for Vaurcae compared to other species. They further argue that many [[Vaurca#The Bound|Bound Vaurcae]] would be unable to navigate the bureaucratic processes independently.&lt;br /&gt;
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===Criticism and Controversies===&lt;br /&gt;
Since the formation of the Court of Queens in Caprice, the assembly has been under constant surveillance. The Republic of Biesel supervised its inaugural summit and has continued to monitor subsequent meetings via [[Hivenet]] logs. Concerns persist within the Republic that the Court could facilitate the creation of a Vaurca government or secession from Tau Ceti. While the Court denies these intentions, some of its policies and regulations turn them into a de facto supranational organization. The vaurphobic news network &#039;&#039;Vaurca Updates Online&#039;&#039; has labeled the Court of Queens &amp;quot;a council of coupists.&amp;quot;&lt;br /&gt;
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Some view the Court of Queens in Caprice as a veiled attempt by the Zo&#039;ra Hive to re-establish dominance over the K&#039;lax and C&#039;thur Hives under the guise of diplomacy and addressing Vaurca welfare. While the Zo&#039;ra Hive denies these accusations, High Queen Vaur remains the only assembly&#039;s chairwoman. The Zo&#039;ra Hive also strongly opposes moving Court matters elsewhere in the Orion Spur, arguing the Republic of Biesel is the only truly multicultural nation capable of hosting their activities.&lt;br /&gt;
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==Vaurca Equality==&lt;br /&gt;
Vaurca Equality is a non-profit civil rights organization founded in 2457 by High Queen Vaur. Initially focused on advancing justice for Vaurcae in Biesel, its scope has expanded to advocate for Vaurca rights across the Spur. The organization remains under Zo&#039;rane control and, while supporting all Hives, emphasizes issues affecting the Zo&#039;ra Hive and combatting vaurphobia directed towards them. &lt;br /&gt;
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Vaurca Equality has drawn both attention and criticism for its recent focus on human-centric media and trends. Some critics argue this pandering to human sensibilities undermines the organization&#039;s mission to advocate for Vaurcae rights. Notably, all Executive Directors, including the current incumbent &#039;&#039;&#039;Mariam Ashraf&#039;&#039;&#039;, have been human. This, coupled with the organization&#039;s direct funding from the Zo&#039;ra Hive, has led some to accuse Vaurca Equality of misrepresenting itself as a primarily human-led institution.&lt;br /&gt;
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===History===&lt;br /&gt;
The [[Vaurca History#The First Contact With Humanity|Zo&#039;ra Hive&#039;s arrival in Biesel]] was unexpected, prompted by the heavily damaged state of their ship, Titan Prime, and dwindling resources. They were granted refugee status, a controversial decision, especially in [[Mendell City]]. A slum, [[Flagsdale]], was established to house Vaurcae, but it quickly became associated with gang activity and safety concerns, fostering fear and negative perceptions among many Biesellites. &lt;br /&gt;
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Despite widespread resettlement of Vaurcae across the Republic, skepticism and animosity persisted. By 2457, over a dozen Vaurcae had been victims of hate crimes, including several murders. Additionally, [[Notable Humans#President Joseph Dorn|Dorn&#039;s administration]] faced heavy criticism for its support of the Zo&#039;ra Hive. Amid this climate, High Queen Zo&#039;ra founded Vaurca Equality, initiating a significant publicity campaign aimed at improving public perception of Vaurcae.&lt;br /&gt;
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Jordan Podolski, known for his prior activism advancing the rights of non-human sapients in Biesel, served as the inaugural Executive Director of Vaurca Equality. His experience leading a similar non-profit made him an appealing choice for the Zo&#039;ra Hive. However, Podolski&#039;s advancing age and declining energy led to a less dynamic leadership than the Zo&#039;ra had anticipated. Nevertheless, Podolski&#039;s expertise proved crucial in legislative advocacy, particularly in securing passage of the [[Zo&#039;ra in the Republic of Biesel#Citizenship|Universal Citizenship Program]] in Biesel.&lt;br /&gt;
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In 2461, Jordan Podolski retired. Melissa Wahlberg, a seasoned public relations manager known for her work on the Dorn campaign, took over as Executive Director. That same year, [[Athvur|Queen Athvur]] became deeply involved in Vaurca Equality, taking over from High Queen Vaur. In a strategic move, Athvur relocated Vaurca Equality&#039;s headquarters alongside her brood to [[Biesel#Belle Côte|Belle Côte]] in 2462. The fashionable coastal city has since transformed into the epicenter of Vaurca public relations efforts within Biesel. The combined presence of Queen Athvur and a more active Vaurca Equality has proven highly successful, particularly in winning over the hearts and minds of young Belle Côtians.&lt;br /&gt;
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Despite initial popularity, Vaurca Equality&#039;s integrity was compromised by a shift toward sensationalism and clickbait, particularly evident in its newspaper, the &#039;&#039;Caprice Sun&#039;&#039;. In 2466, the publication of articles fueling a feud between K&#039;lax broods forced the resignation of Executive Director Melissa Wahlberg. After Wahlberg&#039;s dismissal, Vaurca Equality underwent a large restructuring, focusing instead on reaching to new demographics.&lt;br /&gt;
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Mariam Ashraf, a second-generation [[Republic of Elyra|Elyran]] immigrant from [[Biesel#New Marfa|New Marfa]], is the current Executive Director of Vaurca Equality. Ashraf&#039;s background has heavily influenced her approach to the role, seeking to bridge the gap between Vaurcae and Elyrans, who traditionally harbor negative stereotypes of the former. While avoiding the sensationalism of her predecessor, Ashraf aims to build upon prior successes by expanding Vaurca Equality&#039;s appeal to new demographics and forging alliances with unexpected partners.&lt;br /&gt;
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===Internal Structure===&lt;br /&gt;
Vaurca Equality operates with a hierarchical structure headed by an Executive Director, always a human chosen for their public image and experience in activism. This individual oversees the organization&#039;s day-to-day operations, public relations, and strategic direction. They report directly to a board of directors—the Zo&#039;rane Queens—who ultimately hold decision-making power.&lt;br /&gt;
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Beneath the Executive Director are several departments focused on specific areas of advocacy. The Legal Department handles litigation, lobbying efforts, and legal counseling for Vaurcae facing discrimination. The Media and Outreach Department manages public relations, social media campaigns, and community engagement. The Research and Policy Department analyzes data, formulates policy recommendations, and produces educational materials on Vaurca issues. Each department is staffed by a mix of Vaurca and human experts, although leadership positions tend to be reserved for humans.&lt;br /&gt;
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In addition to its paid staff, Vaurca Equality relies heavily on a network of volunteers. These individuals, usually human, contribute their time and expertise to support the organization&#039;s various initiatives. Volunteers participate in outreach events, assist with legal cases, and help disseminate information to raise awareness about Vaurca issues. Volunteers also participate in phone banking through rather aggressive campaigns with hundreds of operators.&lt;br /&gt;
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===Memberships===&lt;br /&gt;
Vaurca Equality offers three tiers of membership to supporters of its mission, each designed to provide unique benefits and engagement opportunities while contributing to the advancement of Vaurca rights. While Vaurcae themselves rarely donate, allies from various species constitute the majority of members.&lt;br /&gt;
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The organization&#039;s financial practices have drawn criticism due to a lack of transparency. Vaurca Equality does not publicly report its income or donor information, leading to speculation that most of its funding comes from private donors and the Zo&#039;ra Hive. While memberships constitute a relatively small portion of the overall finances, the program has been instrumental in fostering individual interest and engagement with the organization&#039;s mission.&lt;br /&gt;
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====Basic Membership====&lt;br /&gt;
The Basic membership is the entry-level tier, requiring a recurring donation of 30 credits per month for a six-month period. This tier provides members with a foundation for their support and involvement with Vaurca Equality.  Key benefits include:&lt;br /&gt;
* A digital newsletter delivered directly to members&#039; inboxes, containing updates on the organization&#039;s activities, success stories, and upcoming events.&lt;br /&gt;
* A physical card identifying the member as a supporter of Vaurca Equality, offering a sense of belonging to the community.&lt;br /&gt;
* Periodic discounts or special offers at select businesses partnered with Vaurca Equality, providing tangible benefits while supporting Vaurca-friendly establishments.&lt;br /&gt;
&lt;br /&gt;
====Gold Star Membership====&lt;br /&gt;
The Gold Star membership is designed for dedicated allies who wish to deepen their commitment to Vaurca Equality. This tier requires a cumulative donation of 700 credits over six months. In addition to the basic benefits, Gold Star members enjoy:&lt;br /&gt;
* Enhanced discounts available at Vaurca-run establishments and settlements. Promotions might include free nights at hotels or an occasional free meal. &lt;br /&gt;
* Priority registration and early access to Vaurca Equality events, campaigns, and educational programs. &lt;br /&gt;
* A six-month subscription to the organization&#039;s newspaper, &#039;&#039;Caprice Sun&#039;&#039;, providing in-depth coverage of Vaurca news and issues. This full subscription includes exclusive interviews, quizzes, and investigative reports. &lt;br /&gt;
* Access to curated educational materials on Vaurca history, culture, and legal rights. &lt;br /&gt;
&lt;br /&gt;
====Phoron Star Membership====&lt;br /&gt;
The Phoron Star membership is the most prestigious tier, catering to high-level supporters who want to make a significant impact on Vaurca Equality&#039;s mission. This exclusive tier requires a cumulative donation of 6,000 credits over six months. Phoron Star members receive all the benefits of the previous tiers, along with:&lt;br /&gt;
* A dedicated Vaurca Equality representative acting as a liaison, offering personalized support and advocacy on Vaurca-related issues.&lt;br /&gt;
* Access to VIP receptions, galas, charity auctions, and other high-profile events where members can network with influential individuals who share a passion for social justice.&lt;br /&gt;
* Exclusive perks and experiences at Vaurca-run establishments and settlements, such as access to private lounges, personalized concierge services, and curated gift baskets.&lt;br /&gt;
* Unique philanthropic opportunities to directly support Vaurca causes, such as funding bills, research initiatives, or community development projects.&lt;br /&gt;
* Access to confidential reports, analyses, and expert insights on Vaurca-related issues, providing valuable information for both personal and professional endeavors.&lt;br /&gt;
&lt;br /&gt;
===Caprice Sun===&lt;br /&gt;
The &#039;&#039;Caprice Sun&#039;&#039; is a newspaper owned and operated by Vaurca Equality. It was established on October 25, 2463, at a Court of Queens session. The name is a misnomer; despite suggesting a Caprice origin, it is headquartered in Balbuena Avenue #58, Belle Côte, Biesel. Initially conceived as a positive news outlet fostering inter-Hive cooperation, the newspaper has faced criticism for its sensationalistic reporting and tendency to avoid stories that could negatively portray Vaurcae. The &#039;&#039;Caprice Sun&#039;s&#039;&#039; content caters primarily to a human audience.&lt;br /&gt;
&lt;br /&gt;
Originally led by Vaurca Equality&#039;s Executive Director Melissa Wahlberg, the &#039;&#039;Caprice Sun&#039;s&#039;&#039; leadership changed following the [[War in Heaven#March 2466|controversy surrounding Queen Tupii&#039;s interview]]. In 2466, Wahlberg was replaced by Xuqliq Qu&#039;qoq, the [[Skrell|Skrellian]] marketing director of Vaurca Equality. While maintaining the elements that contributed to the newspaper&#039;s initial success, Qu&#039;qoq has instituted stricter guidelines for reporting on potentially sensitive topics that could ignite conflict between Vaurca broods.&lt;br /&gt;
&lt;br /&gt;
==Ve&#039;katak Phalanx==&lt;br /&gt;
&#039;&#039;See also: [[Private Military Contracting Group#Ve&#039;katak Phalanx]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ve&#039;katak Phalanx (Ve&#039;katak translating to &amp;quot;Alliance&amp;quot; in Basic) is a Pan-Vaurcaesian private military contractor primarily funded by the Zo&#039;ra Hive. Founded in 2464 following a Court of Queens&#039; decree, it is supervised by Queens Zoleth, Vedhra, and Vytel. The organization&#039;s motto, &amp;quot;From Many, One Might,&amp;quot; reflects its open acceptance of all species, employing aggressive recruitment tactics to entice non-Vaurca members. The Phalanx operates under the umbrella of the [[Private Military Contracting Group]]. Although officially independent of the Court of Queens, most decrees involving Phalanx operations are first discussed and approved within the Court, raising concerns about the assembly&#039;s involvement in a paramilitary organization.&lt;br /&gt;
&lt;br /&gt;
The Ve&#039;katak Phalanx is currently led by Chief Operations Officer (COO) Za&#039;Akaix&#039;Aedon Zo&#039;ra, a [[Virtual Reality#Afterlife|resleeved]] Vaurca Marshall renowned for his service as a Zoleth General in the Lii&#039;dramachy during the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]]. While the appointment of a non-Gyne to such a high position is notable, the COO&#039;s authority is limited, and Aedon primarily serves to execute the directives of the three supervising queens.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The term &amp;quot;Ve&#039;katak&amp;quot; initially referred to the Ve&#039;katak Catacombs on the outskirts of Zo&#039;ra domain. During Sedantis&#039; [[Hives Renaissance#Prelude|Reconstruction period]] following the Great Hive War, an inter-Hive military league formed and primarily operated from the Ve&#039;katak Catacombs. This coalition, due to its association with the location, became known as the Ve&#039;katak and helped combat Warladies seeking to reclaim territory from the waning Zo&#039;rane Empire. The Ve&#039;katak ultimately dissolved after the L&#039;kaal Hive was appointed to face the Warladies on its own. However, the term &amp;quot;Ve&#039;katak&amp;quot; persisted, often used metaphorically to denote inter-Hive cooperation. It is now commonly translated as &amp;quot;Alliance&amp;quot; in Basic, with the modern Ve&#039;katak Phalanx occasionally referring to itself as the &amp;quot;Alliance Phalanx.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Following the formation of the Flagsdale slum, vigilante groups emerged within the district in response to high crime rates. As Vaurca immigration to Mendell City increased, these groups began accepting Warriors from various Hives. While the history of Flagsdale&#039;s vigilante groups is poorly documented, one prominent organization called itself the Ve&#039;katak Guard. The Guard gained notoriety in 2461 after seizing and repurposing an [[Queenless#Ak&#039;riix|Ak&#039;riix]] base, which they then adorned with their emblem: a red and black flag depicting Warriors in phalanx formation. Although never confirmed, it is widely speculated that Queen Zoleth sanctioned the Ve&#039;katak Guard.&lt;br /&gt;
&lt;br /&gt;
Following the Court of Queens&#039; establishment, concerns regarding security in the Flagsdale district intensified, particularly after a year of escalating violence and unrest in 2463. The Mendell City Police Department struggled to intervene effectively due to the hazardous phoron levels in certain areas. As a preventative measure, High Queen Vaur and Queen Zoleth spearheaded the formation of the Phalanx Unit, a specialized group of Warriors trained for riot control within Flagsdale. The Phalanx Unit&#039;s success extended beyond Flagsdale, proving effective in quelling civil unrest in other areas of Mendell City as well.&lt;br /&gt;
&lt;br /&gt;
Due to the growing success and demand for Phalanx Unit members, the Court of Queens established its own private military company, the Ve&#039;katak Phalanx, in 2464. Led by [[Zoleth|Queens Zoleth]], [[Vedhra]], and [[Vytel]], the Phalanx operates under the umbrella of the Private Military Contracting Group. While most of its operations are tied to PMCG contracts, the Ve&#039;katak Phalanx also provides contracted forces within the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Ve&#039;katak Phalanx provides armed security and risk management services to the Stellar Corporate Conglomerate, particularly in Biesel. Due to the relationship between High Queen Vaur and Joseph Dorn, there is speculation that the Phalanx has also provided mission support to the Republic of Biesel, especially in coordination with [[Corporate Reconstruction Zone]] activities. Additionally, the Ve&#039;katak Phalanx employs industry analysts, asset management experts, and consultants to enhance its service offerings.&lt;br /&gt;
&lt;br /&gt;
===Phalanx Doctrine===&lt;br /&gt;
Within the Republic of Biesel, the Ve&#039;katak Phalanx heavily promotes its &amp;quot;Phalanx Doctrine,&amp;quot; a philosophy deeply rooted in transhumanist ideals and emphasizing seamless cooperation between augmented individuals. The doctrine posits that a team of technologically enhanced soldiers, working in perfect unison, can achieve greater results than the sum of their individual capabilities. This synergistic approach is reflected in their training, tactics, and reliance on interconnected cybernetics, neural interfaces, and genetic tweaking. The Phalanx actively recruits individuals who embrace this philosophy, promising not just employment, but the opportunity to become part of a collective greater than themselves.&lt;br /&gt;
&lt;br /&gt;
The Phalanx Doctrine, as outlined in the booklet &#039;&#039;Phalanx Doctrine: From Many, One Might&#039;&#039;, is divided into four key tenets. This booklet, exclusive to Ve&#039;katak Phalanx recruits trained at their Caprice headquarters, is solely distributed within the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Synergy through augmentation:&#039;&#039;&#039; Embrace technological enhancements to transcend individual limitations and achieve collective strength. The whole is greater than the sum of its parts.&lt;br /&gt;
# &#039;&#039;&#039;Interconnectedness:&#039;&#039;&#039; Foster unity through shared goals, mutual trust, and seamless communication. Utilize neural interfaces and networked technology to enhance coordination and understanding.&lt;br /&gt;
# &#039;&#039;&#039;Adaptability:&#039;&#039;&#039; Continuously evolve and adapt to new challenges, embracing innovation and leveraging technological advancements to maintain a tactical advantage.&lt;br /&gt;
# &#039;&#039;&#039;Selfless Sacrifice:&#039;&#039;&#039; Prioritize the mission and the well-being of the Phalanx above individual desires. The individual&#039;s value lies in their contribution to the collective.&lt;br /&gt;
&lt;br /&gt;
The Phalanx Doctrine, while emphasizing unity and collective action, also acknowledges the importance of individual initiative and critical thinking. This unofficial &amp;quot;fifth tenet&amp;quot; is evident in the organization&#039;s encouragement of personalized uniform modifications and personal quarters reflecting individual tastes and preferences. Despite valuing cohesive unit action, the Ve&#039;katak Phalanx vehemently rejects the notion of a hivemind, considering it a [[The Lii&#039;dra|Lii&#039;draic]] notion that must be expunged.&lt;br /&gt;
&lt;br /&gt;
===Recruitment===&lt;br /&gt;
The Ve&#039;katak Phalanx has faced criticism for its aggressive recruitment tactics, particularly targeting vulnerable individuals like the lonely or impoverished. Accusations of predatory practices include promises of full scholarships and a fresh start, creating a sense of belonging and lifelong support within a new community. The Phalanx also emphasizes its advanced training and intelligence capabilities, enticing young Biesellites and fervent transhumanists who are seeking opportunities not available through conventional private military contractors.&lt;br /&gt;
&lt;br /&gt;
[[File:Phalanx.png|thumb|The symbol of the Ve&#039;katak Phalanx. It is composed of nine black squares in a phalanx formation. The black squares represent other species, while the colored squares represent the three Hives. The black squares are sometimes portrayed in white, especially when the symbol is used as part of a uniform.]]&lt;br /&gt;
&lt;br /&gt;
Despite its &amp;quot;open to all species&amp;quot; policy, the Ve&#039;katak Phalanx primarily attracts human recruits. To address this imbalance, the organization plans to launch targeted campaigns aimed at [[Skrell]] and [[Unathi]] demographics. While the Phalanx comprises members of all three Hives, Zo&#039;ra Warriors remain the dominant group. Recently, the Phalanx expanded to include Vaurca Workers within its medical division.&lt;br /&gt;
&lt;br /&gt;
The Ve&#039;katak Phalanx tailors its recruitment strategies depending on the target audience. For instance, within the [[Izweski Hegemony]], the organization emphasizes collaborative work and warrior spirit, avoiding any mention of bodily augmentation due to cultural sensitivities. However, Unathi members from the Hegemony seeking advancement within the Phalanx must undergo training in Caprice, where they are offered optional Virtual Reality training and the possibility of augmentation. While the Phalanx Doctrine emphasizes the potential of technological enhancement, the Ve&#039;katak Phalanx maintains a strict policy of not forcing any body modifications or cybernetic augments on its members.&lt;br /&gt;
&lt;br /&gt;
===Neusim===&lt;br /&gt;
Recently, the Ve&#039;katak Phalanx introduced a new experimental training program for non-Vaurca recruits. This program utilizes a secretive Virtual Reality system on Caprice known as the &#039;&#039;&#039;Neural Simulation Training Environment&#039;&#039;&#039; (Neusim). More information about this program can be found [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
&lt;br /&gt;
While all species can undergo Neusim training, technological limitations prevent [[IPC|IPCs]] and [[Dionae]] from experiencing the same simulation quality as other participants. Neusim has been criticized for its potentially traumatic effects, with some human users reporting fractured memories and distorted perceptions of self. In response, the Ve&#039;katak Phalanx has recently begun offering psychological assistance to those experiencing difficulties, though some see this as a method to eliminate recruits deemed mentally weak.&lt;br /&gt;
&lt;br /&gt;
==Tretian Guild==&lt;br /&gt;
The Tretian Guild is the only [[Unathi Guilds|Unathi guild]] with a K&#039;lax majority. Established in [[Tret]], the guild specializes in operating and maintaining the large-scale manufacturing operations of the factory-planet. In a controversial move, the Tretian Guild expanded its operations beyond Tret in mid-2466, acting as strikebreakers and supplemental workers for operations where workers of other guilds may be unwilling or unable to fulfill their duties.&lt;br /&gt;
&lt;br /&gt;
The Tretian Guild&#039;s unique nature makes it a point of contention within the Hegemony. Some Sinta argue the guild should not exist, claiming it primarily benefits the K&#039;lax and [[Hephaestus Industries|Hephaestus]] at the expense of the [[Izweski Hegemony|Hegemony]]. Critics also believe the Tretian Guild oversteps traditional guild boundaries by operating in multiple trades. However, the guild&#039;s defenders argue that large-scale manufacturing is a niche not fully covered by existing guilds. While the [[Unathi Guilds#Miners Guild|Miners&#039; Guild]] maintains a presence in certain Tret mining operations, the Tretian Guild specializes in the more hazardous environments that require unique Vaurca bioforms.&lt;br /&gt;
&lt;br /&gt;
The Tretian Guild is considered by many K&#039;lax as an avenue for their Hive to play a vital part in the Hegemony&#039;s economy, and perhaps even one day become an important part of the Spur&#039;s economy as a whole. However, the guild&#039;s small returns mean their influence lies more in the realm of Hegemony politics than direct economic power.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The K&#039;lax Hive was granted the desolate planet of Tret in 2459. However, Hephaestus Industries had already been involved in mining attempts of Tret years prior. The Hive and megacorporation subsequently negotiated the [[Tret#History|Ksyne&#039;kizar Economic Treaty]], in which Hephaestus financed the rapid transformation of Tret into a factory-planet. Within three years, Tret evolved from a barren rock into a fully operational mining and manufacturing center. &lt;br /&gt;
&lt;br /&gt;
The first years of Tret&#039;s operations were unstable, primarily due to the third colony&#039;s strained relationship with the [[Unathi Guilds#Merchants Guild|Merchants Guild]]. The guild&#039;s refusal to collaborate, driven by factors ranging from distrust of the Hive to the hazards of traversing Tret and Pid, created significant challenges. Compounding these issues, the Hegemony&#039;s declining economy inflated Tret&#039;s operational costs, exceeding the planet&#039;s initial output. Despite Hephaestus&#039; attempts to secure profits from their investment, Tret struggled to realize its full economic potential.&lt;br /&gt;
&lt;br /&gt;
In February 2463, under sanction from High Queen Zkaii, the yet-to-be-coronated [[Tupii|Queen Tupii]] of the K&#039;lax brood formally organized the Tretian Guild. The Hegemon Not&#039;zar Izweski approved the guild&#039;s establishment within two weeks of the petition, enabling Tret to streamline agreements with other guilds, particularly the wary Merchants Guild. Although the Tretian Guild experienced moderate initial success, tensions with the Merchants Guild and the declining Hegemony economy hindered Tret&#039;s profitability.&lt;br /&gt;
&lt;br /&gt;
By mid-2465, [[The Titan Rises Arc|Hephaestus Industries had revitalized the Hegemony&#039;s economy]] through monopolization and acquisition of the traditional Unathi guilds. With newfound capital, Hephaestus aimed to capitalize on the underperforming factory-planet Tret. However, the Tretian Guild, while only marginally profitable, remained debt-free, preventing a complete takeover. Instead, Hephaestus opted for a majority buyout, ensuring the guild&#039;s independence in name but granting Hephaestus significant control. This strategic maneuver solidified Hephaestus&#039; influence over Tret and its valuable resources.&lt;br /&gt;
&lt;br /&gt;
The collapse of the Merchants Guild allowed the Tretian Guild to assume control of transporting Tret&#039;s manufactured products, leading to more efficient distribution. Tret&#039;s low production costs have attracted interest from other businesses, notably the Stellar Corporate Conglomerate subsidiaries focused on affordable consumer goods. Currently, Tretian products are highly sought after in mass marketing.  Despite this success, the K&#039;lax Hive continues to receive only 17%  of Tret&#039;s total profits. The Hegemony and Hephaestus reap the majority of the benefits, with a smaller, though significant, portion allocated to Tretian Guild operations and growth.&lt;br /&gt;
&lt;br /&gt;
===Guild Organization===&lt;br /&gt;
The Tretian Guild is mostly composed of K&#039;lax Hive members but also includes Unathi craftsmen. There are no restrictions preventing any species from rising to the position of elder guildsman. This has led to some Unathi lower nobles finding success within the guild. Despite Queen Tupii&#039;s current leadership, both the K&#039;lax Hive and Yukal T&#039;zakal actively seek a replacement for the guildmaster position.&lt;br /&gt;
&lt;br /&gt;
Following traditional guild practices, apprenticeships are crucial within the Tretian Guild. Vaurcae members progress through two apprenticeship tiers: &amp;quot;novice&amp;quot; during their Virtual Reality training and &amp;quot;true apprentice&amp;quot; as they continue learning in real life. While any Unbound K&#039;lax could potentially join the guild, membership favors specific hive-cells. Many other Unbound Vaurcae, though hired by the guild, remain outside the formal rank structure.&lt;br /&gt;
&lt;br /&gt;
Within the Tretian Guild, Bound Vaurcae are classified as machinery and property. This applies to specialized bioforms used in hazardous mining operations as well as Bound Workers employed in assembly lines.&lt;br /&gt;
&lt;br /&gt;
In accordance with other Hephaestus-controlled guilds, Tretian Guild members may be subcontracted to other companies. The specific arrangements for individual Vaurcae vary depending on their hive-cell and the preferences of their supervising Alate. However, as with Unathi characters, current guild members working in Engineering or Operations must be employed by Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
===Strikebreakers===&lt;br /&gt;
Since 2466, the Tretian Guild has been increasingly deployed as strikebreakers, particularly in the turbulent [[Moghes#The Southlands|Southlands of Moghes]]. These strikebreaking teams primarily consist of K&#039;lax workers, supplemented by Unathi personnel hired by the guild. The deployment of these strikebreakers has often been covert, with the Tretian Guild&#039;s involvement deliberately obscured.&lt;br /&gt;
&lt;br /&gt;
While protesting Hearts of Industry workers may recognize the K&#039;lax as non-members of their guild, they often remain unaware of the larger orchestration behind these strikebreaking efforts. The exact methods employed by the Tretian Guild to infiltrate targeted facilities remain shrouded in secrecy, fueling speculation about potential tactics ranging from forged credentials to covert infiltration.&lt;br /&gt;
&lt;br /&gt;
==C&#039;thur, LLC==&lt;br /&gt;
&#039;&#039;For information about the brood, see [[C&#039;thur, Queen of Masques]]. For information about the Hive, see [[Vaurca Hives#C&#039;thur|C&#039;thur (Hive)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
C&#039;thur, LLC, officially The C&#039;thuric Hive Holdings, LLC, is an [[Eridani Federation|Eridanian]] company headquartered in Sector V, Kianda. It is noted for its long-term labor agreements with megacorporations and its proprietary scientific developments. C&#039;thur, LLC is majorly owned by [[C&#039;thur|High Queen C&#039;thur]] and operates in a similar structure as the Hive itself. While distinctions between the C&#039;thur Hive and the company are legally upheld within the [[Nralakk Federation]], this separation becomes less clear in human space. Lesser queens hold membership within the company, granting them ownership rights and a stake in its profits.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
In 2458, the C&#039;thur Hive and [[Einstein Engines]] first came into negotiations. However, despite the Special Economic Zone established in [[Qerrbalak#Kal&#039;lo|Kal&#039;lo]], Nralakk Federation law prohibited direct negotiations with non-state entities. The Hive remained interested in establishing a relationship with the megacorporation despite this setback.&lt;br /&gt;
&lt;br /&gt;
In 2459, a human representative from [[Zeng-Hu Pharmaceuticals]], Dr. Liu Mengyao, visited an Aliose laboratory where C&#039;thur and Federation scientists collaborated on anti-aging treatments.  Dr. Liu&#039;s interest in a C&#039;thur-developed treatment, derived from genetically modified Sedantian [[Sedantis I#Macrobacteria|macrobacteria]], led to an invitation for the C&#039;thur to discuss potential deals within the Eridani Federation, where such agreements were legal.&lt;br /&gt;
&lt;br /&gt;
The selection of the C&#039;thur embassy bound for Eridani took nearly three months due to the power vacuum resulting from High Queen C&#039;thur&#039;s injuries. The embassy ultimately comprised primarily C&#039;thur brood members, with a few [[Mouv]] and [[Vytel]] companions. However, a separate rogue [[Xetl]] embassy also journeyed to Eridani during this time. These Xetl are now known as the [[Queenless#The Zinos of the Underworld|Zinos]] and have acquired Punished status ever since.&lt;br /&gt;
&lt;br /&gt;
While in Eridani, the C&#039;thur embassy founded The C&#039;thuric Hive Holdings, LLC. This enabled the Hive to legally interact with megacorporations outside of the Nralakk Federation. C&#039;thur, LLC has since become the Hive&#039;s primary vehicle for labor agreements within the Spur.&lt;br /&gt;
&lt;br /&gt;
In 2461, a series of successful deals with Zeng-Hu Pharmaceuticals culminated in C&#039;thur, LLC purchasing approximately 30% of Einstein Engines shares, a negotiation led by Queen Mouv. Although Queen Mouv gained fame for being &amp;quot;the richest Vaurca&amp;quot; after this purchase, the ownership of the shares officially resides with the limited liability company itself. Despite this significant stake, Einstein Engines remains predominantly human-led, and C&#039;thur, LLC has not yet exercised its influence within the megacorporation at a sizeable level.&lt;br /&gt;
&lt;br /&gt;
Following the formation of the Stellar Corporate Conglomerate in 2462, the C&#039;thur Hive publicly distanced itself from Einstein Engines. However, the Hive maintains its investment in the megacorporation through C&#039;thur, LLC. While Queen Mouv was initially slated for a board directorship at Einstein Engines, she declined the position due to optics. Instead, [[Skrell Abroad#Skrell in the Solarian Alliance|Solarian Skrell]] Ue&#039;biiq Xool, a member of C&#039;thur, LLC, was appointed to represent the Hive&#039;s interests on the board.&lt;br /&gt;
&lt;br /&gt;
===Company Structure===&lt;br /&gt;
The C&#039;thuric Hive Holdings, LLC operates with a hierarchical structure that reflects the organization of a Vaurca Hive. High Queen C&#039;thur sits at the pinnacle as CEO, holding ultimate authority over the company&#039;s direction and investments. The remaining three queens—Mouv, Vytel, and Xetl—are also owners, each with equal shares and a voice in major decisions.&lt;br /&gt;
&lt;br /&gt;
[[File:Cthurllc.png|thumb|The logo of the C&#039;thur, LLC, also known as the &amp;quot;honeycomb logo.&amp;quot; Each hexagon represents one of the C&#039;thur broods. In 2462, the C&#039;thur, LLC logo was subject of a lawsuit from the Eridani Federation due to its superficial similarities.]]&lt;br /&gt;
&lt;br /&gt;
Queen Mouv holds a particularly influential role within the LLC. As the main negotiator behind the Einstein Engines shares, Queen Mouv oversees the company&#039;s operations related to the megacorporation. Although Mouv has tried to expand her sphere of influence to overseeing SCC operations as well, everything related to the SCC is run by High Queen C&#039;thur and her board of advisors.&lt;br /&gt;
&lt;br /&gt;
Beneath the queens, [[Vaurca_Culture_and_Society#The_Ta_and_Hive_Leadership|Surrogates]] form the upper management of C&#039;thur, LLC. These trusted advisors and representatives of the queens provide expertise and guidance on financial matters, investment strategies, and potential partnerships. Alates, who are Gynes responsible for managing individual hive-cells, constitute the lower management tier, carrying out the day-to-day operations of the company.&lt;br /&gt;
&lt;br /&gt;
Vaurcae working outside the Nralakk Federation are employed as non-members of C&#039;thur, LLC. These laborers may be subcontracted, leased, or outsourced, depending on arrangements made by their Alate. Co-employment has emerged as the dominant method for contracting Vaurcae labor within megacorporations. In this model, the worker is employed by C&#039;thur, LLC but performs labor for another company (e.g., Zeng-Hu Pharmaceuticals). This practice has been criticized for potentially limiting worker benefits, such as health insurance. C&#039;thur, LLC claims to provide these benefits internally but reserves the right to determine their scope.&lt;br /&gt;
&lt;br /&gt;
Work-related injuries requiring treatment at facilities like the [[SCCV Horizon]] typically result in the medical bill being sent to C&#039;thur, LLC, who may subsequently deduct costs from the worker&#039;s wages depending on the severity. The co-employment agreement does not exempt C&#039;thur laborers from potential CCIA sanctions. Punished C&#039;thur are not employed by C&#039;thur, LLC, and must secure employment independently. Since the establishment of the Vaurca Office of Administrative Services (VOAS), C&#039;thur, LLC no longer handles the administrative paperwork for its employees.&lt;br /&gt;
&lt;br /&gt;
===C&#039;thur, LLC Diplomats===&lt;br /&gt;
As the C&#039;thur Hive and the C&#039;thur, LLC are so intertwined, C&#039;thur Gyne Diplomats on board the SCCV Horizon that are representing their Hive may also represent the interests of C&#039;thur, LLC. This means that C&#039;thur Gyne Diplomats aboard the SCCV Horizon who represent the Hive may also have an interest in the performance of C&#039;thur laborers, regardless of their brood or employer. However, this role is &#039;&#039;&#039;only&#039;&#039;&#039; limited to Gynes of the C&#039;thur brood. While Diplomats of the other C&#039;thur broods might take interest in LLC investments, they cannot do so as actively as the Gynes of the C&#039;thur brood would. &#039;&#039;&#039;Gynes representing the Nralakk Federation do not represent C&#039;thur, LLC, and may not incorporate the LLC into their duties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
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&lt;div&gt;#REDIRECT TO [[Vaurca Organizations#Vaurca Office of Administrative Services]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Valkyrie&amp;diff=33345</id>
		<title>Valkyrie</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Valkyrie&amp;diff=33345"/>
		<updated>2024-06-17T05:51:06Z</updated>

		<summary type="html">&lt;p&gt;Desven: Stop trying to make Hive K&amp;#039;lax a thing it&amp;#039;s not a thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Commonwealth of Valkyrie&#039;&#039;&#039; is the moon of [[Biesel]], and the third exoplanet to be settled in the system of [[Tau Ceti]]. As an independent member-state in the [[Republic of Biesel]], Valkyrie has managed to cement itself as a major player within the Republican economy. Despite being outperformed in terms of raw industrial production by [[Biesel]] and [[New Gibson]], its strategic location within its star system has enabled the planet to become a hub for trade and commerce.&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Valkyrie&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = ValkyrieFlag.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = Valkyrie Exchange Terminal&lt;br /&gt;
|Species = Human, [[Skrell]], [[Tajara]], [[IPC]], [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Valkyrian&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first bases on the moon of Biesel were established in 2152, and a year later, the moon was christened Valkyrie. Geological analysis revealed rich deposits of silicate and hydrogen, and in the later 2150s, resource extraction and ore refinement facilities began to be established alongside the research bases on the surface.&lt;br /&gt;
&lt;br /&gt;
Planning oversights, however, meant that miners and researchers had to reside together in bases while equipment and rigs were transported to the moon’s surface. Over a period of twenty years, both long working periods on the moon’s surface (with limited trips back to Biesel) and the blossoming of romantic relationships and eventually, plans to start families, between workers necessitated the expansion of living facilities. Construction and manufacturing became a constant on the moon, and over time, corporate operations would begin to expand their equipment on Valkyrie, beginning to establish bases, offices, and even tiny neighborhoods and company towns. Compared to the development of Biesel, Valkyrian development was haphazard and poorly-planned; residents would go through frequent mild shortages while the expanding Biesellite government tried to encourage new settlers to the frigid, dusty moon.&lt;br /&gt;
&lt;br /&gt;
New buildings were built on top of and connecting to old ones; the base where humanity first touched down on the moon, Surtr, had new wings, sections, and routes built from it to mining facilities and outposts. The planet’s gradually-expanding cityscape became labyrinthine and difficult to navigate at the best of times. In 2184, Biesel’s Planetary Development Council stepped in to better oversee Valkyrie’s expansion, but by then the foundations of the planet’s cityscape had already been set. As resource extraction operations continued on the planet, development began underneath the surface of the planet as well. Over time, these underground neighborhoods would come to be abandoned after most of the mineral veins dried up, and became a hotbed for criminal organizations and hideouts.&lt;br /&gt;
&lt;br /&gt;
The next century-and-a-half would see many shipbuilding and shipping warehouses constructed on Valkyrie, leading it to become Biesel’s supply and shipping gateway. The Helios Manufacturing Site was constructed by Hephaestus on the planet’s surface over the year of 2324, but the most significant growth in the moon’s economy would be [[NanoTrasen]] purchasing the rights to construct the Hyperion Data Nexus in 2418. After the discovery of phoron, this was the first facility in which the properties of the element were first researched at length, and it was here the medicine of dexalin was first synthesized and put through human trials.&lt;br /&gt;
&lt;br /&gt;
After the newfound independence of the Republic of Biesel in 2452, the governing body of Valkyrie, the Council of Valkyrian Affairs, organized a referendum to declare itself a separate state from Biesel itself. This referendum passed, and since then the newly-founded Commonwealth of Valkyrie has become a recognized planet within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
&lt;br /&gt;
Valkyrie is slightly larger than Earth’s moon [[Luna]], though unlike Luna it is not tidally locked to Biesel and has a rotational period of approximately 16 hours. It does not hold an atmosphere, though studies of rock deposits suggest that Valkyrie might once have had oceans of liquid nitrogen. Valkyrie takes 2.5 weeks to rotate Biesel in its entirety.&lt;br /&gt;
&lt;br /&gt;
Much of Valkyrie’s landscape is covered in residential areas, factories, industrial plants, and shipyards. The area that is not remains uncolonised mostly because of rock formations, craters, and deep faults from space debris impact over millennia, though this has not stopped some resource extraction operations from being established over craters and canyons, the better to unearth rare minerals.&lt;br /&gt;
&lt;br /&gt;
Owing to the vacuum, most residential areas in Valkyrie were originally developed as massive bases partially dug into the ground, with their own isolated atmospheric system. More recent constructions on the moon&#039;s surface, such as the Hyperion Data Nexus, are constructed under habitation domes similar to ones on Luna. Hard lines between districts are difficult to draw because of the close clustering of buildings, and so the corporate-owned bases become the most distinct Valkyrian landmarks.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
Valkyrie is home to the largest trade infrastructure in the Republic of Biesel, with the moon being surrounded by a ring of orbital stations that handle what is generally regarded as the heaviest space traffic in human space. Most ships doing business in Tau Ceti will stop at least once on the moon, usually for repairs or refit.&lt;br /&gt;
&lt;br /&gt;
The crowded streets, tunnels, and residences, plus its status as a port, means Valkyrie is a melting pot of peoples and cultures. Nearly half of Valkyrie’s population is a first-generation migrant to the moon, and those who have lived in Valkyrie all their life are typically the children or grandchildren of immigrants. [[Offworlder Humans]] are very common, and Valkyrie possesses a small community of Sadar, or Scarab Fleet exiles. Owing to their EVA experience, offworlder humans are highly sought out for work in the mines or in the moon’s orbit. Pan-speciesism and pan-culturalism is a point of pride for many Valkyrians, though secluded communities or isolated populations of aliens or migrant humans are common. Gaining residency in Valkyrie is regarded as even laxer than the rest of the Republic, with the sheer amount of comings and goings rendering it impossible for everyone to be tracked. As a result, the local government has adopted a very open policy with immigrants, nearly to the point of settler rights. If a person lives on the moon and is willing to vouch for them, they are almost always granted residency.&lt;br /&gt;
&lt;br /&gt;
While most on Valkyrie live relatively comfortable lives, Biesel’s corporate leanings permeate the moon at its core. Basic subsidized healthcare consists of emergency care and regular physicals; beyond that, dental and psychiatric services, plus any specialized disability care, are usually gated behind employment with the megacorporations. A lack of subsidized care for those with permanent disabilities means that many workers caught in industrial accidents find themselves continuing to work with their choice of corporation, as assistance from the Commonwealth is simply not an option.&lt;br /&gt;
&lt;br /&gt;
Architecture on Valkyrie is brutalist, squat, and squarish. Habitation domes and residential blocks are usually built on top of old structures; construction is a constant on the planet, as old buildings are constantly recycled, reinforced, and rebuilt. &lt;br /&gt;
&lt;br /&gt;
Uniquely, due to extremely limited space within many residences, many Valkyrians do not often cook their own food. While actual restaurants in Valkyrie are priced similarly to restaurants elsewhere in the Spur, street vendors sell their meals cheap and en-masse, making them a far more accessible option for the average industrial worker. Mushrooms, potatoes, and other root vegetables feature prominently in Valkyrian cuisine, owing to them requiring limited light and being very easy to grow and multiply. Curries, soups, and stews are common dishes; usually these are served with bannock, a type of easily-kneaded frybread, to soak up the broth.&lt;br /&gt;
&lt;br /&gt;
Despite the cloistered and heavily urbanized nature of the habitation domes, hydroponics facilities are quite expansive. Crops that require more specific conditions to grow are usually gated in Getmore buildings, but community gardens or colonization-era facilities that became overgrown are equally as prominent. Street vendors will usually subsidize meal costs if a customer brings them produce to cook with, thus ensuring that a healthy cycle of growing, farming, and cooking exists on the planet.&lt;br /&gt;
=== The Valkyrian Dream ===&lt;br /&gt;
&lt;br /&gt;
After [[Moghes|Moghes’]] Contact War, [[Hephaestus Industries]] began to finance departures of [[Unathi]] from the ruined planet, sending them to Valkyrie so long as they agreed to work for the company. This push brought thousands of Unathi, Hegemonic and Traditionalist alike, to the moon, where they developed small communities and lived and worked in Hephaestus-built living facilities. Some would eventually return to Moghes, but most continued to build a life for themselves on the moon, establishing aquaculture facilities to have access to cheaper fish and meats key to Unathi sustenance. Hephaestus has come to increasingly rely on Valkyrie&#039;s Unathi population to maintain its ports, factories, and refinement plants, and for the Unathi that rise to managerial positions in these factories, their Valkyrian Dream is truly fulfilled.&lt;br /&gt;
&lt;br /&gt;
This is the largest Unathi community in Tau Ceti, and Sinta from all walks of life and faiths can be found here. [[Sk&#039;akh]] churches, [[Th&#039;akh]] shrines and [[Si&#039;akh]] communities can be found here, though the Aut&#039;akh faith is not present, preferring the company of their own kind. As such, the culture is an odd melting pot from across Moghes, with food, music, faith and tradition from nearly everywhere melding together into a culture that is unique to Valkyrie, but an unquestionably Sinta one. &lt;br /&gt;
&lt;br /&gt;
The Unathi of Valkyrie are, to many, a model community - hard workers, diligent in their duties and ambitious in the pursuit of a better life for themselves and their kin. Others, however, resent them for their Hephaestus ties, or how they tend to look down on less well-off groups of Unathi in the Republic. To many of the Unathi living in poverty in [[Mendell City]], or in the depths of the Below, these Valkyrian Unathi are nothing but obedient lapdogs, happy to trade the Hegemon&#039;s boot on their neck for that of Joseph Dorn or Titanius Aeson.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca Hives#K’lax|The K&#039;lax Hive]], owing to its close relationship with the [[Izweski Nation]] and Hephaestus Industries alike, also has a presence on the moon. Many K’laxan Vaurcae consider Valkyrie a significantly better place to live than Mendell City, though quarters are still cramped and planetary regulations are extremely strict on where k’ois is grown. Queen [[Leto, The Seeker|Leto]] has also settled some of her brood’s best xenoarchaeologists on Valkyrie out of a belief that the phoron deposits in Tau Ceti somehow traveled from [[Sedantis I|Sedantis]]. Queen [[Vedhra, Princess of Configurations|Vedhra]], in partnership with Hephaestus, has managed to position some of her own inside government office jobs, as well as general employment in the Exchange Terminal. Queenless Zo&#039;ra, initially disembarking from Titan Prime, have also ekked out a living in the shadows of the streets, and many eventually descend to the lawless criminal underground of the city, lacking other employment prospects.&lt;br /&gt;
&lt;br /&gt;
=== Crime ===&lt;br /&gt;
&lt;br /&gt;
Valkyrie’s status as a hub of interstellar trade means that it is also a hotbed for organized crime and smuggling. Most of the criminal activity on Valkyrie is perpetuated far beneath its surface habitation domes, in abandoned mining tunnels beneath the more livable parts of the city. Slums and shantytowns have begun to be propped up in the “Below”, as residents call the area, and many who are fired from their megacorporate jobs often end up in the lawless depths, where few questions are asked and illicit businesses can make enough money to survive their next day.&lt;br /&gt;
&lt;br /&gt;
For Unathi that struggle to live up to the Hephaestus expectation of the Valkyrian Dream, the Below is often their last resort. Guwan and Gawgaryn that have jumped ship from Moghes tend to find their way to the depths, continuing the criminal activity out of a lack of options. While a few of them may be able to forge a decent life with one of Valkyrie&#039;s organized crime syndicates - most commonly the Jhakal - most eke out a desperate existence working as muscle for one of the many gangs of the Below. Followers of the [[Aut&#039;akh]] faith are not uncommon in the Below, as the desperate Sinta living there are prime targets for recruitment to one of the communes in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
Queenless K’laxan and Zo’rane Vaurcae, along with Tajara, are particularly valuable and common Below owing to their supreme night vision. Warriors are usually drug runners and bodyguards, while Workers synthesize drugs to sell, manage credits, and assist their gyne with delivering messages and establishing relations between other crime cells.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Unathi noble clan known as the [[Unathi_Crime_And_Enforcement#The_Jhakal_Syndicate|Jhakal Syndicate]] has seized a great deal of power on the docks of Valkyrie, taking their cut from smugglers and traders alike, and gradually securing their influence. The Jhakal are one of the more influential criminal organizations of Valkyrie, with well-established ties in both civil and corporate authorities - in large part due to the cunning of their leader, the Lady Islek Jhakal. From the docks of the Exchange Terminal to the depths of the Below, the clan has business in nearly every corner of the moon - and though Valkyrie may be ruled by a council, much of the Below&#039;s population has come to believe that it also has a queen as a result.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
Naturally, the largest port in Tau Ceti primarily makes its money through shipping, handling, and being a safe port for ships passing between [[Sol]], the [[Coalition of Colonies]], and the [[Nralakk Federation]]. [[Orion Express]] has a primary base of operations in the Exchange Terminal, and most of the goods and wares coming through the port will generally be under Orion&#039;s purview. Hephaestus mining and cargo vessels stop in Valkyrie to drop off and process their ore haul, and the rest of the megacorporations usually have a manufacturing facility somewhere on the surface of the planet, being able to quickly assemble their goods and send them elsewhere.&lt;br /&gt;
&lt;br /&gt;
Much of the shipping warehouses of the Exchange Terminal are bordered by hotels, restaurants, and bars designed to cater to the cargo workers who have shipped into port. These facilities usually play host to a variety of workers from different origins, and even if Tau Ceti Basic is unspoken by a visitor, someone with a good understanding of just about any language is usually close at hand. Linguistics and cultural knowledge are a common unifying requirement for career applications across Valkyrie; it is not uncommon for a young, inexperienced person to gain a job simply because they speak another language.&lt;br /&gt;
&lt;br /&gt;
Despite the government of the moon publicly making efforts to clamp down on crime on the surface and in the Below, it is a poorly-kept secret that much of the flow of trade and goods on Valkyrie is assisted greatly by the presence of organized criminal syndicates. Shell companies and tax shelters pop up frequently, with many gangs and syndicates using them to smuggle drugs, launder money, or skirt the regulations on imports. Despite this, the money that enters Valkyrie due to illegal activity is undeniable, and the Valkyrie Security Department has been known to turn a blind eye to larger-scale operations that do not directly harm civilians or disrupt the public peace.&lt;br /&gt;
&lt;br /&gt;
== Major Districts ==&lt;br /&gt;
&#039;&#039;&#039;Valkyrie Exchange Terminal:&#039;&#039;&#039; The Valkyrie Exchange Terminal, colloquially referred to as “the Exter”, is not so much a cargo terminal as it is a small city dug into an equatorial trench spanning a tenth of the moon’s surface. The Terminal contains the largest shipping infrastructure on Valkyrie; everything needed for the transport of goods, from the launch infrastructure, warehouses, and boarding areas are present within the Terminal. In addition, the [[Tau Ceti Armed Forces]] maintains its shipyards within the terminal. The TCAF assists in the operation and enforcement of the Terminal&#039;s Air Traffic Control, which is responsible not only for incoming and outgoing vessels but also for tracking ships and stations within the moon&#039;s orbit with satellites. It serves as the closest thing the planet has to a capital city, with the moon’s government conducting its business from the massive Brynhildr City Dome overlooking the Terminal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Green Zone”:&#039;&#039;&#039; At the northern rim of the Exter is a hydroponics bay, long-overgrown with hardy vines, Biesellite plants, and thousands of crops of mushrooms, potatoes, and other produce suited to grow in a humid zone that has been almost entirely renovated by the efforts of an ever-changing group of Valkyrian gardeners. Originally a botany research bay for the moon’s original colonists, as Valkyrie’s population expanded it became necessary to find a suitable place to grow produce. Surtr base’s original research bay had long been forgotten about, but as a corporate stranglehold began to close around food prices, a group of enterprising botanists explored to find the ruined bay and turn it into something new. Nowadays, the Green Zone is a sprawling, free-for-all community garden, though it is unofficial law to plant something in return if you take. The Green Zone’s accessibility to the Valkyrian community, however, has not precluded it from being used by criminal elements; gangs from the Below use more secluded parts of the Zone to grow reishi, ambrosia, cocaine, and opium, synthesizing them to sell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helios Manufacturing Zone:&#039;&#039;&#039; Located within one of the deepest trenches on Valkyrie, Helios is a megapolis centered around Hephaestus’ primary manufactory within the Republic of Biesel. Although it has had significant growth since its inception following a brief bidding war during the 2320s, its importance was only realized after the discovery of rich quantities of palladium, titanium, and aluminum. As opposed to setting up routes to transport resources outside of Tau Ceti, Hephaestus began building the first of many factories that would refine these metals and ultimately be used to build spacecraft. The Helios Manufacturing Site continued to expand greatly after its unveiling and now encompasses almost a sixth of Valkyrie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyperion Data Nexus:&#039;&#039;&#039; The area in which the Nexus lies, as opposed to the other corporate outposts around Valkyrie, was privately purchased by NanoTrasen after it discovered Phoron in 2418 and was used to start Nanotrasen&#039;s first laboratories for researching the crystal. It was only after the megacorporation achieved dominance on the crystal that the Nexus began expanding across the Valkyrian plains, with the establishment of a shipyard along the ridges marking an end to the plain on which the outpost occupied. Research and development remains a significant component of some laboratories, but a large portion has been replaced by mining or refinery apparatus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mach-Rassvet Research Anchorage:&#039;&#039;&#039; The Mach-Rassvet Research Anchorage is one of the more recent developments located on Valkyrie and was opened in 2445 after a brief auction in which [[Zavodskoi Interstellar]] (previously Necropolis Industries) acquired the rights to the territory. Initially meant to be a genetics research facility, Zavodskoi Interstellar’s retraction from the field of genetics instead prompted the development of a ConTec Facility that primarily focused on positronic research and development manufacturing. Almost two decades after it was founded, the Mach Rassvet Research Anchorage is still producing the majority of the components necessary to construct integrated positronic chassis in Biesel. These assets continue to sustain the income of Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hades:&#039;&#039;&#039; The only named settlement in the “Below”, the network of former mining tunnels underneath Valkyrie, Hades is a sprawling slum consisting of the poorest of Valkyrie, along with the criminal elements who make their operations beneath the relative notice of the Valkyrie Security Department. Made out of old mining facilities and hollowed-out sections in tunnels, Hades’ main claim to fame is its Night Market; a bimonthly occasion where stolen goods from incoming ships, or even legally acquired ones, can be bought and sold for much lower prices than they would on a conventional market. Everything from exotic foods, weapons, the latest Le Soleil Royal fashion, or the newest Confiance watch can be found at the Night Market, and it attracts even law-abiding Valkyrians looking to slum it in a more dangerous locale. Quite famously, the relative start of the Below and the entrance to Hades typically contains one or more homemade signs reading &#039;&#039;ABANDON ALL HOPE, YE WHO ENTER HERE&#039;&#039;. If one is taken down or destroyed for some reason, someone will usually replace it.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Valkyrie&amp;diff=33344</id>
		<title>Valkyrie</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Valkyrie&amp;diff=33344"/>
		<updated>2024-06-17T05:50:07Z</updated>

		<summary type="html">&lt;p&gt;Desven: Reverted edits by Desven (talk) to last revision by RustingWithYou&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Commonwealth of Valkyrie&#039;&#039;&#039; is the moon of [[Biesel]], and the third exoplanet to be settled in the system of [[Tau Ceti]]. As an independent member-state in the [[Republic of Biesel]], Valkyrie has managed to cement itself as a major player within the Republican economy. Despite being outperformed in terms of raw industrial production by [[Biesel]] and [[New Gibson]], its strategic location within its star system has enabled the planet to become a hub for trade and commerce.&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Valkyrie&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = ValkyrieFlag.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = Valkyrie Exchange Terminal&lt;br /&gt;
|Species = Human, [[Skrell]], [[Tajara]], [[IPC]], [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Valkyrian&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first bases on the moon of Biesel were established in 2152, and a year later, the moon was christened Valkyrie. Geological analysis revealed rich deposits of silicate and hydrogen, and in the later 2150s, resource extraction and ore refinement facilities began to be established alongside the research bases on the surface.&lt;br /&gt;
&lt;br /&gt;
Planning oversights, however, meant that miners and researchers had to reside together in bases while equipment and rigs were transported to the moon’s surface. Over a period of twenty years, both long working periods on the moon’s surface (with limited trips back to Biesel) and the blossoming of romantic relationships and eventually, plans to start families, between workers necessitated the expansion of living facilities. Construction and manufacturing became a constant on the moon, and over time, corporate operations would begin to expand their equipment on Valkyrie, beginning to establish bases, offices, and even tiny neighborhoods and company towns. Compared to the development of Biesel, Valkyrian development was haphazard and poorly-planned; residents would go through frequent mild shortages while the expanding Biesellite government tried to encourage new settlers to the frigid, dusty moon.&lt;br /&gt;
&lt;br /&gt;
New buildings were built on top of and connecting to old ones; the base where humanity first touched down on the moon, Surtr, had new wings, sections, and routes built from it to mining facilities and outposts. The planet’s gradually-expanding cityscape became labyrinthine and difficult to navigate at the best of times. In 2184, Biesel’s Planetary Development Council stepped in to better oversee Valkyrie’s expansion, but by then the foundations of the planet’s cityscape had already been set. As resource extraction operations continued on the planet, development began underneath the surface of the planet as well. Over time, these underground neighborhoods would come to be abandoned after most of the mineral veins dried up, and became a hotbed for criminal organizations and hideouts.&lt;br /&gt;
&lt;br /&gt;
The next century-and-a-half would see many shipbuilding and shipping warehouses constructed on Valkyrie, leading it to become Biesel’s supply and shipping gateway. The Helios Manufacturing Site was constructed by Hephaestus on the planet’s surface over the year of 2324, but the most significant growth in the moon’s economy would be [[NanoTrasen]] purchasing the rights to construct the Hyperion Data Nexus in 2418. After the discovery of phoron, this was the first facility in which the properties of the element were first researched at length, and it was here the medicine of dexalin was first synthesized and put through human trials.&lt;br /&gt;
&lt;br /&gt;
After the newfound independence of the Republic of Biesel in 2452, the governing body of Valkyrie, the Council of Valkyrian Affairs, organized a referendum to declare itself a separate state from Biesel itself. This referendum passed, and since then the newly-founded Commonwealth of Valkyrie has become a recognized planet within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
&lt;br /&gt;
Valkyrie is slightly larger than Earth’s moon [[Luna]], though unlike Luna it is not tidally locked to Biesel and has a rotational period of approximately 16 hours. It does not hold an atmosphere, though studies of rock deposits suggest that Valkyrie might once have had oceans of liquid nitrogen. Valkyrie takes 2.5 weeks to rotate Biesel in its entirety.&lt;br /&gt;
&lt;br /&gt;
Much of Valkyrie’s landscape is covered in residential areas, factories, industrial plants, and shipyards. The area that is not remains uncolonised mostly because of rock formations, craters, and deep faults from space debris impact over millennia, though this has not stopped some resource extraction operations from being established over craters and canyons, the better to unearth rare minerals.&lt;br /&gt;
&lt;br /&gt;
Owing to the vacuum, most residential areas in Valkyrie were originally developed as massive bases partially dug into the ground, with their own isolated atmospheric system. More recent constructions on the moon&#039;s surface, such as the Hyperion Data Nexus, are constructed under habitation domes similar to ones on Luna. Hard lines between districts are difficult to draw because of the close clustering of buildings, and so the corporate-owned bases become the most distinct Valkyrian landmarks.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
Valkyrie is home to the largest trade infrastructure in the Republic of Biesel, with the moon being surrounded by a ring of orbital stations that handle what is generally regarded as the heaviest space traffic in human space. Most ships doing business in Tau Ceti will stop at least once on the moon, usually for repairs or refit.&lt;br /&gt;
&lt;br /&gt;
The crowded streets, tunnels, and residences, plus its status as a port, means Valkyrie is a melting pot of peoples and cultures. Nearly half of Valkyrie’s population is a first-generation migrant to the moon, and those who have lived in Valkyrie all their life are typically the children or grandchildren of immigrants. [[Offworlder Humans]] are very common, and Valkyrie possesses a small community of Sadar, or Scarab Fleet exiles. Owing to their EVA experience, offworlder humans are highly sought out for work in the mines or in the moon’s orbit. Pan-speciesism and pan-culturalism is a point of pride for many Valkyrians, though secluded communities or isolated populations of aliens or migrant humans are common. Gaining residency in Valkyrie is regarded as even laxer than the rest of the Republic, with the sheer amount of comings and goings rendering it impossible for everyone to be tracked. As a result, the local government has adopted a very open policy with immigrants, nearly to the point of settler rights. If a person lives on the moon and is willing to vouch for them, they are almost always granted residency.&lt;br /&gt;
&lt;br /&gt;
While most on Valkyrie live relatively comfortable lives, Biesel’s corporate leanings permeate the moon at its core. Basic subsidized healthcare consists of emergency care and regular physicals; beyond that, dental and psychiatric services, plus any specialized disability care, are usually gated behind employment with the megacorporations. A lack of subsidized care for those with permanent disabilities means that many workers caught in industrial accidents find themselves continuing to work with their choice of corporation, as assistance from the Commonwealth is simply not an option.&lt;br /&gt;
&lt;br /&gt;
Architecture on Valkyrie is brutalist, squat, and squarish. Habitation domes and residential blocks are usually built on top of old structures; construction is a constant on the planet, as old buildings are constantly recycled, reinforced, and rebuilt. &lt;br /&gt;
&lt;br /&gt;
Uniquely, due to extremely limited space within many residences, many Valkyrians do not often cook their own food. While actual restaurants in Valkyrie are priced similarly to restaurants elsewhere in the Spur, street vendors sell their meals cheap and en-masse, making them a far more accessible option for the average industrial worker. Mushrooms, potatoes, and other root vegetables feature prominently in Valkyrian cuisine, owing to them requiring limited light and being very easy to grow and multiply. Curries, soups, and stews are common dishes; usually these are served with bannock, a type of easily-kneaded frybread, to soak up the broth.&lt;br /&gt;
&lt;br /&gt;
Despite the cloistered and heavily urbanized nature of the habitation domes, hydroponics facilities are quite expansive. Crops that require more specific conditions to grow are usually gated in Getmore buildings, but community gardens or colonization-era facilities that became overgrown are equally as prominent. Street vendors will usually subsidize meal costs if a customer brings them produce to cook with, thus ensuring that a healthy cycle of growing, farming, and cooking exists on the planet.&lt;br /&gt;
=== The Valkyrian Dream ===&lt;br /&gt;
&lt;br /&gt;
After [[Moghes|Moghes’]] Contact War, [[Hephaestus Industries]] began to finance departures of [[Unathi]] from the ruined planet, sending them to Valkyrie so long as they agreed to work for the company. This push brought thousands of Unathi, Hegemonic and Traditionalist alike, to the moon, where they developed small communities and lived and worked in Hephaestus-built living facilities. Some would eventually return to Moghes, but most continued to build a life for themselves on the moon, establishing aquaculture facilities to have access to cheaper fish and meats key to Unathi sustenance. Hephaestus has come to increasingly rely on Valkyrie&#039;s Unathi population to maintain its ports, factories, and refinement plants, and for the Unathi that rise to managerial positions in these factories, their Valkyrian Dream is truly fulfilled.&lt;br /&gt;
&lt;br /&gt;
This is the largest Unathi community in Tau Ceti, and Sinta from all walks of life and faiths can be found here. [[Sk&#039;akh]] churches, [[Th&#039;akh]] shrines and [[Si&#039;akh]] communities can be found here, though the Aut&#039;akh faith is not present, preferring the company of their own kind. As such, the culture is an odd melting pot from across Moghes, with food, music, faith and tradition from nearly everywhere melding together into a culture that is unique to Valkyrie, but an unquestionably Sinta one. &lt;br /&gt;
&lt;br /&gt;
The Unathi of Valkyrie are, to many, a model community - hard workers, diligent in their duties and ambitious in the pursuit of a better life for themselves and their kin. Others, however, resent them for their Hephaestus ties, or how they tend to look down on less well-off groups of Unathi in the Republic. To many of the Unathi living in poverty in [[Mendell City]], or in the depths of the Below, these Valkyrian Unathi are nothing but obedient lapdogs, happy to trade the Hegemon&#039;s boot on their neck for that of Joseph Dorn or Titanius Aeson.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca Hives#K’lax|Hive K’lax]], owing to its close relationship with the [[Izweski Nation]] and Hephaestus Industries alike, also has a presence on the moon. Many K’laxan Vaurcae consider Valkyrie a significantly better place to live than Mendell City, though quarters are still cramped and planetary regulations are extremely strict on where k’ois is grown. Queen [[Leto, The Seeker|Leto]] has also settled some of her brood’s best xenoarchaeologists on Valkyrie out of a belief that the phoron deposits in Tau Ceti somehow traveled from [[Sedantis I|Sedantis]]. Queen [[Vedhra, Princess of Configurations|Vedhra]], in partnership with Hephaestus, has managed to position some of her own inside government office jobs, as well as general employment in the Exchange Terminal. Queenless Zo&#039;ra, initially disembarking from Titan Prime, have also ekked out a living in the shadows of the streets, and many eventually descend to the lawless criminal underground of the city, lacking other employment prospects.&lt;br /&gt;
&lt;br /&gt;
=== Crime ===&lt;br /&gt;
&lt;br /&gt;
Valkyrie’s status as a hub of interstellar trade means that it is also a hotbed for organized crime and smuggling. Most of the criminal activity on Valkyrie is perpetuated far beneath its surface habitation domes, in abandoned mining tunnels beneath the more livable parts of the city. Slums and shantytowns have begun to be propped up in the “Below”, as residents call the area, and many who are fired from their megacorporate jobs often end up in the lawless depths, where few questions are asked and illicit businesses can make enough money to survive their next day.&lt;br /&gt;
&lt;br /&gt;
For Unathi that struggle to live up to the Hephaestus expectation of the Valkyrian Dream, the Below is often their last resort. Guwan and Gawgaryn that have jumped ship from Moghes tend to find their way to the depths, continuing the criminal activity out of a lack of options. While a few of them may be able to forge a decent life with one of Valkyrie&#039;s organized crime syndicates - most commonly the Jhakal - most eke out a desperate existence working as muscle for one of the many gangs of the Below. Followers of the [[Aut&#039;akh]] faith are not uncommon in the Below, as the desperate Sinta living there are prime targets for recruitment to one of the communes in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
Queenless K’laxan and Zo’rane Vaurcae, along with Tajara, are particularly valuable and common Below owing to their supreme night vision. Warriors are usually drug runners and bodyguards, while Workers synthesize drugs to sell, manage credits, and assist their gyne with delivering messages and establishing relations between other crime cells.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Unathi noble clan known as the [[Unathi_Crime_And_Enforcement#The_Jhakal_Syndicate|Jhakal Syndicate]] has seized a great deal of power on the docks of Valkyrie, taking their cut from smugglers and traders alike, and gradually securing their influence. The Jhakal are one of the more influential criminal organizations of Valkyrie, with well-established ties in both civil and corporate authorities - in large part due to the cunning of their leader, the Lady Islek Jhakal. From the docks of the Exchange Terminal to the depths of the Below, the clan has business in nearly every corner of the moon - and though Valkyrie may be ruled by a council, much of the Below&#039;s population has come to believe that it also has a queen as a result.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
Naturally, the largest port in Tau Ceti primarily makes its money through shipping, handling, and being a safe port for ships passing between [[Sol]], the [[Coalition of Colonies]], and the [[Nralakk Federation]]. [[Orion Express]] has a primary base of operations in the Exchange Terminal, and most of the goods and wares coming through the port will generally be under Orion&#039;s purview. Hephaestus mining and cargo vessels stop in Valkyrie to drop off and process their ore haul, and the rest of the megacorporations usually have a manufacturing facility somewhere on the surface of the planet, being able to quickly assemble their goods and send them elsewhere.&lt;br /&gt;
&lt;br /&gt;
Much of the shipping warehouses of the Exchange Terminal are bordered by hotels, restaurants, and bars designed to cater to the cargo workers who have shipped into port. These facilities usually play host to a variety of workers from different origins, and even if Tau Ceti Basic is unspoken by a visitor, someone with a good understanding of just about any language is usually close at hand. Linguistics and cultural knowledge are a common unifying requirement for career applications across Valkyrie; it is not uncommon for a young, inexperienced person to gain a job simply because they speak another language.&lt;br /&gt;
&lt;br /&gt;
Despite the government of the moon publicly making efforts to clamp down on crime on the surface and in the Below, it is a poorly-kept secret that much of the flow of trade and goods on Valkyrie is assisted greatly by the presence of organized criminal syndicates. Shell companies and tax shelters pop up frequently, with many gangs and syndicates using them to smuggle drugs, launder money, or skirt the regulations on imports. Despite this, the money that enters Valkyrie due to illegal activity is undeniable, and the Valkyrie Security Department has been known to turn a blind eye to larger-scale operations that do not directly harm civilians or disrupt the public peace.&lt;br /&gt;
&lt;br /&gt;
== Major Districts ==&lt;br /&gt;
&#039;&#039;&#039;Valkyrie Exchange Terminal:&#039;&#039;&#039; The Valkyrie Exchange Terminal, colloquially referred to as “the Exter”, is not so much a cargo terminal as it is a small city dug into an equatorial trench spanning a tenth of the moon’s surface. The Terminal contains the largest shipping infrastructure on Valkyrie; everything needed for the transport of goods, from the launch infrastructure, warehouses, and boarding areas are present within the Terminal. In addition, the [[Tau Ceti Armed Forces]] maintains its shipyards within the terminal. The TCAF assists in the operation and enforcement of the Terminal&#039;s Air Traffic Control, which is responsible not only for incoming and outgoing vessels but also for tracking ships and stations within the moon&#039;s orbit with satellites. It serves as the closest thing the planet has to a capital city, with the moon’s government conducting its business from the massive Brynhildr City Dome overlooking the Terminal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Green Zone”:&#039;&#039;&#039; At the northern rim of the Exter is a hydroponics bay, long-overgrown with hardy vines, Biesellite plants, and thousands of crops of mushrooms, potatoes, and other produce suited to grow in a humid zone that has been almost entirely renovated by the efforts of an ever-changing group of Valkyrian gardeners. Originally a botany research bay for the moon’s original colonists, as Valkyrie’s population expanded it became necessary to find a suitable place to grow produce. Surtr base’s original research bay had long been forgotten about, but as a corporate stranglehold began to close around food prices, a group of enterprising botanists explored to find the ruined bay and turn it into something new. Nowadays, the Green Zone is a sprawling, free-for-all community garden, though it is unofficial law to plant something in return if you take. The Green Zone’s accessibility to the Valkyrian community, however, has not precluded it from being used by criminal elements; gangs from the Below use more secluded parts of the Zone to grow reishi, ambrosia, cocaine, and opium, synthesizing them to sell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helios Manufacturing Zone:&#039;&#039;&#039; Located within one of the deepest trenches on Valkyrie, Helios is a megapolis centered around Hephaestus’ primary manufactory within the Republic of Biesel. Although it has had significant growth since its inception following a brief bidding war during the 2320s, its importance was only realized after the discovery of rich quantities of palladium, titanium, and aluminum. As opposed to setting up routes to transport resources outside of Tau Ceti, Hephaestus began building the first of many factories that would refine these metals and ultimately be used to build spacecraft. The Helios Manufacturing Site continued to expand greatly after its unveiling and now encompasses almost a sixth of Valkyrie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyperion Data Nexus:&#039;&#039;&#039; The area in which the Nexus lies, as opposed to the other corporate outposts around Valkyrie, was privately purchased by NanoTrasen after it discovered Phoron in 2418 and was used to start Nanotrasen&#039;s first laboratories for researching the crystal. It was only after the megacorporation achieved dominance on the crystal that the Nexus began expanding across the Valkyrian plains, with the establishment of a shipyard along the ridges marking an end to the plain on which the outpost occupied. Research and development remains a significant component of some laboratories, but a large portion has been replaced by mining or refinery apparatus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mach-Rassvet Research Anchorage:&#039;&#039;&#039; The Mach-Rassvet Research Anchorage is one of the more recent developments located on Valkyrie and was opened in 2445 after a brief auction in which [[Zavodskoi Interstellar]] (previously Necropolis Industries) acquired the rights to the territory. Initially meant to be a genetics research facility, Zavodskoi Interstellar’s retraction from the field of genetics instead prompted the development of a ConTec Facility that primarily focused on positronic research and development manufacturing. Almost two decades after it was founded, the Mach Rassvet Research Anchorage is still producing the majority of the components necessary to construct integrated positronic chassis in Biesel. These assets continue to sustain the income of Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hades:&#039;&#039;&#039; The only named settlement in the “Below”, the network of former mining tunnels underneath Valkyrie, Hades is a sprawling slum consisting of the poorest of Valkyrie, along with the criminal elements who make their operations beneath the relative notice of the Valkyrie Security Department. Made out of old mining facilities and hollowed-out sections in tunnels, Hades’ main claim to fame is its Night Market; a bimonthly occasion where stolen goods from incoming ships, or even legally acquired ones, can be bought and sold for much lower prices than they would on a conventional market. Everything from exotic foods, weapons, the latest Le Soleil Royal fashion, or the newest Confiance watch can be found at the Night Market, and it attracts even law-abiding Valkyrians looking to slum it in a more dangerous locale. Quite famously, the relative start of the Below and the entrance to Hades typically contains one or more homemade signs reading &#039;&#039;ABANDON ALL HOPE, YE WHO ENTER HERE&#039;&#039;. If one is taken down or destroyed for some reason, someone will usually replace it.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Valkyrie&amp;diff=33343</id>
		<title>Valkyrie</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Valkyrie&amp;diff=33343"/>
		<updated>2024-06-17T05:49:59Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* The Valkyrian Dream */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Commonwealth of Valkyrie&#039;&#039;&#039; is the moon of [[Biesel]], and the third exoplanet to be settled in the system of [[Tau Ceti]]. As an independent member-state in the [[Republic of Biesel]], Valkyrie has managed to cement itself as a major player within the Republican economy. Despite being outperformed in terms of raw industrial production by [[Biesel]] and [[New Gibson]], its strategic location within its star system has enabled the planet to become a hub for trade and commerce.&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Valkyrie&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = ValkyrieFlag.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = Valkyrie Exchange Terminal&lt;br /&gt;
|Species = Human, [[Skrell]], [[Tajara]], [[IPC]], [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Valkyrian&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first bases on the moon of Biesel were established in 2152, and a year later, the moon was christened Valkyrie. Geological analysis revealed rich deposits of silicate and hydrogen, and in the later 2150s, resource extraction and ore refinement facilities began to be established alongside the research bases on the surface.&lt;br /&gt;
&lt;br /&gt;
Planning oversights, however, meant that miners and researchers had to reside together in bases while equipment and rigs were transported to the moon’s surface. Over a period of twenty years, both long working periods on the moon’s surface (with limited trips back to Biesel) and the blossoming of romantic relationships and eventually, plans to start families, between workers necessitated the expansion of living facilities. Construction and manufacturing became a constant on the moon, and over time, corporate operations would begin to expand their equipment on Valkyrie, beginning to establish bases, offices, and even tiny neighborhoods and company towns. Compared to the development of Biesel, Valkyrian development was haphazard and poorly-planned; residents would go through frequent mild shortages while the expanding Biesellite government tried to encourage new settlers to the frigid, dusty moon.&lt;br /&gt;
&lt;br /&gt;
New buildings were built on top of and connecting to old ones; the base where humanity first touched down on the moon, Surtr, had new wings, sections, and routes built from it to mining facilities and outposts. The planet’s gradually-expanding cityscape became labyrinthine and difficult to navigate at the best of times. In 2184, Biesel’s Planetary Development Council stepped in to better oversee Valkyrie’s expansion, but by then the foundations of the planet’s cityscape had already been set. As resource extraction operations continued on the planet, development began underneath the surface of the planet as well. Over time, these underground neighborhoods would come to be abandoned after most of the mineral veins dried up, and became a hotbed for criminal organizations and hideouts.&lt;br /&gt;
&lt;br /&gt;
The next century-and-a-half would see many shipbuilding and shipping warehouses constructed on Valkyrie, leading it to become Biesel’s supply and shipping gateway. The Helios Manufacturing Site was constructed by Hephaestus on the planet’s surface over the year of 2324, but the most significant growth in the moon’s economy would be [[NanoTrasen]] purchasing the rights to construct the Hyperion Data Nexus in 2418. After the discovery of phoron, this was the first facility in which the properties of the element were first researched at length, and it was here the medicine of dexalin was first synthesized and put through human trials.&lt;br /&gt;
&lt;br /&gt;
After the newfound independence of the Republic of Biesel in 2452, the governing body of Valkyrie, the Council of Valkyrian Affairs, organized a referendum to declare itself a separate state from Biesel itself. This referendum passed, and since then the newly-founded Commonwealth of Valkyrie has become a recognized planet within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
&lt;br /&gt;
Valkyrie is slightly larger than Earth’s moon [[Luna]], though unlike Luna it is not tidally locked to Biesel and has a rotational period of approximately 16 hours. It does not hold an atmosphere, though studies of rock deposits suggest that Valkyrie might once have had oceans of liquid nitrogen. Valkyrie takes 2.5 weeks to rotate Biesel in its entirety.&lt;br /&gt;
&lt;br /&gt;
Much of Valkyrie’s landscape is covered in residential areas, factories, industrial plants, and shipyards. The area that is not remains uncolonised mostly because of rock formations, craters, and deep faults from space debris impact over millennia, though this has not stopped some resource extraction operations from being established over craters and canyons, the better to unearth rare minerals.&lt;br /&gt;
&lt;br /&gt;
Owing to the vacuum, most residential areas in Valkyrie were originally developed as massive bases partially dug into the ground, with their own isolated atmospheric system. More recent constructions on the moon&#039;s surface, such as the Hyperion Data Nexus, are constructed under habitation domes similar to ones on Luna. Hard lines between districts are difficult to draw because of the close clustering of buildings, and so the corporate-owned bases become the most distinct Valkyrian landmarks.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
Valkyrie is home to the largest trade infrastructure in the Republic of Biesel, with the moon being surrounded by a ring of orbital stations that handle what is generally regarded as the heaviest space traffic in human space. Most ships doing business in Tau Ceti will stop at least once on the moon, usually for repairs or refit.&lt;br /&gt;
&lt;br /&gt;
The crowded streets, tunnels, and residences, plus its status as a port, means Valkyrie is a melting pot of peoples and cultures. Nearly half of Valkyrie’s population is a first-generation migrant to the moon, and those who have lived in Valkyrie all their life are typically the children or grandchildren of immigrants. [[Offworlder Humans]] are very common, and Valkyrie possesses a small community of Sadar, or Scarab Fleet exiles. Owing to their EVA experience, offworlder humans are highly sought out for work in the mines or in the moon’s orbit. Pan-speciesism and pan-culturalism is a point of pride for many Valkyrians, though secluded communities or isolated populations of aliens or migrant humans are common. Gaining residency in Valkyrie is regarded as even laxer than the rest of the Republic, with the sheer amount of comings and goings rendering it impossible for everyone to be tracked. As a result, the local government has adopted a very open policy with immigrants, nearly to the point of settler rights. If a person lives on the moon and is willing to vouch for them, they are almost always granted residency.&lt;br /&gt;
&lt;br /&gt;
While most on Valkyrie live relatively comfortable lives, Biesel’s corporate leanings permeate the moon at its core. Basic subsidized healthcare consists of emergency care and regular physicals; beyond that, dental and psychiatric services, plus any specialized disability care, are usually gated behind employment with the megacorporations. A lack of subsidized care for those with permanent disabilities means that many workers caught in industrial accidents find themselves continuing to work with their choice of corporation, as assistance from the Commonwealth is simply not an option.&lt;br /&gt;
&lt;br /&gt;
Architecture on Valkyrie is brutalist, squat, and squarish. Habitation domes and residential blocks are usually built on top of old structures; construction is a constant on the planet, as old buildings are constantly recycled, reinforced, and rebuilt. &lt;br /&gt;
&lt;br /&gt;
Uniquely, due to extremely limited space within many residences, many Valkyrians do not often cook their own food. While actual restaurants in Valkyrie are priced similarly to restaurants elsewhere in the Spur, street vendors sell their meals cheap and en-masse, making them a far more accessible option for the average industrial worker. Mushrooms, potatoes, and other root vegetables feature prominently in Valkyrian cuisine, owing to them requiring limited light and being very easy to grow and multiply. Curries, soups, and stews are common dishes; usually these are served with bannock, a type of easily-kneaded frybread, to soak up the broth.&lt;br /&gt;
&lt;br /&gt;
Despite the cloistered and heavily urbanized nature of the habitation domes, hydroponics facilities are quite expansive. Crops that require more specific conditions to grow are usually gated in Getmore buildings, but community gardens or colonization-era facilities that became overgrown are equally as prominent. Street vendors will usually subsidize meal costs if a customer brings them produce to cook with, thus ensuring that a healthy cycle of growing, farming, and cooking exists on the planet.&lt;br /&gt;
=== The Valkyrian Dream ===&lt;br /&gt;
&lt;br /&gt;
After [[Moghes|Moghes’]] Contact War, [[Hephaestus Industries]] began to finance departures of [[Unathi]] from the ruined planet, sending them to Valkyrie so long as they agreed to work for the company. This push brought thousands of Unathi, Hegemonic and Traditionalist alike, to the moon, where they developed small communities and lived and worked in Hephaestus-built living facilities. Some would eventually return to Moghes, but most continued to build a life for themselves on the moon, establishing aquaculture facilities to have access to cheaper fish and meats key to Unathi sustenance. Hephaestus has come to increasingly rely on Valkyrie&#039;s Unathi population to maintain its ports, factories, and refinement plants, and for the Unathi that rise to managerial positions in these factories, their Valkyrian Dream is truly fulfilled.&lt;br /&gt;
&lt;br /&gt;
This is the largest Unathi community in Tau Ceti, and Sinta from all walks of life and faiths can be found here. [[Sk&#039;akh]] churches, [[Th&#039;akh]] shrines and [[Si&#039;akh]] communities can be found here, though the Aut&#039;akh faith is not present, preferring the company of their own kind. As such, the culture is an odd melting pot from across Moghes, with food, music, faith and tradition from nearly everywhere melding together into a culture that is unique to Valkyrie, but an unquestionably Sinta one. &lt;br /&gt;
&lt;br /&gt;
The Unathi of Valkyrie are, to many, a model community - hard workers, diligent in their duties and ambitious in the pursuit of a better life for themselves and their kin. Others, however, resent them for their Hephaestus ties, or how they tend to look down on less well-off groups of Unathi in the Republic. To many of the Unathi living in poverty in [[Mendell City]], or in the depths of the Below, these Valkyrian Unathi are nothing but obedient lapdogs, happy to trade the Hegemon&#039;s boot on their neck for that of Joseph Dorn or Titanius Aeson.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca Hives#K’lax|the K&#039;lax Hive]], owing to its close relationship with the [[Izweski Nation]] and Hephaestus Industries alike, also has a presence on the moon. Many K’laxan Vaurcae consider Valkyrie a significantly better place to live than Mendell City, though quarters are still cramped and planetary regulations are extremely strict on where k’ois is grown. Queen [[Leto, The Seeker|Leto]] has also settled some of her brood’s best xenoarchaeologists on Valkyrie out of a belief that the phoron deposits in Tau Ceti somehow traveled from [[Sedantis I|Sedantis]]. Queen [[Vedhra, Princess of Configurations|Vedhra]], in partnership with Hephaestus, has managed to position some of her own inside government office jobs, as well as general employment in the Exchange Terminal. Queenless Zo&#039;ra, initially disembarking from Titan Prime, have also ekked out a living in the shadows of the streets, and many eventually descend to the lawless criminal underground of the city, lacking other employment prospects.&lt;br /&gt;
&lt;br /&gt;
=== Crime ===&lt;br /&gt;
&lt;br /&gt;
Valkyrie’s status as a hub of interstellar trade means that it is also a hotbed for organized crime and smuggling. Most of the criminal activity on Valkyrie is perpetuated far beneath its surface habitation domes, in abandoned mining tunnels beneath the more livable parts of the city. Slums and shantytowns have begun to be propped up in the “Below”, as residents call the area, and many who are fired from their megacorporate jobs often end up in the lawless depths, where few questions are asked and illicit businesses can make enough money to survive their next day.&lt;br /&gt;
&lt;br /&gt;
For Unathi that struggle to live up to the Hephaestus expectation of the Valkyrian Dream, the Below is often their last resort. Guwan and Gawgaryn that have jumped ship from Moghes tend to find their way to the depths, continuing the criminal activity out of a lack of options. While a few of them may be able to forge a decent life with one of Valkyrie&#039;s organized crime syndicates - most commonly the Jhakal - most eke out a desperate existence working as muscle for one of the many gangs of the Below. Followers of the [[Aut&#039;akh]] faith are not uncommon in the Below, as the desperate Sinta living there are prime targets for recruitment to one of the communes in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
Queenless K’laxan and Zo’rane Vaurcae, along with Tajara, are particularly valuable and common Below owing to their supreme night vision. Warriors are usually drug runners and bodyguards, while Workers synthesize drugs to sell, manage credits, and assist their gyne with delivering messages and establishing relations between other crime cells.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Unathi noble clan known as the [[Unathi_Crime_And_Enforcement#The_Jhakal_Syndicate|Jhakal Syndicate]] has seized a great deal of power on the docks of Valkyrie, taking their cut from smugglers and traders alike, and gradually securing their influence. The Jhakal are one of the more influential criminal organizations of Valkyrie, with well-established ties in both civil and corporate authorities - in large part due to the cunning of their leader, the Lady Islek Jhakal. From the docks of the Exchange Terminal to the depths of the Below, the clan has business in nearly every corner of the moon - and though Valkyrie may be ruled by a council, much of the Below&#039;s population has come to believe that it also has a queen as a result.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
Naturally, the largest port in Tau Ceti primarily makes its money through shipping, handling, and being a safe port for ships passing between [[Sol]], the [[Coalition of Colonies]], and the [[Nralakk Federation]]. [[Orion Express]] has a primary base of operations in the Exchange Terminal, and most of the goods and wares coming through the port will generally be under Orion&#039;s purview. Hephaestus mining and cargo vessels stop in Valkyrie to drop off and process their ore haul, and the rest of the megacorporations usually have a manufacturing facility somewhere on the surface of the planet, being able to quickly assemble their goods and send them elsewhere.&lt;br /&gt;
&lt;br /&gt;
Much of the shipping warehouses of the Exchange Terminal are bordered by hotels, restaurants, and bars designed to cater to the cargo workers who have shipped into port. These facilities usually play host to a variety of workers from different origins, and even if Tau Ceti Basic is unspoken by a visitor, someone with a good understanding of just about any language is usually close at hand. Linguistics and cultural knowledge are a common unifying requirement for career applications across Valkyrie; it is not uncommon for a young, inexperienced person to gain a job simply because they speak another language.&lt;br /&gt;
&lt;br /&gt;
Despite the government of the moon publicly making efforts to clamp down on crime on the surface and in the Below, it is a poorly-kept secret that much of the flow of trade and goods on Valkyrie is assisted greatly by the presence of organized criminal syndicates. Shell companies and tax shelters pop up frequently, with many gangs and syndicates using them to smuggle drugs, launder money, or skirt the regulations on imports. Despite this, the money that enters Valkyrie due to illegal activity is undeniable, and the Valkyrie Security Department has been known to turn a blind eye to larger-scale operations that do not directly harm civilians or disrupt the public peace.&lt;br /&gt;
&lt;br /&gt;
== Major Districts ==&lt;br /&gt;
&#039;&#039;&#039;Valkyrie Exchange Terminal:&#039;&#039;&#039; The Valkyrie Exchange Terminal, colloquially referred to as “the Exter”, is not so much a cargo terminal as it is a small city dug into an equatorial trench spanning a tenth of the moon’s surface. The Terminal contains the largest shipping infrastructure on Valkyrie; everything needed for the transport of goods, from the launch infrastructure, warehouses, and boarding areas are present within the Terminal. In addition, the [[Tau Ceti Armed Forces]] maintains its shipyards within the terminal. The TCAF assists in the operation and enforcement of the Terminal&#039;s Air Traffic Control, which is responsible not only for incoming and outgoing vessels but also for tracking ships and stations within the moon&#039;s orbit with satellites. It serves as the closest thing the planet has to a capital city, with the moon’s government conducting its business from the massive Brynhildr City Dome overlooking the Terminal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Green Zone”:&#039;&#039;&#039; At the northern rim of the Exter is a hydroponics bay, long-overgrown with hardy vines, Biesellite plants, and thousands of crops of mushrooms, potatoes, and other produce suited to grow in a humid zone that has been almost entirely renovated by the efforts of an ever-changing group of Valkyrian gardeners. Originally a botany research bay for the moon’s original colonists, as Valkyrie’s population expanded it became necessary to find a suitable place to grow produce. Surtr base’s original research bay had long been forgotten about, but as a corporate stranglehold began to close around food prices, a group of enterprising botanists explored to find the ruined bay and turn it into something new. Nowadays, the Green Zone is a sprawling, free-for-all community garden, though it is unofficial law to plant something in return if you take. The Green Zone’s accessibility to the Valkyrian community, however, has not precluded it from being used by criminal elements; gangs from the Below use more secluded parts of the Zone to grow reishi, ambrosia, cocaine, and opium, synthesizing them to sell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helios Manufacturing Zone:&#039;&#039;&#039; Located within one of the deepest trenches on Valkyrie, Helios is a megapolis centered around Hephaestus’ primary manufactory within the Republic of Biesel. Although it has had significant growth since its inception following a brief bidding war during the 2320s, its importance was only realized after the discovery of rich quantities of palladium, titanium, and aluminum. As opposed to setting up routes to transport resources outside of Tau Ceti, Hephaestus began building the first of many factories that would refine these metals and ultimately be used to build spacecraft. The Helios Manufacturing Site continued to expand greatly after its unveiling and now encompasses almost a sixth of Valkyrie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyperion Data Nexus:&#039;&#039;&#039; The area in which the Nexus lies, as opposed to the other corporate outposts around Valkyrie, was privately purchased by NanoTrasen after it discovered Phoron in 2418 and was used to start Nanotrasen&#039;s first laboratories for researching the crystal. It was only after the megacorporation achieved dominance on the crystal that the Nexus began expanding across the Valkyrian plains, with the establishment of a shipyard along the ridges marking an end to the plain on which the outpost occupied. Research and development remains a significant component of some laboratories, but a large portion has been replaced by mining or refinery apparatus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mach-Rassvet Research Anchorage:&#039;&#039;&#039; The Mach-Rassvet Research Anchorage is one of the more recent developments located on Valkyrie and was opened in 2445 after a brief auction in which [[Zavodskoi Interstellar]] (previously Necropolis Industries) acquired the rights to the territory. Initially meant to be a genetics research facility, Zavodskoi Interstellar’s retraction from the field of genetics instead prompted the development of a ConTec Facility that primarily focused on positronic research and development manufacturing. Almost two decades after it was founded, the Mach Rassvet Research Anchorage is still producing the majority of the components necessary to construct integrated positronic chassis in Biesel. These assets continue to sustain the income of Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hades:&#039;&#039;&#039; The only named settlement in the “Below”, the network of former mining tunnels underneath Valkyrie, Hades is a sprawling slum consisting of the poorest of Valkyrie, along with the criminal elements who make their operations beneath the relative notice of the Valkyrie Security Department. Made out of old mining facilities and hollowed-out sections in tunnels, Hades’ main claim to fame is its Night Market; a bimonthly occasion where stolen goods from incoming ships, or even legally acquired ones, can be bought and sold for much lower prices than they would on a conventional market. Everything from exotic foods, weapons, the latest Le Soleil Royal fashion, or the newest Confiance watch can be found at the Night Market, and it attracts even law-abiding Valkyrians looking to slum it in a more dangerous locale. Quite famously, the relative start of the Below and the entrance to Hades typically contains one or more homemade signs reading &#039;&#039;ABANDON ALL HOPE, YE WHO ENTER HERE&#039;&#039;. If one is taken down or destroyed for some reason, someone will usually replace it.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33335</id>
		<title>Caprice</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33335"/>
		<updated>2024-06-16T01:43:57Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Upper Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, [[Valkyrie]], and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
&lt;br /&gt;
Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
&lt;br /&gt;
Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
&lt;br /&gt;
The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
&lt;br /&gt;
In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
&lt;br /&gt;
Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
&lt;br /&gt;
[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
&lt;br /&gt;
The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
&lt;br /&gt;
Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
&lt;br /&gt;
While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
&lt;br /&gt;
Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
&lt;br /&gt;
The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
&lt;br /&gt;
As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
&lt;br /&gt;
Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
&lt;br /&gt;
The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
&lt;br /&gt;
The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
&lt;br /&gt;
Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
&lt;br /&gt;
[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
&lt;br /&gt;
Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
&lt;br /&gt;
To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
&lt;br /&gt;
Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
&lt;br /&gt;
In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
&lt;br /&gt;
The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
&lt;br /&gt;
== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of New Sedantis is Maude Dorn, niece of Joseph Dorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of [[Sedantis I#Rux&#039;zkera - Sanguilithum|sanguilithium]] to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
&lt;br /&gt;
The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
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==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
&lt;br /&gt;
The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
&lt;br /&gt;
==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
&lt;br /&gt;
==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
&lt;br /&gt;
==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
&lt;br /&gt;
==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
&lt;br /&gt;
==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
&lt;br /&gt;
==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
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==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of Caprice. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially Queenless and Punished that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
&lt;br /&gt;
==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
&lt;br /&gt;
The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
&lt;br /&gt;
==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
&lt;br /&gt;
==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
&lt;br /&gt;
The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
 &lt;br /&gt;
The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
&lt;br /&gt;
==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
&lt;br /&gt;
The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
&lt;br /&gt;
The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
&lt;br /&gt;
== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
&lt;br /&gt;
After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
&lt;br /&gt;
The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
&lt;br /&gt;
For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
&lt;br /&gt;
In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
&lt;br /&gt;
== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
&lt;br /&gt;
Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
&lt;br /&gt;
In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
&lt;br /&gt;
The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
&lt;br /&gt;
Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
&lt;br /&gt;
== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
&lt;br /&gt;
The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
&lt;br /&gt;
Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
&lt;br /&gt;
On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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		<author><name>Desven</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33334</id>
		<title>Caprice</title>
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		<updated>2024-06-16T01:37:37Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* History */&lt;/p&gt;
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{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, [[Valkyrie]], and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
&lt;br /&gt;
Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
&lt;br /&gt;
Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
&lt;br /&gt;
The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
&lt;br /&gt;
In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
&lt;br /&gt;
Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
&lt;br /&gt;
[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
&lt;br /&gt;
The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
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In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests.&lt;br /&gt;
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== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
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Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
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While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
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Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
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The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
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As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
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The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
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== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
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The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
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Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
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The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
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The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
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Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
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[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
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Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
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=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
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To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
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Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
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Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
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In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
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=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
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Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
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The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
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As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
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== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of New Sedantis is Maude Dorn, niece of Joseph Dorn.&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;
=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of sanguilithium to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
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The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
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The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
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==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
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The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
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The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
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==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
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==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
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==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
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==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
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==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
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==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
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==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
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The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of Caprice. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially Queenless and Punished that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
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==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
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The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
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==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
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==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
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The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
 &lt;br /&gt;
The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
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==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
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==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
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Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
&lt;br /&gt;
The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
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The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
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== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
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After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
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The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
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For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
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In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
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== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
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=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
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Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
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In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
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The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
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The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
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Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
&lt;br /&gt;
== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
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The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
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Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
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Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
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On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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		<author><name>Desven</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33333</id>
		<title>Caprice</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33333"/>
		<updated>2024-06-16T01:35:30Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Alliance Building */&lt;/p&gt;
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{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
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Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, Valkyrie, and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
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Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
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Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
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Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
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The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
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In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
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Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
&lt;br /&gt;
[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
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The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
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In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests. &lt;br /&gt;
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== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
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Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
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While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
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Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
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The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
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As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
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The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
&lt;br /&gt;
Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
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The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
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The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
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Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
&lt;br /&gt;
[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
&lt;br /&gt;
Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
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=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
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To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
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Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
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Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
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In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
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=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
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Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
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The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
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As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
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== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of New Sedantis is Maude Dorn, niece of Joseph Dorn.&lt;br /&gt;
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=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of sanguilithium to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
&lt;br /&gt;
The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
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==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
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==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
&lt;br /&gt;
The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
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==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
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==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
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==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
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==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
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==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
&lt;br /&gt;
==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
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==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of Caprice. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially Queenless and Punished that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
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==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
&lt;br /&gt;
The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
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==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
&lt;br /&gt;
==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
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The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
 &lt;br /&gt;
The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
&lt;br /&gt;
==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
&lt;br /&gt;
The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
&lt;br /&gt;
The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
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== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
&lt;br /&gt;
After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
&lt;br /&gt;
The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
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For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
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In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
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== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
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=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
&lt;br /&gt;
Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
&lt;br /&gt;
In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
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The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
&lt;br /&gt;
The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
&lt;br /&gt;
Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
&lt;br /&gt;
== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
&lt;br /&gt;
The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
&lt;br /&gt;
Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
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On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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		<title>Caprice</title>
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{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, Valkyrie, and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
&lt;br /&gt;
Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
&lt;br /&gt;
Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
&lt;br /&gt;
The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
&lt;br /&gt;
In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
&lt;br /&gt;
Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
&lt;br /&gt;
[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
&lt;br /&gt;
The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests. &lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
&lt;br /&gt;
Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
&lt;br /&gt;
While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
&lt;br /&gt;
Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
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The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
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As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
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The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
&lt;br /&gt;
Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
&lt;br /&gt;
The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
&lt;br /&gt;
The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
&lt;br /&gt;
Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
&lt;br /&gt;
[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
&lt;br /&gt;
Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
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To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
&lt;br /&gt;
Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
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Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
&lt;br /&gt;
In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
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The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
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As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
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== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of New Sedantis is Maude Dorn, niece of Joseph Dorn.&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;
=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of sanguilithium to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
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The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
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==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
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The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
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The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
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==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
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==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
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==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
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==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
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==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
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==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
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==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of Caprice. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially Queenless and Punished that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
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==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
&lt;br /&gt;
The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
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==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
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==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
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The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
 &lt;br /&gt;
The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available here.&lt;br /&gt;
&lt;br /&gt;
==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
&lt;br /&gt;
The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
&lt;br /&gt;
The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
&lt;br /&gt;
== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
&lt;br /&gt;
After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
&lt;br /&gt;
The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
&lt;br /&gt;
For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
&lt;br /&gt;
In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
&lt;br /&gt;
== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
&lt;br /&gt;
Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
&lt;br /&gt;
In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
&lt;br /&gt;
The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
&lt;br /&gt;
Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
&lt;br /&gt;
== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
&lt;br /&gt;
The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
&lt;br /&gt;
Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
&lt;br /&gt;
On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Human 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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=33330</id>
		<title>Tau Ceti</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti&amp;diff=33330"/>
		<updated>2024-06-16T01:23:57Z</updated>

		<summary type="html">&lt;p&gt;Desven: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti&#039;&#039;&#039; is a star system in the constellation of Cetus, located only twelve light years from [[Sol]]. It is the home system of the [[Republic of Biesel]], which became independent from the [[Sol Alliance]] in 2452. A non-insignificant reason Tau Ceti became independent from and continues to remain independent from the Alliance is the influence of the [[Megacorporations|megacorporation]] [[NanoTrasen]], and the other corporations that make up the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
Tau Ceti was first settled in 2147, after a colony ship touched down on the planet [[Biesel]]. From there, a base on the moon of [[Valkyrie]] was established, and significant colonization efforts also went underway on the planet of [[New Gibson]]. In the modern day, it is one of the richest systems and the centre of trade in the [[Orion Spur]], partially due to its former phoron resources in the Romanovich Cloud. Even after these phoron deposits have begun to dry up, Tau Ceti&#039;s advantageous position at the heart of civilized space means trade flows through it like no other nation.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Planets and Major Bodies==&lt;br /&gt;
=== [[Caprice]] (Tau Ceti I) ===&lt;br /&gt;
[[File:Caprice2.png|thumb|left|A map of the planet Caprice and its largest settlements.]]&lt;br /&gt;
From the surface, Caprice is a scorching-hot volcanic planet in Tau Ceti. It is dotted with small research outposts and jagged artificial ravines, not unlike the innumerable near-identical mining colonies spread throughout the Spur. This surface appearance has, since the arrival of the [[Zo&#039;ra in the Republic of Biesel|Zo&#039;ra Hive]] upon it a short decade ago, become deceptive and now hides Caprice&#039;s true nature. &lt;br /&gt;
Anyone who dares to peel back and look beneath the folds of crust and bedrock finds not empty caverns and pits of magma but instead an immense subterranean metropolis of stone, steel, and flesh. Its Vaurcaesian design harkens back to the golden age of the Zo&#039;rane Empire over Sedantis. &lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra, under [[Vaur, The Liminal Queen|High Queen Vaur]] and [[Zoleth, The Herald of Scars|Queen Zoleth]], have labored endlessly to turn what was only a short time ago an inhospitable wasteland into a true seat of not just her power but the new home of the Court of Queens to represent Vaurca across the Spur. It is from the newly ordained capital and seat of her throne, New Sedantis, that this mighty project began, but it certainly has not stopped there. Tunnels stretch all the way to the equally mighty Zo&#039;rane fortress of Dis and even further beyond, deep towards the core. If the High Queen has her way, this construction has no plans to slow down anytime soon, phoron crisis or not. &lt;br /&gt;
&lt;br /&gt;
=== Luthien (Tau Ceti II) ===&lt;br /&gt;
[[File:luthien.jpg|thumb|245px|One of the numerous research outposts around the Luthien northern sea.]]&lt;br /&gt;
Luthien is a desert planet with a thin, unbreathable atmosphere of primarily nitrogen, and is not so much a colony as it is a factory. It is primarily home to Vaurcae from the brood of [[Xakt, Queen of Corpses]], with most Workers being Bound Vaurcae. Some Unbound Vaurcae reside within the small settlements of human scientists and other interested parties that live upon the surface of the planet.&lt;br /&gt;
&lt;br /&gt;
Luthien is the site of many testing and research facilities, such as those dedicated to weapons testing, or the development of flora and fauna that are able to adapt to extreme environments. Notably, k&#039;ois is grown in select areas on the surface, far from the human-inhabited poles. Many areas of the desert planet can now be distinguished by their uncanny yellow sheen as the fungus grows just barely in control, twisting through and even under the dunes. While bouts of mycosis are uncommon, several high-profile incidents have led to some strife with the human populace and medical presence being on constant standby.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some research teams have found cooperation to be of value with the Zo&#039;ra, allowing them to work in their laboratories scattered throughout the planet. Non-Vaurcae find that the Unbound can be relied on to keep secrets, and are invaluable for their VR and general scientific ability. The Au&#039;takh of the [[Aut&#039;akh#The_Luthien_Pact,_&amp;quot;the_Pacters&amp;quot;|Luthien Pact]] also work closely with the megacorporations, granting them a better quality of life than many of their kin elsewhere in the Republic - though at the cost of their prized freedom.&lt;br /&gt;
&lt;br /&gt;
=== [[Biesel]] (Tau Ceti III) ===&lt;br /&gt;
[[File:biesel3.jpg|thumb|left|245px|The cityscape of Mendell City, displaying Biesel&#039;s high level of urban development.]]&lt;br /&gt;
The third closest planet to Tau Ceti&#039;s star, Biesel is an Earth-like planet that benefits from a temperate climate and breathable atmosphere. Water represents 56% of the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Biesel is the central population hub for Tau Ceti, with many large cities and urban development. Environmental pollution remains low due to cities on the planet subsisting on renewable energy (such as nuclear fusion), sustainable resource development, and extensive green spaces. The landmass of the planet itself is split into three massive continents, Astraeus, Selene and Eos; each hosting a multitude of cities and a continental capital. The planetary capital of Biesel is [[Mendell City]], a megalopolis on the southern coast of the northern continent of Astraeus; of which it is also the continental capital. In orbit around Biesel are many multipurpose space stations, including orbital defence platforms and shipyards.&lt;br /&gt;
&lt;br /&gt;
In a high orbit around the planet is [[NanoTrasen|NanoTrasen&#039;s]] Tau Ceti Branch Central Command Platform, the NTCC [[Odin]], where shuttles depart from and return to as they move personnel between the various NanoTrasen installations around Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
Biesel is primarily a financial and agricultural centre, with most of its citizens working in its service industry or commuting to New Gibson. Biesel also possesses significant industrial facilities, primarily centred on the mineral-rich Eos. Tourism is also a major source of income, with visitors being drawn to Biesel&#039;s sprawling shopping centres and national parks alike.&lt;br /&gt;
&lt;br /&gt;
====[[Valkyrie]]====&lt;br /&gt;
&lt;br /&gt;
The moon of Biesel, the Commonwealth of Valkyrie is a member-state of the Republic that contributes strongly to its economy through its status as a major shipping and trade port. Goods from all over the Spur, legal and illegal, can be found in the twisting streets of Valkyrie, and it acts as a layover for many tourist vessels and trade ships moving across the galaxy. &lt;br /&gt;
&lt;br /&gt;
=== [[New Gibson]] (Tau Ceti IV) ===&lt;br /&gt;
[[File:newgibson.jpg|thumb|245px|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
An ice world just outside the outer edge of the habitable zone, New Gibson is the industrial powerhouse of Tau Ceti. As the atmosphere on New Gibson is too thin to support life, all of its population lives under biodomes.&lt;br /&gt;
&lt;br /&gt;
The planet is a prime location for industrial development, since minimal terraforming is required, and populations of workers can be sustained in biodomes scattered across the barren landscape. Any activity on the planet&#039;s surface requires EVA equipment, but due to its high level of industrial development, the planet is the largest producer of consumer appliances, ship components, space station modules, and other manufactured goods in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of New Gibson is the [[Arcology|Hengsha Arcology]], or simply Hengsha, a self-contained complex mimicking the landscape of Biesel, complete with parks, waterfalls and wildlife. While New Gibson has a complex dedicated to virtually all industries, its major players are shipbuilding and wide-ranging manufacturing adjacent to its titanic planetary mines. In the cavernous pitfalls and valleys of New Gibson resides both its thriving mining economy and its greatest dangers. &lt;br /&gt;
&lt;br /&gt;
=== Reade (Tau Ceti V) ===&lt;br /&gt;
&lt;br /&gt;
Originally assumed to be a nondescript planet to 21st century astronomers, Reade defied expectations when early explorers found it to actually be a modestly sized gas giant. Its atmospheric composition mostly consists of hydrogen and helium, with heavier elements near the core. It takes 98 years for Reade to complete an orbit around the star, and has a few asteroid-sized moons.&lt;br /&gt;
&lt;br /&gt;
Reade is most noteworthy for being the home of &#039;&#039;&#039;Anemostrovilos&#039;&#039;&#039;, a massive reinforced blimp holding a platform with a radius of 19 kilometers. The bio-dome city of Anemostrovilos is built on top of this platform, and a massive anchor keeps the entire structure steady as it floats in Reade&#039;s upper atmosphere. Its local economy is a mix of harvesting the gasses from Reade, as well as serving students of the  [[Human Educational Institutions#Anemostrovilos College of Pioneers|Anemostrovilos College of Pioneers]]. Reade remains a popular spot for tourism in Tau Ceti because it offers unparalleled views of the swirling gas giant beneath their feet. Unfortunately, the colony is buffeted by intense storms every few years due to its rotations around the gas giant, and periodically faces traffic shut-downs for up to 3 days at a time at least once a year.&lt;br /&gt;
&lt;br /&gt;
This is the farthest point of typical civilian travel, and is the farthest extent of regular patrols by the [[Tau Ceti Armed Forces]] and NanoTrasen Emergency Response Team. Beyond Reade&#039;s orbit pirate activity enjoys a massive spike and many unwary ships that meander too far beyond the gas giant can suffer from a pirate ship eager to extort the passengers for safe travel back to civilized society.&lt;br /&gt;
&lt;br /&gt;
=== Chandras (Tau Ceti VI) ===&lt;br /&gt;
Chandras is an icy body in a distant orbit of Tau Ceti. Although its surface contains lakes of liquid nitrogen, it is entirely metal-deficient, and possessing no infrastructures to speak of, is uninhabited and of low interest for the system.&lt;br /&gt;
&lt;br /&gt;
=== The Dust Belt ===&lt;br /&gt;
Past Chandras, the Dust Belt is a thick ring of debris encircling Tau Ceti&#039;s solar plane and enclosing its inner planets. Debris varies in size ranging from microscopic dust particles to large asteroids the size of small moons. Contrary to popular belief, travel through the Dust Belt does not pose a major risk to spaceships, although the danger of rogue asteroids has discouraged mining operations from setting up in the area.&lt;br /&gt;
[[File:4.jpg|thumb|245px|A NanoTrasen probe surveys an asteroid of the Romanovich Cloud, in search of Phoron deposits.]]&lt;br /&gt;
=== Dumas (Tau Ceti VII) ===&lt;br /&gt;
Dumas is an extremely small rocky body that orbits within the far reaches of Tau Ceti - obscured almost entirely by the dust belt, one of its defining features is an almost complete lack of light, resulting in temperatures nearing absolute zero. It is rumored that smugglers may be using stations in orbit of Dumas to move goods in and out of the Tau Ceti system.&lt;br /&gt;
&lt;br /&gt;
=== The Romanovich Cloud ===&lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a shell of icy, rocky and metallic bodies that orbit very distant Tau Ceti, past even the Dust Belt. Rich in deposits of precious and semi-precious metals as well as radioactive elements, the Romanovich Cloud is the source of nearly all the raw materials used within Tau Ceti, as well as housing the largest density of space carp nests in the galaxy.&lt;br /&gt;
&lt;br /&gt;
The cloud is also one of the few sources of [[Bluespace#Phoron|Phoron]], a volatile but highly sought-after compound, known for its uses in the biomedical and energy industries. Most of the sources of Phoron within the Romanovich Cloud are under the control of [[NanoTrasen]], which has consequently established many high-tech research facilities in the area in the past few years.&lt;br /&gt;
&lt;br /&gt;
==== Notable Locations ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NSS Aurora:&#039;&#039;&#039; founded in 2459 by NanoTrasen, the NSS Aurora is a station built to replace its eponymous predecessor. Situated in a phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Romanovich Casino:&#039;&#039;&#039; opened in 2462, the Grand Romanovich is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=33329</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=33329"/>
		<updated>2024-06-16T01:20:45Z</updated>

		<summary type="html">&lt;p&gt;Desven: &lt;/p&gt;
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&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: 100%; background-color:#000080&amp;quot; | [[Template:Navbox Human Lore|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Lore&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#fff&amp;quot; colspan=&amp;quot;2&amp;quot;| General&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Interstellar Relations]] · [[Notable Humans]] · [[Timeline| Timeline of Humanity]] · [[Offworlder Humans]] · [[Human Wildlands]] · [[Human Piracy]] · [[Human Entertainment Media]] · [[Human Social Media]] · [[Human Ideologies and Governments]] · [[Human Educational Institutions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Biesel]] · [[Valkyrie]] · [[New Gibson]] · [[Caprice]] · [[Mictlan]]  · [[Port Antillia]]  · [[Odin]] · [[Corporate Reconstruction Zone]] · [[Tau Ceti Armed Forces]] · [[Biesellite Security and Law]] · [[Biesellite Culture and Society]] · [[The Trasens]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Sol Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[Callisto]] · [[Europa]] · [[Pluto]] · [[New Hai Phong]] · [[Silversun]] · [[San Colette]] · [[Visegrad]] · [[Solarian Reconstruction Mandates]] · [[Sol Alliance History]] · [[Solarian Armed Forces]] · [[Solarian Security and Law]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Keeser Royal Family]] · [[Moroz]] · [[Fisanduh]] · [[Lyod|The Lyod]] · [[Novi Jadran]] · [[Sun Reach]] · [[Dominian Culture]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Dominian Imperial Military]] · [[Council of Imperial Governors]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | [[Eridani I]] · [[Eridani Federation Military]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Persepolis]] · [[Damascus II]] · [[Medina]] · [[Aemaq]] · [[New Suez]] · [[Elyra Military]] · [[Elyran Government and Politics]] · [[Elyran Culture, Law, and Society]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[Federal Technocracy of Galatea|Galatea]] · [[Vysoka]] · [[Stolitism]] · [[Scarabs]] · [[Gadpathur]] · [[Assunzione]] · [[Luceism]] · [[Burzsia]]  · [[Konyang]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Humanity]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Vaurca_Lore&amp;diff=33328</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=33328"/>
		<updated>2024-06-16T01:19:58Z</updated>

		<summary type="html">&lt;p&gt;Desven: &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]] · [[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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33327</id>
		<title>Caprice</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Caprice&amp;diff=33327"/>
		<updated>2024-06-16T01:19:26Z</updated>

		<summary type="html">&lt;p&gt;Desven: Created page with &amp;quot;{{Navbox Lore}} {{Navbox Human Lore}} {{Navbox Vaurca Lore}} {{Infobox Planet |Name = The Governorate of Caprice |System = Tau Ceti |Image = Caprice_planet.png |Sector = Tau Ceti |Capital = New Sedantis |Species = Vaurcae, IPCs, Dionae |Languages = Hivenet, Tau Ceti Basic |Demonyms = Caprician |Nation = Republic of Biesel }}  Caprice, officially the &amp;#039;&amp;#039;&amp;#039;Governorate of Caprice&amp;#039;&amp;#039;&amp;#039;, is a scorching-hot, volcanic planet in Tau...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = The Governorate of Caprice&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Caprice_planet.png&lt;br /&gt;
|Sector = [[Tau Ceti]]&lt;br /&gt;
|Capital = New Sedantis&lt;br /&gt;
|Species = [[Vaurca|Vaurcae]], [[IPC|IPCs]], [[Dionae]]&lt;br /&gt;
|Languages = [[Languages|Hivenet, Tau Ceti Basic]]&lt;br /&gt;
|Demonyms = Caprician&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Caprice, officially the &#039;&#039;&#039;Governorate of Caprice&#039;&#039;&#039;, is a scorching-hot, volcanic planet in [[Tau Ceti]] that serves as the de facto capital of the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]] in the [[Orion Spur]]. Its status within the &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;—who own and govern the planet—is an ongoing cause of much political debate. At the heart of Caprice lies &#039;&#039;&#039;New Sedantis&#039;&#039;&#039;, the planet&#039;s most important city, serving as a nexus of political intrigue and cultural dynamism. In recent years, New Sedantis has experienced a significant surge in growth, especially following the establishment of the [[Vaurca Organizations#Court of Queens|Court of Queens]]—an enduring political assembly tasked with overseeing inter-Hive affairs.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
After the establishment of the Biesel colony in 2147, planets within the Tau Ceti star system were scouted for potential additional colonies. Despite the diligent efforts of Biesel colonizers throughout the 2100s, only the planet&#039;s moon, Valkyrie, and the neighboring [[New Gibson]] proved suitable for permanent settlements. Other planets within the system have hosted temporary scientific outposts over the centuries, with intensified efforts following the Republic of Biesel&#039;s independence from the [[Sol Alliance]] in 2452.&lt;br /&gt;
&lt;br /&gt;
Caprice, the first planet in the system, was largely neglected by human surveyors who deemed it too inhospitable. The sole attempt to establish a scientific outpost on Caprice was short-lived, lasting only three months in 2430. In 2453, the fledgling Republic of Biesel intended to mount a second manned mission to study the planet. Nevertheless, this mission never came to fruition.&lt;br /&gt;
&lt;br /&gt;
Following the [[Vaurca History#The First Contact With Humanity|Vaurca&#039;s first contact with humanity]] in 2456, the Republic of Biesel received the Zo&#039;ra Hive as refugees. Nonetheless, some human authorities feared a potential Vaurca invasion or uprising, especially from the [[Zoleth, The Herald of Scars|Zoleth brood]], renowned for their warrior prowess within the Zo&#039;ra Hive. Given Biesel&#039;s lack of its own military force, Zoleth and her underlings were perceived as a significant threat. For this reason, the brood was resettled on the inhospitable planet Caprice, with the hope that the harsh conditions would discourage them from establishing a permanent presence within the system.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Biesellite authorities, the environmental conditions on Caprice bore some resemblance to those of [[Sedantis I|Sedantis]], the Vaurca&#039;s home planet. Moreover, humans remained unaware of the intricate cave systems beneath Caprice&#039;s surface—systems that the Vaurcae were adept at navigating and utilizing for construction purposes. Queen Zoleth envisioned establishing a sizable colony of stone, flesh, and steel deep underground, a feat impossible for the other broods to accomplish in their designated regions.&lt;br /&gt;
&lt;br /&gt;
The earliest attempts of a Caprician colony started in 2457, with the construction of Dis and Jas&#039;fiik. Serious construction efforts began in 2459. Initially, the project was exclusive to the Zoleth brood. However, [[Vaur, The Liminal Queen|High Queen Vaur&#039;s]] recognition of Caprice&#039;s potential for a permanent colony led to the involvement of all Zo&#039;rane broods by 2460. While this cooperation was not illegal, it was discouraged by the Republic of Biesel, which had strategically separated most broods. Consequently, most of Caprice&#039;s construction was conducted in secrecy, with many materials smuggled onto the planet.&lt;br /&gt;
&lt;br /&gt;
In 2461, the construction of Caprice was no longer a secret. To address the centralization of Vaurcae on Caprice and better manage the expanding colony, the Congress of Biesel redefined the planet&#039;s status. Caprice was declared a &amp;quot;natural extension&amp;quot; of the territory granted by the Republic of Biesel and designated an overseas province of the Biesel planet. This bestowed upon Caprice the special status of a governorate, with &#039;&#039;&#039;Sarah Loveridge&#039;&#039;&#039; appointed as governor-general by Congress rather than through democratic elections.&lt;br /&gt;
&lt;br /&gt;
Despite efforts to hinder Vaurca colonization, the project continued, primarily focusing on constructing a lavish capital city, New Sedantis. The newly appointed Caprice administration was powerless to intervene due to the planet&#039;s inhospitable conditions for humans. In an unexpected turn of events, the governor-general of Caprice sought assistance from the Zo&#039;ra Hive to construct habitable chambers for herself and her team. Sarah Loveridge was unable to establish her offices in Caprice until late 2462, when the construction of the New Sedantis was almost complete.&lt;br /&gt;
&lt;br /&gt;
[[Notable Humans#President Joseph Dorn|President Joseph Dorn]] vetoed two bills that aimed to increase the powers of the Governorate of Caprice. Despite this, Dorn demonstrated strong support for the Zo&#039;rane presence on Caprice by easing restrictions on Vaurca movement within the Tau Ceti system and facilitating the import of construction materials. He also authorized the relocation of the Titan Prime, the Zo&#039;rane Hiveship, from [[Valkyrie]] to Caprice before the official  inauguration of the colony.&lt;br /&gt;
&lt;br /&gt;
The inauguration of New Sedantis, the capital of Caprice, occurred in late 2463. While officially marking the establishment of the Governorate of Caprice&#039;s administration, the event was largely overshadowed by the Zo&#039;ra presence, with many media outlets referring to it as the new &amp;quot;Zo&#039;rane capital.&amp;quot; The establishment of the Vaurcaesian Court of Queens shortly after further challenged the Governorate&#039;s authority, with some critics viewing it as a parallel government. However, the Vaurca Queens maintain that it serves as a civilian assembly.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Governorate of Caprice has struggled to maintain its footing. With a mostly Vaurca population and support from the executive branch, the colony&#039;s administration has had to heavily rely on Congress to further its interests. &lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:Caprice2.png|thumb|A surface map of the planet Caprice.]]&lt;br /&gt;
Caprice is characterized by extreme surface conditions, with an average temperature of 340 degrees Celsius and widespread volcanic activity. The surface is largely devoid of infrastructure and dominated by numerous lava lakes. Due to these harsh conditions, all settlements on Caprice are located underground.&lt;br /&gt;
&lt;br /&gt;
Caprice possesses extensive cave systems formed by volcanic activity. These were used by the Zo&#039;ra Hive for construction and to connect major settlements. The tunnels provide a more habitable environment with an average temperature of 22 degrees Celsius. While oxygen naturally flows into the caves, settlements like New Sedantis employ atmospheric systems to ensure a consistent supply for humans living or visiting the colony.&lt;br /&gt;
&lt;br /&gt;
While Caprice experiences significant seismic activity, Vaurcae are well-equipped to handle such conditions. This is mostly due to their experience on Sedantis and their use of their trademark alloy, [[Sedantis I#Environment|quakesteel]], in construction. Compared to Sedantis, Caprice is considered seismically calmer, with less frequent cave-ins and a lower risk of flooding due to the scarcity of subterranean lakes. Additionally, the Vaurca&#039;s expertise in managing volcanic activity allows them to mitigate any potential threats posed by lava flows.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Despite the challenging conditions on the planet&#039;s surface, both the Zo&#039;ra Hive and the Governorate of Caprice have strived to transform the young colony into an attractive destination for tourists, investors, and workers. The success of these efforts has varied, with some ventures proving more vital to the planet&#039;s development than others.&lt;br /&gt;
&lt;br /&gt;
Since 2456, Caprice has undergone extensive mining and transformation underground. Initially, mining operations were necessary to create space and construct underground settlements. Today, mining remains one of Caprice&#039;s leading industries. In 2464, the Governorate of Caprice granted the [[Stellar Corporate Conglomerate]] exclusive mining rights on Caprice, thereby requiring all Zo&#039;rane operations to be conducted under SCC supervision. Although the Zo&#039;ra Hive has attempted to turn this arrangement to its advantage by securing a share of the profits, the decision has predominantly benefited the Governorate. Despite the significance of Caprice&#039;s mining industry, it does not compare to the scale of the K&#039;lax mining operations on [[Tret]].&lt;br /&gt;
&lt;br /&gt;
The capital city of Caprice, New Sedantis, has developed into a multicultural and political hub, primarily catering to human visitors and diplomats. This evolution has also transformed New Sedantis into a tourist destination, featuring attractions such as museums, traditional spas, and other Vaurca facilities adapted for human enjoyment. Caprice boasts a thriving hospitality industry. While New Sedantis is renowned for its unique hotels and thermal baths, the city of Jas&#039;fik has gained a reputation as a casino city, where gambling is widespread. These businesses are operated by the Zo&#039;ra Hive. Despite the Governorate of Caprice&#039;s efforts to regulate these industries, tax breaks remain in place.&lt;br /&gt;
&lt;br /&gt;
As the headquarters for the [[Ve&#039;katak Phalanx]], Caprice has become renowned for its security industry. Although most of its private military contractors operate outside of Caprice, New Sedantis is the center for risk management operations. The Ve&#039;katak Phalanx has two primary clients—the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]—which actively seek its services for risk and opportunity management executive seminars, as well as logistics for internal audits.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice has recognized risk management as a crucial industry, leading to the establishment of the &#039;&#039;&#039;Biesellite Bureau of Standards&#039;&#039;&#039; (BBS) in the city of As&#039;dak&#039;ii. The BBS aims to address the need for industry standards following the Solarian collapse, particularly ensuring consistent quality across the various industries operated by the Stellar Corporate Conglomerate. This comprehensive evaluation of quality standards involves extensive research across many fields, ensuring product consistency throughout the Orion Spur. The Biesellite Bureau of Standards is unique in that, while it was established by the Governorate of Caprice, it operates with minimal public funding and is primarily privately owned, with the Stellar Corporate Conglomerate serving as its largest shareholder.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Republic of Biesel declared its independence from the Sol Alliance in 2452, claiming the entire Tau Ceti system as its territory in its constitution. In 2461, concerns about an organized Vaurca colony arose within the Biesellite Congress, particularly after the establishment of the military base on Dis. Consequently, Congress incorporated Caprice into its constitutional framework, establishing it as the Governorate of Caprice.&lt;br /&gt;
&lt;br /&gt;
The Governorate of Caprice is a special-status colony within the Republic of Biesel. Unlike other planetary members, Caprice lacks autonomy and is directly supervised by the Republic, designated as an &amp;quot;overseas province&amp;quot; of the planet Biesel. The Governorate is led by a governor-general, an appointed position not subject to democratic election.&lt;br /&gt;
&lt;br /&gt;
Since its establishment, the Governorate of Caprice has been embroiled in several controversies. Due to its rushed organization, the powers of the Governorate are limited, primarily serving to counteract the political influence of the Zo&#039;ra Hive over the territory. Congress has proposed several bills, including attempts to disenfranchise citizens of Caprice, all of which have been vetoed by President Joseph Dorn.&lt;br /&gt;
&lt;br /&gt;
The Governorate is composed of a governor-general and fifteen council members, all appointed by the governor-general. In 2465, a legal amendment allowed the inclusion of a Zo&#039;rane liaison in addition to the fifteen council members and transferred the authority to appoint the governor-general from Congress to the President of Biesel. The governor-general has no term limits but is typically expected to change with each new administration of Biesel. The current governor-general of Caprice is Sarah Loveridge.&lt;br /&gt;
&lt;br /&gt;
The governor-general also has the faculty to elect a mayor for each of the incorporated places. The Governorate&#039;s council can veto the governor-general&#039;s choice, but otherwise they cannot suggest names of their own. Currently, only two large settlements are incorporated: New Sedantis and Jas&#039;fiik. As with the governor-general, the mayors of Caprice have no term limits. &lt;br /&gt;
&lt;br /&gt;
Despite the best efforts made by the Governorate of Caprice, Zo&#039;rane influence remains significant. The Court of Queens, which presents itself as a civil society organization, wields substantial power over the planet&#039;s politics, corporations such as the Ve&#039;katak Phalanx, and even other Vaurca Hives. Critics have described it as a parallel government or a coupist movement. The Court of Queens has endeavored to maintain the delicate balance of power in Caprice, cognizant that any increase in the Governorate&#039;s authority could potentially curtail their own influence.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
Caprice is predominantly inhabited by Vaurcae, especially those from the Zo&#039;ra Hive. Vaurcae from other Hives residing in Caprice are either specialists and extremely rare, or they are part of the embassies sent by the K&#039;lax and C&#039;thur Hives. It is estimated that the majority of Zo&#039;rane hive-cells, except those of the [[Xakt, Queen of Corpses|Xakt]] and [[Athvur, The New Goddess|Athvur]] broods, now primarily reside in Caprice.&lt;br /&gt;
&lt;br /&gt;
[[Queenless]] Vaurcae are prohibited from residing in Caprice, a policy promoted by the Court of Queens rather than enforced by the Governorate. The Queenless or Punished who visit Caprice for bureaucratic reasons are closely supervised. Additionally, the Zo&#039;ra Hive established methods to suppress Queenless settlements. Advanced bioforms, designed to detect the scent of the Queenless, are stationed throughout the residential areas of New Sedantis to prevent their entry.&lt;br /&gt;
&lt;br /&gt;
Other species, particularly human members of the Ve&#039;katak Phalanx, may reside on Caprice. The Court of Queens actively promotes Caprice during training periods, sometimes even mandating travel to the planet for Phalanx members. This strategy has been moderately effective, with some Phalanx members now living in Caprice year-round.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Caprice ===&lt;br /&gt;
Another significant and growing demographic on Caprice is the IPCs. In response to the dominant presence of the Zo&#039;ra Hive, the Governorate of Caprice has sought to diversify the population. Although the Zo&#039;ra Hive has made efforts to render the cities of New Sedantis and Jas&#039;fiik hospitable to human populations, they have not been successful in attracting permanent human residents. Furthermore, seismic activity outside designated safe areas continues to pose a substantial hazard.&lt;br /&gt;
&lt;br /&gt;
To address these challenges, the Governorate has initiated the &#039;&#039;&#039;Synthetic Colonization Program&#039;&#039;&#039; to attract IPCs to the planet, particularly focusing on the city of As&#039;dak&#039;ii. IPCs in As&#039;dak&#039;ii are generally employed by the Biesellite Bureau of Standards, holding positions that range from manufacturers to researchers and foremen. While the program is open to all free synthetics, it is predominantly utilized by Biesellite free IPCs, especially those struggling to find employment elsewhere.&lt;br /&gt;
&lt;br /&gt;
Many free IPCs relocating to Caprice have been granted parcels of land in their name. However, the desirability of these plots varies considerably. Some IPCs have successfully established homes, while many others have been assigned land in undeveloped and inaccessible regions. Despite these challenges, numerous IPCs remain optimistic, working on the planet with the hope of eventually developing and accessing their allotted land.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent colonization of their territory, the Vaurca do not harbor any animosity towards the IPC population. Surprisingly, Vaurcae have extended a gesture of inclusivity by offering IPCs representation in the Assembly of Residents—an organization functioning similarly to a city council but operated by the Court of Queens. The Governorate has attempted to establish offices for local affairs in Caprice, but legislative progress has lagged, resulting in the Vaurcae continuing to operate in a legal gray area. Despite efforts by both the Governorate and the Zo&#039;ra Hive to influence the IPC population, most synthetics remain in areas with few Vaurcae. For example, only a small number of IPCs reside in New Sedantis.&lt;br /&gt;
&lt;br /&gt;
In addition to the economic opportunities, some IPCs appreciate living in Caprice because it allows them to live freely with minimal human interaction, fostering a unique community. IPCs in Caprice benefit from the Vaurcae&#039;s more relaxed attitude towards synthetics, with most residents considering them as equals. Although this development was likely unanticipated by the Governorate of Caprice, the local government has recognized and embraced this perspective, promoting the planet to other IPCs with the slogan: &amp;quot;Let your gears loose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Dionae on Caprice ===&lt;br /&gt;
The Dionae constitute a notable minority within the population of Caprice, primarily originating from the [[Vaurcae &amp;amp; Dionae#Pests of Titan Prime|Titan Prime cluster]]. Their former site, Gii&#039;x&#039;ic, within Titan Prime has been repurposed as a museum following the decommissioning of the ship. Despite this, some Dionae continue to be part of the exhibit. Most Dionae who previously resided in Gii&#039;x&#039;ic have relocated to As&#039;dak&#039;ii, a city promised by the Zo&#039;ra as a new home to be co-managed by both species. This transition is intended to symbolize a fresh start and an expanded relationship between the Dionae of Titan Prime and the Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
Currently, the Dionae from the Titan Prime strain are primarily focused on the development of As&#039;dak&#039;ii, including its construction, logistics, and public infrastructure management. With the Zo&#039;ra shifting their focus away from As&#039;dak&#039;ii, the Dionae living there now collaborate with the recently arrived IPCs who also consider Caprice their home. Dionae have played a crucial role in the establishment of the Biesellite Bureau of Standards, where they predominantly serve as engineers, ensuring the consistency of reference materials from steel to advanced alloys.&lt;br /&gt;
&lt;br /&gt;
The quality of life for Dionae in Caprice is relatively satisfactory. Given that many of these Dionae were actively hunted by Vaurcae patrols during the Exodus, the moderate stability and peace of living in As&#039;dak&#039;ii are seen as a significant improvement. However, when compared to other clusters across the Spur, the conditions for Dionae in Caprice are not the most favorable. They are primarily constrained by As&#039;dak&#039;ii&#039;s inadequate infrastructure and limited career opportunities compared to other clusters in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
As Dionae cannot learn from Vaurca blood and cannot draw blood from IPCs, Caprician gestalts are mostly used to learn by mimicry and deep observation. This trait is usually carried around when the Dionae are far away. To them, drawing blood for memories is mostly a foreign concept.&lt;br /&gt;
&lt;br /&gt;
== New Sedantis ==&lt;br /&gt;
New Sedantis is the capital and most significant city of Caprice. Widely regarded as synonymous with Hive power in the Orion Spur, it serves as a political nexus and a major point of contention between the Governorate and the Court of Queens. The city is constructed following the Hivehold urban philosophy of ancient Sedantis, resulting in a structure that extends beyond a single city into multiple districts clustered together. Despite this expansive layout, New Sedantis can be broadly divided into two areas: the upper area, frequented by tourists and diplomats, and the lower area, which consists mainly of residential zones. The current mayor of Caprice is Maude Dorn, niece of Joseph Dorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Upper Area ===&lt;br /&gt;
The Upper Area of New Sedantis is widely regarded as the vibrant core of Caprice. It is widely considered as a civic center, primarily designed to captivate tourists and diplomats. The space harmoniously blends contemporary aesthetics with elements of traditional Vaurca architecture. This district is distinguished by its immaculate appearance, a result of the Zo&#039;ra Hive&#039;s extensive efforts to conceal any technological aspects that might be unsettling to humans, such as their use of sanguilithium to connect their biotechnology. Additionally, the Upper Area of Caprice is equipped with advanced air filtration systems, ensuring that human inhabitants can breathe comfortably without the need for specialized equipment.&lt;br /&gt;
&lt;br /&gt;
The following is a list of some of the most notable locations in the Upper Area of New Sedantis. Besides the mentioned areas, the Upper Area of Sedantis is also notable for its spas, workshops in traditional Vaurca culture, museums, as well as high-end restaurants for human visitors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Court of Queens&#039; Chambers ====&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Organizations#Court of Queens|Court of Queens]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chambers of the Court of Queens in New Sedantis are the most notable landmark of the Upper Area and the planet as a whole. The building is modeled after the traditional chambers of the ancient Court of Queens in the [[Sedantis I|Xtykt&#039;lotec Rift|Xtykt&#039;lotec Rift]], incorporating motifs of neoclassical architecture. The chambers were partially built with the marble and quartz from the first Court of Queens before its destruction at the start of the Great Hive War. Some areas, like the atrium, are permanently open to the public for tourists, while the council reunites in areas only accessible to the Hives and human overseers.&lt;br /&gt;
&lt;br /&gt;
==== Tau Ceti Armed Forces Square ====&lt;br /&gt;
Tau Ceti Armed Forces Square is a prominent city square located in New Sedantis. It encompasses approximately 230 acres, serving mainly as an underground urban park. The square is distinguished by multiple sculptures, including a central monument dedicated to the [[Tau Ceti Armed Forces]]. Another significant landmark within the square is a relief commemorating the [[The Great Hive War|Lii&#039;dramachy]], which features a visual and tactile timeline of events. Other additional notable art pieces include traditional Vaurca cairns and sand sculptures.&lt;br /&gt;
&lt;br /&gt;
The square also houses the National Museum of Ballistics and the Queen Athvur&#039;s National Museum Art Center. Visitors can enjoy various amenities, including kiosks, amusement rides, and benches. The park area within the square features a diverse collection of plants sourced from various planets, including old Sedantis. The New Sedantis bus system provides convenient access with three stops located within the square.&lt;br /&gt;
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The Tau Ceti Armed Forces Square is also notable for its large glass dome, which appears to source sunlight. However, the heavy ash and smoke from volcanic activity on Caprice&#039;s surface prevent the sun from shining through. Consequently, the dome&#039;s light is artificial, though it follows the planet&#039;s day-night cycle. The dome in New Sedantis was copied by the K&#039;lax Hive when constructing [[Tret#Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)|Kysne&#039;kizar]], the capital of Tret. The ceiling above Tret&#039;s original exploring probe features a similar effect with artificial lighting.&lt;br /&gt;
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==== The Governorate Hall ====&lt;br /&gt;
The Governorate Hall is the seat of government for the Governorate of Caprice. The building is sometimes referred to as the Governorate Complex, as it also houses the offices of the New Sedantis city hall. The Governorate Hall is a brutalist structure, contrasting sharply with the more classical human and Vaurcaesian architecture found in the rest of the Upper Area. Additionally, the Governorate Hall is dwarfed by the Court of Queens&#039; Chambers, which remains the more prominent building.&lt;br /&gt;
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==== The Basilica of Justice ====&lt;br /&gt;
The Basilica of Justice is the courthouse of New Sedantis. Similar to other grandiose buildings in the city, it combines elements of traditional Vaurca architecture with human architectural styles. The Basilica is notable for its adorned Corinthian columns in a Beaux-Arts style. However, the interior is radically different, styled after a traditional Vaurcaesian court. Originally, the building was planned to help settle disputes among Vaurcae members of the Court of Queens, but these efforts were consistently blocked by the Governorate of Caprice. Finally, in 2465, the Governorate acquired the building, using it primarily as the seat of legislative power. However, much of the Basilica remains unused, as the legislative body of the Governorate is understaffed.&lt;br /&gt;
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==== Palace of Freedom Arena ====&lt;br /&gt;
The Palace of Freedom, officially known as the Palace of Freedom for All Sapients in the Republic of Biesel, is an arena and convention center in New Sedantis. Maintaining the unique architectural style of New Sedantis, the interior of the arena resembles an amphitheater with modern accommodations. The Palace of Freedom became notable in 2466 as the location where Joseph Dorn announced his candidacy for the Biesel elections, with High Queen Vaur as his choice for Vice President. The venue is currently seeking a sponsor to accommodate sports events and concerts year-round.&lt;br /&gt;
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==== Altar of Queens ====&lt;br /&gt;
The Altar of Queens is a large temple complex in New Sedantis, heavily inspired by the ancient [[Sedantis I|Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;xkiit]]. It serves as the primary place of worship for the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] in the Orion Spur. The structure is open to the public and doubles as a tourist attraction, trying to interest human visitors on the history of the Vaurca Queens and their religious importance. &lt;br /&gt;
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==== Getmore Hypermarket ====&lt;br /&gt;
The [[NanoTrasen Corporation#Getmore|Getmore]] Hypermarket in New Sedantis is a megastore operated primarily for the benefit of human visitors and diplomats. The Getmore Hypermarket is owned by the Getmore Corporation. It is operated by a mixture of human staff as retail workers and Vaurca staff in cargo and maintenance. The Getmore Hypermarket in Caprice has recently gained the attention of various human visitors for its eeriness. As a large facility for only a small part of the population, the Hypermarket has long, empty but stocked corridors, which created a sense of discomfort among social media users. Despite this trend, the Hypermarket still thrives, even among some Vaurca population that seeks human-marketed products such as toothpaste.&lt;br /&gt;
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==== Up!Burger ====&lt;br /&gt;
The Up!Burger in New Sedantis is a fast-food restaurant chain opened in 2466 as an expansion of the Up!Burger franchise. It is the first Up!Burger restaurant in Tau Ceti space. The facility in New Sedantis offers k&#039;ois dishes alongside the conventional menu found in the [[Konyang]] stores. Additionally, the Up!Burger in New Sedantis has a special partnership with Zo&#039;ra Soda, providing branded drinks from a soda fountain. It is the only place in the Orion Spur where the tropical punch flavor Zo&#039;ra Zap is available.&lt;br /&gt;
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==== Vaurca Office of Administrative Services ====&lt;br /&gt;
&#039;&#039;For more information, see [[Court of Queens#Vaurca Office of Administrative Services]].&#039;&#039;&lt;br /&gt;
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The Vaurca Office of Administrative Services (VOAS) is the bureaucratic arm of the Court of Queens. Its central offices are located in the Upper Area of Caprice. Unlike other facilities in New Sedantis, VOAS is specifically open for Vaurcae, especially Queenless and Punished that have to undergo any bureaucratic process. The central office is notable for its long waiting hours, with the record of ten Worker sleep cycles to be attended while standing in line.&lt;br /&gt;
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==== Xavier Trasen Medical School in Caprice ====&lt;br /&gt;
The Xavier Trasen Medical School in Caprice serves as a dedicated research campus affiliated with the Xavier Trasen Medical School, which is situated in [[Mendell City]]. This institution in Biesel is distinguished by its strong association with the Zo&#039;ra Hive, its publication of the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, and its specialized programs designed to train medical professionals in the care of Vaurca patients.&lt;br /&gt;
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The Caprice campus primarily focuses on research activities and receives significant funding from the Zo&#039;ra Hive. While it offers a range of advanced medical courses, particularly those involving Vaurca organ surgery, the most sophisticated programs are exclusively available at the New Sedantis campus and not at the Mendell City campus.&lt;br /&gt;
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==== Empressate Park ====&lt;br /&gt;
The Empressate Park is a public park located in New Sedantis. In contrast to the grandiose Tau Ceti Armed Forces Square, the Empressate Park primarily serves as a smaller urban park, inspired by the public areas of Mendell City. It features a large esplanade and is a popular destination for afternoon strolls. Unlike the Tau Ceti Armed Forces Square, the Empressate Park is distinguished by a virtual ceiling that mimics an open sky, creating the illusion of being above ground. The park is named after the Empressate of Sedantis, the formal designation of the Zo&#039;ra Empire, and is notable for its prominent fountain, which features an abstract depiction of Empress Zo&#039;ra and her dominion. Empressate Park is bordered by residential buildings and corporate offices.&lt;br /&gt;
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==== Alliance Building ====&lt;br /&gt;
The Alliance Building is a prominent skyscraper situated adjacent to Empressate Park in New Sedantis. Its design is heavily influenced by the Art Nouveau style, giving it an almost organic appearance. Constructed primarily from Caprician sandstone, basalt, granite, and other natural stones sourced from the planet, the building features multiple protuberances adorned with small windows and numerous setbacks that create a tapered design. The Alliance Building won three design awards after its unveiling in early 2465.&lt;br /&gt;
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The building is crowned by a large antenna known as [[Hivenet#Caprice|Vaur&#039;s Tower]], which serves as a resonance pylon. Vaur&#039;s Tower itself is considered an architectural marvel and has become a unique tourist attraction. Vaur&#039;s Tower is regarded as the next-generation of Hivenet surveillance, though it requires proprietary NanoTrasen software to be properly decrypted.&lt;br /&gt;
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The Alliance Building houses the headquarters of the Ve&#039;katak Phalanx. It also extends to underground levels, a large complex of experimental laboratories. The underground levels are where specialized training, including the Neural Simulation Training Environment, takes place. Further information about the program is available here.&lt;br /&gt;
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==== Gyne Suburbs ====&lt;br /&gt;
The Gyne Suburbs, as known colloquially, is an area in the outskirts of New Sedantis. It serves a similar function as the ancient [[Sedantis I#Ta&#039;raii&#039;xkiit - The Empress&#039; Reach|Ta&#039;raii&#039;skerr]]—districts built for the favored hive-cells of Zo&#039;ra. However, the Gyne Suburbs are mostly reserved to Breeders and their personal guards, as well as select Warriors and Workers that have contributed favorably to the Republic of Biesel.&lt;br /&gt;
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==== Titan Prime/National Museum of Vaurca History and Culture ====&lt;br /&gt;
The National Museum of Vaurca History and Culture, previously known as Titan Prime by Biesellite media and Klo&#039;xryek among the Vaurca, is a memorial ship docked on the surface of Sedantis. The ship was docked in Valkyrie until 2463, when it was relocated to Caprice prior to the inauguration of New Sedantis. The museum is housed within the Hiveship used by the Zo&#039;ra Hive during their initial contact with humanity and it remains the best well-preserved Hiveship in the Orion Spur.&lt;br /&gt;
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Access to the museum is provided via an elevator from the Tau Ceti Armed Forces Square. The museum offers various exhibits detailing Vaurca history and a heavily sanitized depiction of the Hiveship as it appeared during its operational period. As one of New Sedantis&#039; most popular attractions, the museum frequently sells out its tickets, particularly during the summer months.&lt;br /&gt;
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=== Lower Area ===&lt;br /&gt;
The Lower Area of New Sedantis is the principal residential district of the city, characterized by its dense population and unique cultural traits. This area is strictly off-limits to tourists and is enclosed with advanced mechanisms to prevent any potential phoron or [[k&#039;ois]] spore leaks. The Lower Area is reputed to be the most densely populated district in Caprice, and possibly in the entire Orion Spur. This high population density is a result of the Zo&#039;ra Hive&#039;s efforts to limit the expansion of the district, ensuring it does not grow uncontrollably. Consequently, most residents are allocated between one and three square feet of living space, a restriction that is largely tolerated by the Vaurca residents. The limited space has fostered a unique culture, characterized by labyrinthine roads that crisscross the Lower Area.&lt;br /&gt;
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The Lower Area is heavily guarded by Vaurca Warriors who serve as local law enforcement. Although crime has not been completely eradicated, it is significantly less common here compared to other Vaurca settlements. Residents of the Lower Area generally express a strong sense of affinity for their district and take a keen interest in local issues.&lt;br /&gt;
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The district is predominantly shrouded in darkness, making it one of the few places in the Orion Spur where Vaurcae have been able to fully adapt to their residential needs without having to conform to human settlement patterns. Despite this, the Lower Area is still heavily influenced by the capitalist economy of the Orion Spur. Small businesses of all kinds operate in close proximity to one another, often in fierce competition. Most of the crime in the Lower Area is related to business owners attempting to sabotage their rivals in this highly competitive environment.&lt;br /&gt;
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== Dis ==&lt;br /&gt;
Dis, officially known as the Tau Ceti Minutemen Corps Base Dis, is an unincorporated region in the Governorate of Caprice. This area serves as both a military base and a training facility, primarily functioning as the main silo for Zo&#039;rane Warforms, including those previously utilized by the former Tau Ceti Foreign Legion. Historically, Dis was a major point of contention between the Zo&#039;ra Hive and the Republic of Biesel, but it is now fully operated by the Tau Ceti Armed Forces.&lt;br /&gt;
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=== History ===&lt;br /&gt;
Dis was one of the original settlements in Caprice, established in 2457. Initially, it served as a stronghold for Zoleth&#039;s Warriors, including some Unbound. By 2458, Dis had become the central location for all Zo&#039;rane Warforms, including those from other broods. The discovery of this reallocation led to a diplomatic crisis between the Zo&#039;ra Hive and the Republic of Biesel, with fears surrounding Dis contributing significantly to the creation of the Governorate.&lt;br /&gt;
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After the establishment of the Governorate, the Biesellite Congress ordered the Zo&#039;ra Hive to cease the mobilization of Warforms to Dis, citing concerns over Biesel&#039;s sovereignty. Despite this, Dis remained operational with its existing troops. In 2461, a council member from the Governorate of Caprice was sent to establish a presence in Dis while offices for the Governorate were set up, making Dis the de facto first capital of Caprice, although it was never officially incorporated.&lt;br /&gt;
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The Governorate continued to limit Dis&#039;s operations until late 2462, when the imminent invasion of the [[Human Wildlands#The Solarian Restoration Front|35th Solarian Fleet]] necessitated a shift in focus. President Joseph Dorn requested that the Governorate ease restrictions on Dis and concentrate on relocation efforts to New Sedantis. Consequently, Dis was permitted to allocate the remaining Warforms to the planet, an agreement that greatly benefited the Zo&#039;ra Hive, which maintained control over the base in subsequent years.&lt;br /&gt;
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For several years, Dis operated in a gray area, functioning as a private base while many units were either leased to or owned by the Tau Ceti Foreign Legion. This ambiguity allowed the Zo&#039;ra to display their military strength. Additionally, Dis was used to train the first generation of Ve&#039;katak Phalanx members, a development not initially agreed upon when the Hive regained control over the base.&lt;br /&gt;
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In 2465, the newly formed Tau Ceti Armed Forces acquired Dis as a military camp. Although Vaurca operations remain limited, particularly among the Zo&#039;ra&#039;s Chosen special forces, the number of humans in Dis has grown exponentially since the acquisition. Today, Dis is favored by the TCAF as a training ground for humans and other species in underground combat and special operations, with a particular emphasis on training [[Tau Ceti Armed Forces#Tau Ceti Minutemen|Minutemen]].&lt;br /&gt;
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== Jas&#039;fiik ==&lt;br /&gt;
Jas&#039;fiik is a prominent city in Caprice, notable for its recent transformation into a major resort city and a leading destination in Tau Ceti for gambling tourism. The city&#039;s casinos are mainly operated by the Court of Queens and staffed by Vaurcae. For this reason, Jas&#039;fiik has been at the center of tax regulation disputes with the Governorate of Caprice. The current mayor of Jas&#039;fiik is Eddie Martin, a former executive of [[Idris Incorporated#Celestial Cruises|Celestial Cruises]].&lt;br /&gt;
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=== History ===&lt;br /&gt;
Jas&#039;fiik was the first settlement established by Zoleth in Caprice following their relocation to the planet. The city&#039;s name is derived from Jas&#039;fiik, a type of Sedantian amber. According to official accounts, Workers mined yellowish sandstone at such a rapid pace that the resulting stones resembled resin. The Queen, inspired by this resemblance, decided to name the settlement after the prized gemstone from ancient Sedantis.&lt;br /&gt;
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Originally intended to be the primary city in Caprice, Jas&#039;fiik&#039;s status changed when High Queen Vaur became involved in the colony. After thorough surveying, the High Queen decided that the capital should be located elsewhere and chose the name New Sedantis. After construction efforts for New Sedantis began in 2460, Jas&#039;fiik remained an important settlement for stationed Workers before they could contribute in the construction efforts.&lt;br /&gt;
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In 2463, Jas&#039;fiik was mostly abandoned in favor of New Sedantis. However, the Zo&#039;ra Hive soon realized that the existing infrastructure could be repurposed and expanded. The Hive authorities had long envisioned a casino strip in New Sedantis, but the growing intervention of the Governorate greatly limited the expansion of new ventures within New Sedantis. Consequently, the Zo&#039;ra Hive chose to repurpose Jas&#039;fiik as their new gambling destination. The newly developed Jas&#039;fiik opened to the public in May 2464, initially featuring three luxury hotels with fully equipped casinos.&lt;br /&gt;
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The Governorate of Caprice rapidly acted to regulate Jas&#039;fiik. Their first move was to incorporate the city of Jas&#039;fiik as the second Caprician city. This decision was contested by the Zo&#039;ra Hive, who believed Jas&#039;fiik should remain unincorporated. Governor-general Sarah Loveridge stood firm, asserting that Jas&#039;fiik met the discretionary requirements to become the second incorporated city. Additionally, Loveridge announced that cities within the Governorate were allowed to implement their own taxes and regulations.&lt;br /&gt;
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The proposed regulations on gambling within Jas&#039;fiik meant that the casino strip would no longer be profitable. However, the two choices for mayor selected by Sarah Loveridge were dismissed by the Governorate&#039;s council. As a result, Joseph Dorn intervened, appointing Eddie Martin as mayor. It remains unclear why the council approved of Martin, especially given his ties to the hospitality industry. Since his election, Martin has sided with the Zo&#039;ra, allowing for a tax break in Jas&#039;fiik. However, the Governorate is not pleased with this decision and is constantly seeking to regulate gambling at a provincial level.&lt;br /&gt;
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Jas&#039;fiik remains a relatively young tourist destination, with megacorporations still unable to develop in the area. While the Zo&#039;ra Hive remains open to external investors on the planet, the Governorate has limited opportunities for megacorporations to operate on the planet, particularly in Jas&#039;fiik. Nonetheless, Jas&#039;fiik has thrived as a casino destination. Although not as high-end as initially envisioned, the casinos of Jas&#039;fiik stand a great reputation as entertainment venues.&lt;br /&gt;
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== As&#039;dak&#039;ii ==&lt;br /&gt;
As&#039;dak&#039;ii, often translated as &amp;quot;Promised Land,&amp;quot; is an unincorporated city located in Caprice. Originally, the city was allocated to the Dionae residents of Gii&#039;x&#039;ic within the Titan Prime. The Zo&#039;ra Hive had assured the Titan Prime cluster that they would not interfere with the development of As&#039;dak&#039;ii. Despite this promise, As&#039;dak&#039;ii has become a strategic focal point for the Governorate of Caprice, aiming to reduce the Vaurca majority on the planet. Consequently, in late 2464, IPCs were introduced to the city through the Synthetic Colonization Program.&lt;br /&gt;
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The introduction of IPCs has not been universally accepted among the As&#039;dak&#039;ii gestalts. However, the Dionae of Caprice, having experienced persecution in the past, recognize the importance of avoiding blind rage and animosity towards the IPCs. As a result, the gestalts largely cooperate with the IPC population, particularly in the construction of new infrastructure.&lt;br /&gt;
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Vaurcae have refused to invest in As&#039;dak&#039;ii, asserting that the territory was granted to the Dionae. This stance, however, only became heavily enforced after the Governorate sought assistance from the Zo&#039;ra Hive for infrastructure development. As&#039;dak&#039;ii&#039;s residents have adapted to their limited resources, becoming homesteaders in a harsh environment where conventional food is unnecessary. Energy is the most valuable resource in As&#039;dak&#039;ii, with both IPCs and Dionae struggling to generate sufficient electricity and radiation for survival. Consequently, the least privileged inhabitants often remain nearly motionless for long periods to conserve energy.&lt;br /&gt;
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Despite its challenges, As&#039;dak&#039;ii is a unique and evolving city within Caprice. The settlements are frugal and irregular, sometimes appearing improvised. For outsiders, As&#039;dak&#039;ii may seem enigmatic, a perception the Governorate continually strives to change. Nevertheless, despite its hopes that As&#039;dak&#039;ii will eventually rival New Sedantis in importance, the Governorate is wary of entering the Promised Land, knowing that the human members of its council would not endure the harsh conditions.&lt;br /&gt;
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On the outskirts of As&#039;dak&#039;ii lies the Biesellite Bureau of Standards (BBS), the only area with proper infrastructure and accessible to humans. To those acquainted with As&#039;dak&#039;ii&#039;s inner city, the industrial park housing the BBS stands in stark contrast to the rest of the city. Some of the more fortunate residents of As&#039;dak&#039;ii are employed at the BBS and reside either in the facilities or nearby. The regulation industry has become highly profitable for the Governorate,  who also wishes to reward its most valuable workers with better conditions. The success of the Biesellite Bureau of Standards was unexpected, with regulation of industry materials becoming one of the few profitable businesses independent from the Zo&#039;ra Hive.&lt;br /&gt;
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		<author><name>Desven</name></author>
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&lt;div&gt;== Summary ==&lt;br /&gt;
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		<title>Tret</title>
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		<summary type="html">&lt;p&gt;Desven: /* Kloz’xera Impact Site (Hazard Rating 2) */&lt;/p&gt;
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The industrial heart of the [[Izweski Nation]], Tret is a planet in the [[Uueoa-Esa]] system that resembles a gigantic factory due to Vaurca intervention. It is entirely encased in machinery, appearing more like an artificial structure due to its fuming hardware. The production capabilities of the planet have been essential for the Unathi race in their recently-entered Bluespace Age. It also serves as the capital of the [[Vaurca Hives#K&#039;lax|K’lax Hive]], ruled by [[Zkaii, The Sleepwalker|Overlord Zkaii]]. Although Vaurcae are the main sapients on the planet, Tret is sometimes considered the &amp;quot;third colony&amp;quot; by [[Unathi|Moghesian Unathi]].&lt;br /&gt;
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==History==&lt;br /&gt;
Astronomical documentation of the planet Tret can be traced back to the period of the [[Unathi History#The First Hegemony|First Hegemony]] when court scientists became the first to observe the planet’s orbit. Many early Unathi astronomers believed the planet to be a small star or a sunspot, while others believed that Omzoli and Tret were twin planets or that the same planet possessed two unique orbit trajectories. The first Unathi telescope was built in the early 18th century by the craftsmen of the University of Ma’ha’rem and it wasn&#039;t long before astronomical tools were revamped, allowing a far better study of the Uueoa-Esa system. During this period, Borsk Kizar—a descendant of the pioneer astronomer [[Uueoa-Esa#Ouerea|Kizar Yiuz’ku]]—was the first to observe the iconic massive crater on the planet’s surface, which was christened &amp;quot;Kysne’kizar&amp;quot; after him.&lt;br /&gt;
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In the early [[Unathi History#The Third Hegemony|Third Hegemony]], when scientists began to dream about yet-distant space colonization, Ouerea became the obvious candidate due to its similarities to Moghes. As a result, further investigation of Tret became scarce beyond scientific curiosity, as it was considerably less attractive than the habitable Ouerea. Prior to the [[Contact War]], an exploratory probe was sent to Tret, and although the machine never returned to Moghes, valuable information was gathered during its active period. Upon review, the Unathi researchers discovered Tret possessed a surface rich in metal and ore. Following the Contact War, [[Hephaestus Industries]] became interested in mining Tret’s abundant resources. The planet was leased, with formal operations beginning in 2453 however, the underdeveloped Unathite infrastructure led to a slow expansion on the surface of the planet. Hephaestus established a shipping shuttle and introduced automated mining, while a permanent station was erected near the planet but it struggled to break even economically. &lt;br /&gt;
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Controversially, Hegemon Not’zar Izweski granted Tret to the K’lax Hive in 2459. Despite the emerging conflict of interests, the Hive and the megacorporation reached an agreement known as the &#039;&#039;&#039;Ksyne’kizar Economic Treaty&#039;&#039;&#039;. Today, while most of the current Tret infrastructure is built and operated by the K’lax Hive, they have gains of roughly 17 percent due to reinvestments in growing the planet&#039;s facilities. Many believe it is Hephaestus and the Hegemony that truly benefit the most from the treaty, both of whom get a large portion of the profit. The Hegemony receives these credits in tithe and Hephaestus in both support costs and exuberant transport fees in exchange for providing freighters with which to move the manufactured goods out to the Spur. &lt;br /&gt;
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==Environment==&lt;br /&gt;
Before the K’lax arrival, Tret was characterized as a barren, lifeless rock. Due to its unique orbit, most of the planet receives heavy radiation from Uueoa-Esa, the system’s star. The poles are permanently in darkness and have a very different temperature than the rest of the planet. On these poles, the only water deposits on the planet were found completely frozen. While these factors were significant for the small-scale operations on the planet’s surface, the complete transformation of Tret by the K’lax Hive has deemed them irrelevant. Today, no areas of the surface are visible to the naked eye. Instead, narrow metal passages, many poorly lit, connect the megastructure’s sectors in a cubical shape. &lt;br /&gt;
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Tret&#039;s interior varies depending on the sector. Most of them are used for industrial purposes, while some were adapted for living. Only a few areas of the planet are equipped with oxygen, known as &amp;quot;Oasis bubbles&amp;quot; by the unfortunate Unathi and human workers. By far the most hostile areas of Tret are the giant forgeries, with only a few specialized Bioforms able to tolerate the extreme heat. The outside areas of Tret’s machinery are covered entirely by solar panels. These panels serve as an auxiliary power source, and the reflective nature of them makes Tret appear as a radiant star in the Moghesian sky. During some seasons on Moghes, nights have become shorter as Tret’s brightness impedes the dusk. &lt;br /&gt;
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Space debris quickly accumulates around Tret’s thin atmosphere. After three months, litter covers the entire planet, turning the solar panels useless. To combat this, the K’lax Hive periodically moves the debris closer to the sun, sometimes igniting the waste inside the star. Nonetheless, most of the space debris remains close to the planet, colliding with Pid’s asteroid fields. &lt;br /&gt;
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==Industry==&lt;br /&gt;
Tret is most well known for its massive industrial output, primarily in ore, refined materials, and—more recently—miscellaneous goods ranging from spare parts and pharmaceuticals to tools for the Hegemony navy, terraforming equipment, and even canned foodstuffs to be shipped to Moghes or beyond. The production of these goods is massively sped up by the presence of Uta&#039;ka&#039;yat, or All-Factories—not unlike the ones later created on [[Xakt, Queen of Corpses#Her Brood|Luthien by the Zo&#039;ra Hive]]—which are extremely adaptable facilities capable of producing masses of goods very easily, limited only by size. &lt;br /&gt;
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The most noticeable difference between an all-factory and a traditional super factory is not production speed but rather that they can be re-tooled almost instantly to fulfil orders, with one factory capable of swapping from making canned food to producing consumer electronics in a matter of minutes, depending on how the demand and supply change. On Sedantis, this feature was essential considering the often very limited space that would be used by setting up multiple factories to produce items. This has resulted in what many outsiders view as a chaotic production environment, with only Bound Vaurcae, specifically created for the job, said to be able to keep tabs on exactly what is being produced at any given time. Hephaestus workers trying to keep track are often bamboozled as graphs and charts have massive changes right in front of their eyes, and freighter crews are given last-minute instructions to pick up completely different cargo than what they came for, although only very rarely does this apparent disorganisation lead to problems. Due to the K&#039;lax Hive having no vessels of its own, these same freighter crews allow the Hegemony and the corporation to exercise greater economic control over the planet. &lt;br /&gt;
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While the Hive may produce as many goods as it desires, if only a certain amount is shipped, no credits will be made from the end product. As such, these two parties can often gain a far greater cut than they otherwise would in artificially expensive transport fees caused by &amp;quot;dangerous conditions.&amp;quot; Seeing as the alternative is not being able to get exports off-world, the Hive has seemingly accepted this as a way of doing business, exploitative though it may be. &lt;br /&gt;
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The majority of facilities on the surface, and in many cases below it, are staffed by thousands of Bound Vaurcae who perform the same simple tasks on a daily basis. When this would be impractical, or a task requires more free thought, K&#039;lax, and sometimes even Unathi or Human workers, are used. Hephaestus is well aware of the risk and poor conditions associated with the planet for these staff and offers generous pay, good injury compensation plans, healthcare, and typically short contracts, allowing them to work for a handful of months before shifting elsewhere. These workers are primarily used for staffing facilities during a Bound shortage, excavating mining equipment that has collapsed, transporting freight, tracking down transports that failed to arrive on time, or staffing the Neutron Forge and associated super factory in orbit.&lt;br /&gt;
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All of this comes together to make Tret the industrial heart of the Hegemony, producing both a grand amount of credits and supporting further K&#039;lax technological production. More recently, the planet, which typically exported much more to the wider Spur, has turned towards supporting Moghes as the phoron crisis deepens.&lt;br /&gt;
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===Neutron Forge===&lt;br /&gt;
A moderately sized foundry orbiting Tret, designed by a collaboration between K’lax Lesser Queen Vetju and Hephaestus Industries&#039; Research and Development teams. The ambitious project was first unveiled late in 2461. Whilst dwarfed in sheer size by many of Hephaestus&#039; other Orbital Super Factories and its production lines being only capable of refining raw resources such as steel, gold, and uranium, its most notable feature is the inclusion of an experimental K’lax Neutron Forge at the center. &lt;br /&gt;
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Originally used on Sedantis as a critical way of producing resources that could not be harvested efficiently from the crust of the planet or mass-produced through other methods within the confined caves, the Neutron Forge is capable of disassembling phoron and reconstructing it on a molecular level into other objects, often in a stronger form than traditional refining. Unfortunately, despite [[Vetju, Iron Queen|Vetju’s]] and her Workers&#039; best efforts, the original designs are currently unfeasible to create due to the incredible cost of both constructing and maintaining them. Unwilling and unable to divert so much work away from ensuring the survival of her brood, this new version of the Neutron Forge is only capable of producing raw resources and consumes an astronomical amount of phoron. In spite of this, both Hephaestus and the K’lax Hive considered its launch a success worthy of celebration, helping further tighten the bonds between the two. &lt;br /&gt;
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The manufactory is staffed by a large group of both Vaurcae and Unathi who work tirelessly to maintain the forge, supply it with phoron, refine the resources that come from within it, and transport them to their destinations, typically other Hephaestus’ facilities within the Hegemony and beyond. The forge ran without ceasing until 2463, when it began to feel the effects of the Phoron crisis. Many of the factory’s employees were laid off within the first few months of the crisis, and more redundancies are expected as phoron becomes scarce. Despite this, it is producing nearly a fifth of the Spur’s plasteel and borosilicate glass, materials that are typically difficult to create in such large quantities. &lt;br /&gt;
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==Economy==&lt;br /&gt;
The large, malleable facilities on Tret allow for the colossal factory to have one of the highest gross domestic products in the Orion Spur. Nevertheless, due to the nature of the Ksyne’kizar Economic Treaty, profits are mainly enjoyed by Hephaestus Industries and the Izweski Hegemony, not the K’lax Hive. As a result, the performance of what could be the most stable Vaurcae economy is dwarfed by the other Hives, which have reached a more qualitative agreement with third parties.&lt;br /&gt;
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Tret is one of the largest exporters in the galaxy. The K’lax Hive is often required to aggressively increase its position as a primary manufacturer in order to keep Tret sustainable. As a result, Tret labour is inexpensive, which is an invitation for foreign states to use the planet’s industry instead of their local facilities. The cheapness of many Tret-made products has gained a bad reputation across the Spur, with the phrase &amp;quot;made in Tret&amp;quot; used as a pejorative for low quality. &lt;br /&gt;
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==Life on Tret==&lt;br /&gt;
Life on Tret is difficult. The poor conditions and long shifts have drastically reduced Bound Vaurcae’s life expectancy. Once considered some of the best-maintained members of the species, Tretian Bound live up to ten months due to their hazardous environment. More often than not, Workers repeat the same menial tasks without any respite until they drop dead. Although Vaurcae do not require many luxuries, the living sectors are considered unhygienic and breeding grounds for malaise and social disruption. K’lax Queens, wishing to prevent a situation similar to Mendell City’s [[Flagsdale]], have set up the living camps as temporary facilities, disarmed them periodically, and relocated all of their members. Resettlement often attempts to keep hive-cells together, but members may be separated if the Hive deems it necessary.&lt;br /&gt;
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Aliens in Tret are never permanently accommodated and are employed only temporarily. Some humans and Unathi see working a few months on Tret as an opportunity to seek better economic opportunities; however, shortly after their arrival, sophonts frequently regret their decision. In many cases, long-term or multiple visits to the industrial mazes of the planet may result in depression, anxiety, and even agoraphobia. &lt;br /&gt;
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The brutality of Tret’s sweatshops has been denounced by the galactic community, especially by politicians who hold anti-Vaurca sentiments. As a part of a Zo’rane smear campaign against the K’lax Hive, many Biesellite products now contain &amp;quot;Vaurca-cruelty free&amp;quot; labels, swinging the public perception of Tretian goods as unethical.&lt;br /&gt;
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==Transportation==&lt;br /&gt;
A logistical issue the K&#039;lax Hive had to resolve when colonisation of the planet truly got under way was how best to manage the movement of sapients across what would become the winding factory surface. While shuttles appeared to be the obvious choice for many K&#039;lax and Hephaestus employees, simulations revealed that the amount required would only add to the already congested skies. K&#039;laxian engineers proposed many solutions, but the one that gained the most steam was the &amp;quot;Tyik&#039;Opakt,&amp;quot; or &amp;quot;Vacuum Train System.&amp;quot; Not unlike similar human designs, the train uses magnetic levitation inside vacuum tunnels to accelerate to extremely high speeds, so much so that it can cross the entire surface of Tret in a little over an hour. &lt;br /&gt;
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Several years after first being proposed, vacuum trains are now the most prevalent form of transportation on the planet. Train lines and their tunnels create an ever-expanding criss-cross on maps, moving alongside and over one another in a complicated pattern, and transport not only takes workers from one location to another but is the backbone of moving supplies to and from spaceports to be picked up and utilised or transported off-world by Hephaestus freighters. Many of these trains are crowded and illuminated with dim light, if any, and created primarily for usage by the Vaurca majority of the planet, who prefer such conditions, but a few do exist that provide more amicable conditions for the other sentients that inhabit the planet.&lt;br /&gt;
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==Power==&lt;br /&gt;
Experts determined early in its colonisation by the K&#039;lax Hive that Tret would be extremely power-hungry. While some of this initial energy could come from existing Hephaestus infrastructure and an abundance of solar panels coating buildings, a more permanent solution would need to be devised before long as factories swelled in size and the barren rock was industrialized. This solution would come in the form of &amp;quot;Tyu&#039;kata,&amp;quot; or &amp;quot;Radiant-energy spires,&amp;quot; which are large, towering structures that dominate the nearby cityscapes. These contraptions work by capturing bursts of gamma radiation emitting from the local star and turning it into energy at an extremely efficient rate, which is enough to sate the energy appetites of the rapidly growing web of machines. This general idea was originally implemented by a K&#039;laxian engineer on Sedantis, who suggested striking such towers up through the roof of the caverns to the radioactive surface, which was employed with much success. The modern version of Tret is considered an iteration of these original designs.&lt;br /&gt;
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==Hazard Rating==&lt;br /&gt;
Tret is separated into sectors by a system known as the &amp;quot;Hazard Rating,&amp;quot; which measures the location&#039;s danger levels. The higher the risk an individual is willing to take, the higher the pay. This rating is done from 0 to 5, with 0 being completely liveable for humans and 5 being near instant death for anyone other than highly-specialized Vaurcae. Most locations on the planet fall somewhere between the 2 and 3 categories. These hazard ratings and associated hazard pay help balance the distribution of company staff across the planet and help minimize—although not stop—poor behaviour in higher-risk quadrants. After all, it is the employees&#039; choice to work in these locations, and they receive adequate payment, which more often than not reflects that. &lt;br /&gt;
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==Notable locations==&lt;br /&gt;
===Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)===&lt;br /&gt;
Unlike other areas on the planet, Tret’s primary crater was domed and better preserved for historical purposes. Hephaestus Industries originally selected Ksyne’kizar to build an amenity surface base, much like the lunar cities in the Sol system. The project was halted in 2459 with little infrastructure prepared—nothing much beyond a local gravity generator, oxygen systems, and a reinforced borosilicate dome. Since the arrival of the K’lax Hive, Ksyne’kizar has been chosen as the de facto capital. Nonetheless, preparing the rest of the planet’s infrastructure was a more pressing issue, and the crater remained undeveloped beyond the Royal Chambers. After the unveiling of the Zo’rane city of New Sedantis in late 2463, the K’lax Hive placed more effort into creating its own cosmopolitan capital, a strange sight amidst the planet&#039;s sprawling industrial maze.&lt;br /&gt;
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Preparations for the Ksyne’kizar are far from finished; however, the city&#039;s surface is marketed toward human and Unathi visitors. Although the Hive does not expect major tourism to occur in Tret, Ksyne’kizar is a corporate haven, ready to host any important events that may occur on the planet’s surface. Currently, the main plaza of Ksyne’kizar’s surface has remnants of Tret’s original exploring probe as an attraction. The subterranean part of Ksyne’kizar is by far more developed. Nevertheless, the desire for Queen Tupii to create a lavish atmosphere continues to demand more labor on a planet that already runs at maximum capacity. The design of Ksyne’kizar’s wonders, which follow traditional Vaurca masonry, is uncharacteristic of the otherwise utilitarian configuration of the planet.&lt;br /&gt;
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===Alpha Station Euthenia (Hazard Rating 0)===&lt;br /&gt;
Considered the base of operations for Hephaestus Industries, the Alpha Station Euthenia is located in orbit around the planet. To properly compensate its workers, Hephaestus provides most of the modern amenities in Euthenia, including a video games room, sports facilities, a movie theater, and the largest holodeck in the region. Human and Unathi workers only have a four-day workweek. Nonetheless, their shifts tend to be long and exhausting. Furthermore, due to the mining operations&#039; remoteness from the planet&#039;s orbit, the majority of workers must stay in the Beta Station Soteria or camp in one of the emergency temporary facilities. For this reason, Hephaestus emphasises the need for a relaxed environment inside the Alpha Station, where employees may make the most of their spare time. &lt;br /&gt;
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===Beta Station Soteria (Hazard Rating 1)===&lt;br /&gt;
Soteria is a surface station to which most Vacuum Train System routes connect. Though Soteria staffers live inside here for extended periods, most visiting workers only occupy the station’s chambers during their workdays. It is modestly equipped and described as &amp;quot;utilitarian&amp;quot; by the megacorporation. While considered a haven by many of the miners and prospectors during their expeditions, Soteria is not entirely safe. Due to its position near the planet’s radiation belt, some areas may be required to be evacuated periodically and collapses have been known to create breaches in the past, causing peril to the occupants. Nonetheless, Soteria is appreciated by most of Tret’s alien employees. On occasion, workers cannot reach Soteria for shelter after their long shifts. These miners usually have to camp in some of the Oasis bubbles, which are considered Soteria outposts. It is always recommended that workers stay within reach of a camping spot. Sleeping near mining operations is the leading cause of death for non-Vaurcae workers on the planet.&lt;br /&gt;
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===Industrial Shipping Center===&lt;br /&gt;
The Industrial Shipping Center is Tret’s primary port. The facilities also include domestic warehouses, where goods are stored before shipping. In order to maintain the quality of many products, the Industrial Shipping Center maintains an environment free of the planet’s notable pollution. Nevertheless, pressure conditions are similar to space—tolerable for Vaurca Workers but demanding a voidsuit for the occasional Unathi laborer. While Warriors are employed to patrol the site, the amount of imported and exported cargo exceeds the capabilities of Vaurca surveillance. Thus, the Industrial Shipping Center has gained the reputation of a freeport. This fame has made the port vulnerable to space piracy, particularly from the Sinta and Queenless Vaurcae groups. &lt;br /&gt;
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===Kloz&#039;xera Impact Site (Hazard Rating 2)===&lt;br /&gt;
Located on the southern pole of the planet, the Impact Site is the location where the K’lax Hiveship originally touched down. Upon contact with the ice sheet, the fiery landing meant that much of the ship’s body sank, rapidly creating a lake of molten lead. The K’lax Hive believed this situation to be a boon, and since then, Queen Vetju took advantage to begin an aggressive process of industrialization. Although not much time has passed since the event, the Kloz’xera Impact Site no longer resembles its primitive state. Instead, it was quickly transformed into the primordial foundry, upon which all infrastructure was built. Since early 2461, the workshop has been closed. Currently, specialized teams are responsible for salvaging the interiors of the Hiveship. It is considered a complicated process, as debris and brimstone make the abandoned ship difficult to traverse. Though it remains a rumor, it is said that Queen Leto is interested in turning the Impact Site into a museum.&lt;br /&gt;
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===Rea (Hazard Rating 2)===&lt;br /&gt;
Rea is a fortress located on the west side of the planet. It acts as a storage facility for the Bound Warriors of the K’lax Hive. Additionally, it is believed that the K’lax use this facility to protect the most delicate information. Although unconfirmed, the rumor stems from Rea containing Hegemony levies. Compared to Dis, the stronghold of the Zo’ra Hive, Rea is minuscule, and it is often overlooked, as Tret is a heavily industrialised planet. However, the fortress is notable for being the first Warform storage facility in the Spur. &lt;br /&gt;
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===Pid (Hazard Rating 3)===&lt;br /&gt;
Pid, and its asteroid surroundings, currently serve as a large-scale K’ois farm operated by the [[Leto, The Seeker#Recent Events|Leto brood]]. The infrastructure for the farm has improved over the past few years, with more safety measures to ensure no K’ois spread beyond the field. Nonetheless, breaches still exist, which endanger cargo and passing ships. The reputation of the &amp;quot;cursed asteroids,&amp;quot; as they are commonly known, has prevented some parties from receiving Tret-manufactured goods in their territory, such as [[Republic of Elyra|Elyra]]. &lt;br /&gt;
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===Lii&#039;kana (Hazard Rating 5)===&lt;br /&gt;
The term Lii’kana is usually translated as &amp;quot;Hell.&amp;quot; Although Vaurcae lacked the religious concept of eternal fiery damnation, the term has been used metaphorically since the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|sinking of Illau’tia]] to refer to the Lii’dra’s capital. In the context of Tret, Lii’kana, or Hell, refers to the deepest forge of the planet. Due to its significance in the production process, it is also considered the heart of Tret. However, despite its importance, Lii’kana has a bad reputation for being the most brutal area on the planet. Here, only advanced engineered bioforms can survive. As all workers in Lii’kana are Bound Vaurcae, the Unbound and other sophonts often speculate as to how the facility actually looks. The reported high temperatures, the colossal quantities of refined metals, and the short lifespans of its workers all suggest that Hell is an apt name for this workshop.&lt;br /&gt;
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		<author><name>Desven</name></author>
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		<title>Tret</title>
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		<updated>2024-06-12T05:17:09Z</updated>

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The industrial heart of the [[Izweski Nation]], Tret is a planet in the [[Uueoa-Esa]] system that resembles a gigantic factory due to Vaurca intervention. It is entirely encased in machinery, appearing more like an artificial structure due to its fuming hardware. The production capabilities of the planet have been essential for the Unathi race in their recently-entered Bluespace Age. It also serves as the capital of the [[Vaurca Hives#K&#039;lax|K’lax Hive]], ruled by [[Zkaii, The Sleepwalker|Overlord Zkaii]]. Although Vaurcae are the main sapients on the planet, Tret is sometimes considered the &amp;quot;third colony&amp;quot; by [[Unathi|Moghesian Unathi]].&lt;br /&gt;
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==History==&lt;br /&gt;
Astronomical documentation of the planet Tret can be traced back to the period of the [[Unathi History#The First Hegemony|First Hegemony]] when court scientists became the first to observe the planet’s orbit. Many early Unathi astronomers believed the planet to be a small star or a sunspot, while others believed that Omzoli and Tret were twin planets or that the same planet possessed two unique orbit trajectories. The first Unathi telescope was built in the early 18th century by the craftsmen of the University of Ma’ha’rem and it wasn&#039;t long before astronomical tools were revamped, allowing a far better study of the Uueoa-Esa system. During this period, Borsk Kizar—a descendant of the pioneer astronomer [[Uueoa-Esa#Ouerea|Kizar Yiuz’ku]]—was the first to observe the iconic massive crater on the planet’s surface, which was christened &amp;quot;Kysne’kizar&amp;quot; after him.&lt;br /&gt;
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In the early [[Unathi History#The Third Hegemony|Third Hegemony]], when scientists began to dream about yet-distant space colonization, Ouerea became the obvious candidate due to its similarities to Moghes. As a result, further investigation of Tret became scarce beyond scientific curiosity, as it was considerably less attractive than the habitable Ouerea. Prior to the [[Contact War]], an exploratory probe was sent to Tret, and although the machine never returned to Moghes, valuable information was gathered during its active period. Upon review, the Unathi researchers discovered Tret possessed a surface rich in metal and ore. Following the Contact War, [[Hephaestus Industries]] became interested in mining Tret’s abundant resources. The planet was leased, with formal operations beginning in 2453 however, the underdeveloped Unathite infrastructure led to a slow expansion on the surface of the planet. Hephaestus established a shipping shuttle and introduced automated mining, while a permanent station was erected near the planet but it struggled to break even economically. &lt;br /&gt;
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Controversially, Hegemon Not’zar Izweski granted Tret to the K’lax Hive in 2459. Despite the emerging conflict of interests, the Hive and the megacorporation reached an agreement known as the &#039;&#039;&#039;Ksyne’kizar Economic Treaty&#039;&#039;&#039;. Today, while most of the current Tret infrastructure is built and operated by the K’lax Hive, they have gains of roughly 17 percent due to reinvestments in growing the planet&#039;s facilities. Many believe it is Hephaestus and the Hegemony that truly benefit the most from the treaty, both of whom get a large portion of the profit. The Hegemony receives these credits in tithe and Hephaestus in both support costs and exuberant transport fees in exchange for providing freighters with which to move the manufactured goods out to the Spur. &lt;br /&gt;
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==Environment==&lt;br /&gt;
Before the K’lax arrival, Tret was characterized as a barren, lifeless rock. Due to its unique orbit, most of the planet receives heavy radiation from Uueoa-Esa, the system’s star. The poles are permanently in darkness and have a very different temperature than the rest of the planet. On these poles, the only water deposits on the planet were found completely frozen. While these factors were significant for the small-scale operations on the planet’s surface, the complete transformation of Tret by the K’lax Hive has deemed them irrelevant. Today, no areas of the surface are visible to the naked eye. Instead, narrow metal passages, many poorly lit, connect the megastructure’s sectors in a cubical shape. &lt;br /&gt;
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Tret&#039;s interior varies depending on the sector. Most of them are used for industrial purposes, while some were adapted for living. Only a few areas of the planet are equipped with oxygen, known as &amp;quot;Oasis bubbles&amp;quot; by the unfortunate Unathi and human workers. By far the most hostile areas of Tret are the giant forgeries, with only a few specialized Bioforms able to tolerate the extreme heat. The outside areas of Tret’s machinery are covered entirely by solar panels. These panels serve as an auxiliary power source, and the reflective nature of them makes Tret appear as a radiant star in the Moghesian sky. During some seasons on Moghes, nights have become shorter as Tret’s brightness impedes the dusk. &lt;br /&gt;
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Space debris quickly accumulates around Tret’s thin atmosphere. After three months, litter covers the entire planet, turning the solar panels useless. To combat this, the K’lax Hive periodically moves the debris closer to the sun, sometimes igniting the waste inside the star. Nonetheless, most of the space debris remains close to the planet, colliding with Pid’s asteroid fields. &lt;br /&gt;
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==Industry==&lt;br /&gt;
Tret is most well known for its massive industrial output, primarily in ore, refined materials, and—more recently—miscellaneous goods ranging from spare parts and pharmaceuticals to tools for the Hegemony navy, terraforming equipment, and even canned foodstuffs to be shipped to Moghes or beyond. The production of these goods is massively sped up by the presence of Uta&#039;ka&#039;yat, or All-Factories—not unlike the ones later created on [[Xakt, Queen of Corpses#Her Brood|Luthien by the Zo&#039;ra Hive]]—which are extremely adaptable facilities capable of producing masses of goods very easily, limited only by size. &lt;br /&gt;
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The most noticeable difference between an all-factory and a traditional super factory is not production speed but rather that they can be re-tooled almost instantly to fulfil orders, with one factory capable of swapping from making canned food to producing consumer electronics in a matter of minutes, depending on how the demand and supply change. On Sedantis, this feature was essential considering the often very limited space that would be used by setting up multiple factories to produce items. This has resulted in what many outsiders view as a chaotic production environment, with only Bound Vaurcae, specifically created for the job, said to be able to keep tabs on exactly what is being produced at any given time. Hephaestus workers trying to keep track are often bamboozled as graphs and charts have massive changes right in front of their eyes, and freighter crews are given last-minute instructions to pick up completely different cargo than what they came for, although only very rarely does this apparent disorganisation lead to problems. Due to the K&#039;lax Hive having no vessels of its own, these same freighter crews allow the Hegemony and the corporation to exercise greater economic control over the planet. &lt;br /&gt;
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While the Hive may produce as many goods as it desires, if only a certain amount is shipped, no credits will be made from the end product. As such, these two parties can often gain a far greater cut than they otherwise would in artificially expensive transport fees caused by &amp;quot;dangerous conditions.&amp;quot; Seeing as the alternative is not being able to get exports off-world, the Hive has seemingly accepted this as a way of doing business, exploitative though it may be. &lt;br /&gt;
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The majority of facilities on the surface, and in many cases below it, are staffed by thousands of Bound Vaurcae who perform the same simple tasks on a daily basis. When this would be impractical, or a task requires more free thought, K&#039;lax, and sometimes even Unathi or Human workers, are used. Hephaestus is well aware of the risk and poor conditions associated with the planet for these staff and offers generous pay, good injury compensation plans, healthcare, and typically short contracts, allowing them to work for a handful of months before shifting elsewhere. These workers are primarily used for staffing facilities during a Bound shortage, excavating mining equipment that has collapsed, transporting freight, tracking down transports that failed to arrive on time, or staffing the Neutron Forge and associated super factory in orbit.&lt;br /&gt;
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All of this comes together to make Tret the industrial heart of the Hegemony, producing both a grand amount of credits and supporting further K&#039;lax technological production. More recently, the planet, which typically exported much more to the wider Spur, has turned towards supporting Moghes as the phoron crisis deepens.&lt;br /&gt;
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===Neutron Forge===&lt;br /&gt;
A moderately sized foundry orbiting Tret, designed by a collaboration between K’lax Lesser Queen Vetju and Hephaestus Industries&#039; Research and Development teams. The ambitious project was first unveiled late in 2461. Whilst dwarfed in sheer size by many of Hephaestus&#039; other Orbital Super Factories and its production lines being only capable of refining raw resources such as steel, gold, and uranium, its most notable feature is the inclusion of an experimental K’lax Neutron Forge at the center. &lt;br /&gt;
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Originally used on Sedantis as a critical way of producing resources that could not be harvested efficiently from the crust of the planet or mass-produced through other methods within the confined caves, the Neutron Forge is capable of disassembling phoron and reconstructing it on a molecular level into other objects, often in a stronger form than traditional refining. Unfortunately, despite [[Vetju, Iron Queen|Vetju’s]] and her Workers&#039; best efforts, the original designs are currently unfeasible to create due to the incredible cost of both constructing and maintaining them. Unwilling and unable to divert so much work away from ensuring the survival of her brood, this new version of the Neutron Forge is only capable of producing raw resources and consumes an astronomical amount of phoron. In spite of this, both Hephaestus and the K’lax Hive considered its launch a success worthy of celebration, helping further tighten the bonds between the two. &lt;br /&gt;
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The manufactory is staffed by a large group of both Vaurcae and Unathi who work tirelessly to maintain the forge, supply it with phoron, refine the resources that come from within it, and transport them to their destinations, typically other Hephaestus’ facilities within the Hegemony and beyond. The forge ran without ceasing until 2463, when it began to feel the effects of the Phoron crisis. Many of the factory’s employees were laid off within the first few months of the crisis, and more redundancies are expected as phoron becomes scarce. Despite this, it is producing nearly a fifth of the Spur’s plasteel and borosilicate glass, materials that are typically difficult to create in such large quantities. &lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
The large, malleable facilities on Tret allow for the colossal factory to have one of the highest gross domestic products in the Orion Spur. Nevertheless, due to the nature of the Ksyne’kizar Economic Treaty, profits are mainly enjoyed by Hephaestus Industries and the Izweski Hegemony, not the K’lax Hive. As a result, the performance of what could be the most stable Vaurcae economy is dwarfed by the other Hives, which have reached a more qualitative agreement with third parties.&lt;br /&gt;
&lt;br /&gt;
Tret is one of the largest exporters in the galaxy. The K’lax Hive is often required to aggressively increase its position as a primary manufacturer in order to keep Tret sustainable. As a result, Tret labour is inexpensive, which is an invitation for foreign states to use the planet’s industry instead of their local facilities. The cheapness of many Tret-made products has gained a bad reputation across the Spur, with the phrase &amp;quot;made in Tret&amp;quot; used as a pejorative for low quality. &lt;br /&gt;
&lt;br /&gt;
==Life on Tret==&lt;br /&gt;
Life on Tret is difficult. The poor conditions and long shifts have drastically reduced Bound Vaurcae’s life expectancy. Once considered some of the best-maintained members of the species, Tretian Bound live up to ten months due to their hazardous environment. More often than not, Workers repeat the same menial tasks without any respite until they drop dead. Although Vaurcae do not require many luxuries, the living sectors are considered unhygienic and breeding grounds for malaise and social disruption. K’lax Queens, wishing to prevent a situation similar to Mendell City’s [[Flagsdale]], have set up the living camps as temporary facilities, disarmed them periodically, and relocated all of their members. Resettlement often attempts to keep hive-cells together, but members may be separated if the Hive deems it necessary.&lt;br /&gt;
&lt;br /&gt;
Aliens in Tret are never permanently accommodated and are employed only temporarily. Some humans and Unathi see working a few months on Tret as an opportunity to seek better economic opportunities; however, shortly after their arrival, sophonts frequently regret their decision. In many cases, long-term or multiple visits to the industrial mazes of the planet may result in depression, anxiety, and even agoraphobia. &lt;br /&gt;
&lt;br /&gt;
The brutality of Tret’s sweatshops has been denounced by the galactic community, especially by politicians who hold anti-Vaurca sentiments. As a part of a Zo’rane smear campaign against the K’lax Hive, many Biesellite products now contain &amp;quot;Vaurca-cruelty free&amp;quot; labels, swinging the public perception of Tretian goods as unethical.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
A logistical issue the K&#039;lax Hive had to resolve when colonisation of the planet truly got under way was how best to manage the movement of sapients across what would become the winding factory surface. While shuttles appeared to be the obvious choice for many K&#039;lax and Hephaestus employees, simulations revealed that the amount required would only add to the already congested skies. K&#039;laxian engineers proposed many solutions, but the one that gained the most steam was the &amp;quot;Tyik&#039;Opakt,&amp;quot; or &amp;quot;Vacuum Train System.&amp;quot; Not unlike similar human designs, the train uses magnetic levitation inside vacuum tunnels to accelerate to extremely high speeds, so much so that it can cross the entire surface of Tret in a little over an hour. &lt;br /&gt;
&lt;br /&gt;
Several years after first being proposed, vacuum trains are now the most prevalent form of transportation on the planet. Train lines and their tunnels create an ever-expanding criss-cross on maps, moving alongside and over one another in a complicated pattern, and transport not only takes workers from one location to another but is the backbone of moving supplies to and from spaceports to be picked up and utilised or transported off-world by Hephaestus freighters. Many of these trains are crowded and illuminated with dim light, if any, and created primarily for usage by the Vaurca majority of the planet, who prefer such conditions, but a few do exist that provide more amicable conditions for the other sentients that inhabit the planet.&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
Experts determined early in its colonisation by the K&#039;lax Hive that Tret would be extremely power-hungry. While some of this initial energy could come from existing Hephaestus infrastructure and an abundance of solar panels coating buildings, a more permanent solution would need to be devised before long as factories swelled in size and the barren rock was industrialized. This solution would come in the form of &amp;quot;Tyu&#039;kata,&amp;quot; or &amp;quot;Radiant-energy spires,&amp;quot; which are large, towering structures that dominate the nearby cityscapes. These contraptions work by capturing bursts of gamma radiation emitting from the local star and turning it into energy at an extremely efficient rate, which is enough to sate the energy appetites of the rapidly growing web of machines. This general idea was originally implemented by a K&#039;laxian engineer on Sedantis, who suggested striking such towers up through the roof of the caverns to the radioactive surface, which was employed with much success. The modern version of Tret is considered an iteration of these original designs.&lt;br /&gt;
&lt;br /&gt;
==Hazard Rating==&lt;br /&gt;
Tret is separated into sectors by a system known as the &amp;quot;Hazard Rating,&amp;quot; which measures the location&#039;s danger levels. The higher the risk an individual is willing to take, the higher the pay. This rating is done from 0 to 5, with 0 being completely liveable for humans and 5 being near instant death for anyone other than highly-specialized Vaurcae. Most locations on the planet fall somewhere between the 2 and 3 categories. These hazard ratings and associated hazard pay help balance the distribution of company staff across the planet and help minimize—although not stop—poor behaviour in higher-risk quadrants. After all, it is the employees&#039; choice to work in these locations, and they receive adequate payment, which more often than not reflects that. &lt;br /&gt;
&lt;br /&gt;
==Notable locations==&lt;br /&gt;
===Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)===&lt;br /&gt;
Unlike other areas on the planet, Tret’s primary crater was domed and better preserved for historical purposes. Hephaestus Industries originally selected Ksyne’kizar to build an amenity surface base, much like the lunar cities in the Sol system. The project was halted in 2459 with little infrastructure prepared—nothing much beyond a local gravity generator, oxygen systems, and a reinforced borosilicate dome. Since the arrival of the K’lax Hive, Ksyne’kizar has been chosen as the de facto capital. Nonetheless, preparing the rest of the planet’s infrastructure was a more pressing issue, and the crater remained undeveloped beyond the Royal Chambers. After the unveiling of the Zo’rane city of New Sedantis in late 2463, the K’lax Hive placed more effort into creating its own cosmopolitan capital, a strange sight amidst the planet&#039;s sprawling industrial maze.&lt;br /&gt;
&lt;br /&gt;
Preparations for the Ksyne’kizar are far from finished; however, the city&#039;s surface is marketed toward human and Unathi visitors. Although the Hive does not expect major tourism to occur in Tret, Ksyne’kizar is a corporate haven, ready to host any important events that may occur on the planet’s surface. Currently, the main plaza of Ksyne’kizar’s surface has remnants of Tret’s original exploring probe as an attraction. The subterranean part of Ksyne’kizar is by far more developed. Nevertheless, the desire for Queen Tupii to create a lavish atmosphere continues to demand more labor on a planet that already runs at maximum capacity. The design of Ksyne’kizar’s wonders, which follow traditional Vaurca masonry, is uncharacteristic of the otherwise utilitarian configuration of the planet.&lt;br /&gt;
&lt;br /&gt;
===Alpha Station Euthenia (Hazard Rating 0)===&lt;br /&gt;
Considered the base of operations for Hephaestus Industries, the Alpha Station Euthenia is located in orbit around the planet. To properly compensate its workers, Hephaestus provides most of the modern amenities in Euthenia, including a video games room, sports facilities, a movie theater, and the largest holodeck in the region. Human and Unathi workers only have a four-day workweek. Nonetheless, their shifts tend to be long and exhausting. Furthermore, due to the mining operations&#039; remoteness from the planet&#039;s orbit, the majority of workers must stay in the Beta Station Soteria or camp in one of the emergency temporary facilities. For this reason, Hephaestus emphasises the need for a relaxed environment inside the Alpha Station, where employees may make the most of their spare time. &lt;br /&gt;
&lt;br /&gt;
===Beta Station Soteria (Hazard Rating 1)===&lt;br /&gt;
Soteria is a surface station to which most Vacuum Train System routes connect. Though Soteria staffers live inside here for extended periods, most visiting workers only occupy the station’s chambers during their workdays. It is modestly equipped and described as &amp;quot;utilitarian&amp;quot; by the megacorporation. While considered a haven by many of the miners and prospectors during their expeditions, Soteria is not entirely safe. Due to its position near the planet’s radiation belt, some areas may be required to be evacuated periodically and collapses have been known to create breaches in the past, causing peril to the occupants. Nonetheless, Soteria is appreciated by most of Tret’s alien employees. On occasion, workers cannot reach Soteria for shelter after their long shifts. These miners usually have to camp in some of the Oasis bubbles, which are considered Soteria outposts. It is always recommended that workers stay within reach of a camping spot. Sleeping near mining operations is the leading cause of death for non-Vaurcae workers on the planet.&lt;br /&gt;
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===Industrial Shipping Center===&lt;br /&gt;
The Industrial Shipping Center is Tret’s primary port. The facilities also include domestic warehouses, where goods are stored before shipping. In order to maintain the quality of many products, the Industrial Shipping Center maintains an environment free of the planet’s notable pollution. Nevertheless, pressure conditions are similar to space—tolerable for Vaurca Workers but demanding a voidsuit for the occasional Unathi laborer. While Warriors are employed to patrol the site, the amount of imported and exported cargo exceeds the capabilities of Vaurca surveillance. Thus, the Industrial Shipping Center has gained the reputation of a freeport. This fame has made the port vulnerable to space piracy, particularly from the Sinta and Queenless Vaurcae groups. &lt;br /&gt;
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===Kloz’xera Impact Site (Hazard Rating 2)===&lt;br /&gt;
Located on the southern pole of the planet, the Impact Site is the location where the K’lax Hiveship originally touched down. Upon contact with the ice sheet, the fiery landing meant that much of the ship’s body sank, rapidly creating a lake of molten lead. The K’lax Hive believed this situation to be a boon, and since then, Queen Vetju took advantage to begin an aggressive process of industrialization. Although not much time has passed since the event, the Kloz’xera Impact Site no longer resembles its primitive state. Instead, it was quickly transformed into the primordial foundry, upon which all infrastructure was built. Since early 2461, the workshop has been closed. Currently, specialized teams are responsible for salvaging the interiors of the Hiveship. It is considered a complicated process, as debris and brimstone make the abandoned ship difficult to traverse. Though it remains a rumor, it is said that Queen Leto is interested in turning the Impact Site into a museum.&lt;br /&gt;
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===Rea (Hazard Rating 2)===&lt;br /&gt;
Rea is a fortress located on the west side of the planet. It acts as a storage facility for the Bound Warriors of the K’lax Hive. Additionally, it is believed that the K’lax use this facility to protect the most delicate information. Although unconfirmed, the rumor stems from Rea containing Hegemony levies. Compared to Dis, the stronghold of the Zo’ra Hive, Rea is minuscule, and it is often overlooked, as Tret is a heavily industrialised planet. However, the fortress is notable for being the first Warform storage facility in the Spur. &lt;br /&gt;
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===Pid (Hazard Rating 3)===&lt;br /&gt;
Pid, and its asteroid surroundings, currently serve as a large-scale K’ois farm operated by the [[Leto, The Seeker#Recent Events|Leto brood]]. The infrastructure for the farm has improved over the past few years, with more safety measures to ensure no K’ois spread beyond the field. Nonetheless, breaches still exist, which endanger cargo and passing ships. The reputation of the &amp;quot;cursed asteroids,&amp;quot; as they are commonly known, has prevented some parties from receiving Tret-manufactured goods in their territory, such as [[Republic of Elyra|Elyra]]. &lt;br /&gt;
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===Lii&#039;kana (Hazard Rating 5)===&lt;br /&gt;
The term Lii’kana is usually translated as &amp;quot;Hell.&amp;quot; Although Vaurcae lacked the religious concept of eternal fiery damnation, the term has been used metaphorically since the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|sinking of Illau’tia]] to refer to the Lii’dra’s capital. In the context of Tret, Lii’kana, or Hell, refers to the deepest forge of the planet. Due to its significance in the production process, it is also considered the heart of Tret. However, despite its importance, Lii’kana has a bad reputation for being the most brutal area on the planet. Here, only advanced engineered bioforms can survive. As all workers in Lii’kana are Bound Vaurcae, the Unbound and other sophonts often speculate as to how the facility actually looks. The reported high temperatures, the colossal quantities of refined metals, and the short lifespans of its workers all suggest that Hell is an apt name for this workshop.&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
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		<title>Tret</title>
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		<updated>2024-06-12T05:16:57Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Notable locations */&lt;/p&gt;
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{{Navbox Unathi Lore}}{{toc_right}}&lt;br /&gt;
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The industrial heart of the [[Izweski Nation]], Tret is a planet in the [[Uueoa-Esa]] system that resembles a gigantic factory due to Vaurca intervention. It is entirely encased in machinery, appearing more like an artificial structure due to its fuming hardware. The production capabilities of the planet have been essential for the Unathi race in their recently-entered Bluespace Age. It also serves as the capital of the [[Vaurca Hives#K&#039;lax|K’lax Hive]], ruled by [[Zkaii, The Sleepwalker|Overlord Zkaii]]. Although Vaurcae are the main sapients on the planet, Tret is sometimes considered the &amp;quot;third colony&amp;quot; by [[Unathi|Moghesian Unathi]].&lt;br /&gt;
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==History==&lt;br /&gt;
Astronomical documentation of the planet Tret can be traced back to the period of the [[Unathi History#The First Hegemony|First Hegemony]] when court scientists became the first to observe the planet’s orbit. Many early Unathi astronomers believed the planet to be a small star or a sunspot, while others believed that Omzoli and Tret were twin planets or that the same planet possessed two unique orbit trajectories. The first Unathi telescope was built in the early 18th century by the craftsmen of the University of Ma’ha’rem and it wasn&#039;t long before astronomical tools were revamped, allowing a far better study of the Uueoa-Esa system. During this period, Borsk Kizar—a descendant of the pioneer astronomer [[Uueoa-Esa#Ouerea|Kizar Yiuz’ku]]—was the first to observe the iconic massive crater on the planet’s surface, which was christened &amp;quot;Kysne’kizar&amp;quot; after him.&lt;br /&gt;
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In the early [[Unathi History#The Third Hegemony|Third Hegemony]], when scientists began to dream about yet-distant space colonization, Ouerea became the obvious candidate due to its similarities to Moghes. As a result, further investigation of Tret became scarce beyond scientific curiosity, as it was considerably less attractive than the habitable Ouerea. Prior to the [[Contact War]], an exploratory probe was sent to Tret, and although the machine never returned to Moghes, valuable information was gathered during its active period. Upon review, the Unathi researchers discovered Tret possessed a surface rich in metal and ore. Following the Contact War, [[Hephaestus Industries]] became interested in mining Tret’s abundant resources. The planet was leased, with formal operations beginning in 2453 however, the underdeveloped Unathite infrastructure led to a slow expansion on the surface of the planet. Hephaestus established a shipping shuttle and introduced automated mining, while a permanent station was erected near the planet but it struggled to break even economically. &lt;br /&gt;
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Controversially, Hegemon Not’zar Izweski granted Tret to the K’lax Hive in 2459. Despite the emerging conflict of interests, the Hive and the megacorporation reached an agreement known as the &#039;&#039;&#039;Ksyne’kizar Economic Treaty&#039;&#039;&#039;. Today, while most of the current Tret infrastructure is built and operated by the K’lax Hive, they have gains of roughly 17 percent due to reinvestments in growing the planet&#039;s facilities. Many believe it is Hephaestus and the Hegemony that truly benefit the most from the treaty, both of whom get a large portion of the profit. The Hegemony receives these credits in tithe and Hephaestus in both support costs and exuberant transport fees in exchange for providing freighters with which to move the manufactured goods out to the Spur. &lt;br /&gt;
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==Environment==&lt;br /&gt;
Before the K’lax arrival, Tret was characterized as a barren, lifeless rock. Due to its unique orbit, most of the planet receives heavy radiation from Uueoa-Esa, the system’s star. The poles are permanently in darkness and have a very different temperature than the rest of the planet. On these poles, the only water deposits on the planet were found completely frozen. While these factors were significant for the small-scale operations on the planet’s surface, the complete transformation of Tret by the K’lax Hive has deemed them irrelevant. Today, no areas of the surface are visible to the naked eye. Instead, narrow metal passages, many poorly lit, connect the megastructure’s sectors in a cubical shape. &lt;br /&gt;
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Tret&#039;s interior varies depending on the sector. Most of them are used for industrial purposes, while some were adapted for living. Only a few areas of the planet are equipped with oxygen, known as &amp;quot;Oasis bubbles&amp;quot; by the unfortunate Unathi and human workers. By far the most hostile areas of Tret are the giant forgeries, with only a few specialized Bioforms able to tolerate the extreme heat. The outside areas of Tret’s machinery are covered entirely by solar panels. These panels serve as an auxiliary power source, and the reflective nature of them makes Tret appear as a radiant star in the Moghesian sky. During some seasons on Moghes, nights have become shorter as Tret’s brightness impedes the dusk. &lt;br /&gt;
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Space debris quickly accumulates around Tret’s thin atmosphere. After three months, litter covers the entire planet, turning the solar panels useless. To combat this, the K’lax Hive periodically moves the debris closer to the sun, sometimes igniting the waste inside the star. Nonetheless, most of the space debris remains close to the planet, colliding with Pid’s asteroid fields. &lt;br /&gt;
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==Industry==&lt;br /&gt;
Tret is most well known for its massive industrial output, primarily in ore, refined materials, and—more recently—miscellaneous goods ranging from spare parts and pharmaceuticals to tools for the Hegemony navy, terraforming equipment, and even canned foodstuffs to be shipped to Moghes or beyond. The production of these goods is massively sped up by the presence of Uta&#039;ka&#039;yat, or All-Factories—not unlike the ones later created on [[Xakt, Queen of Corpses#Her Brood|Luthien by the Zo&#039;ra Hive]]—which are extremely adaptable facilities capable of producing masses of goods very easily, limited only by size. &lt;br /&gt;
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The most noticeable difference between an all-factory and a traditional super factory is not production speed but rather that they can be re-tooled almost instantly to fulfil orders, with one factory capable of swapping from making canned food to producing consumer electronics in a matter of minutes, depending on how the demand and supply change. On Sedantis, this feature was essential considering the often very limited space that would be used by setting up multiple factories to produce items. This has resulted in what many outsiders view as a chaotic production environment, with only Bound Vaurcae, specifically created for the job, said to be able to keep tabs on exactly what is being produced at any given time. Hephaestus workers trying to keep track are often bamboozled as graphs and charts have massive changes right in front of their eyes, and freighter crews are given last-minute instructions to pick up completely different cargo than what they came for, although only very rarely does this apparent disorganisation lead to problems. Due to the K&#039;lax Hive having no vessels of its own, these same freighter crews allow the Hegemony and the corporation to exercise greater economic control over the planet. &lt;br /&gt;
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While the Hive may produce as many goods as it desires, if only a certain amount is shipped, no credits will be made from the end product. As such, these two parties can often gain a far greater cut than they otherwise would in artificially expensive transport fees caused by &amp;quot;dangerous conditions.&amp;quot; Seeing as the alternative is not being able to get exports off-world, the Hive has seemingly accepted this as a way of doing business, exploitative though it may be. &lt;br /&gt;
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The majority of facilities on the surface, and in many cases below it, are staffed by thousands of Bound Vaurcae who perform the same simple tasks on a daily basis. When this would be impractical, or a task requires more free thought, K&#039;lax, and sometimes even Unathi or Human workers, are used. Hephaestus is well aware of the risk and poor conditions associated with the planet for these staff and offers generous pay, good injury compensation plans, healthcare, and typically short contracts, allowing them to work for a handful of months before shifting elsewhere. These workers are primarily used for staffing facilities during a Bound shortage, excavating mining equipment that has collapsed, transporting freight, tracking down transports that failed to arrive on time, or staffing the Neutron Forge and associated super factory in orbit.&lt;br /&gt;
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All of this comes together to make Tret the industrial heart of the Hegemony, producing both a grand amount of credits and supporting further K&#039;lax technological production. More recently, the planet, which typically exported much more to the wider Spur, has turned towards supporting Moghes as the phoron crisis deepens.&lt;br /&gt;
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===Neutron Forge===&lt;br /&gt;
A moderately sized foundry orbiting Tret, designed by a collaboration between K’lax Lesser Queen Vetju and Hephaestus Industries&#039; Research and Development teams. The ambitious project was first unveiled late in 2461. Whilst dwarfed in sheer size by many of Hephaestus&#039; other Orbital Super Factories and its production lines being only capable of refining raw resources such as steel, gold, and uranium, its most notable feature is the inclusion of an experimental K’lax Neutron Forge at the center. &lt;br /&gt;
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Originally used on Sedantis as a critical way of producing resources that could not be harvested efficiently from the crust of the planet or mass-produced through other methods within the confined caves, the Neutron Forge is capable of disassembling phoron and reconstructing it on a molecular level into other objects, often in a stronger form than traditional refining. Unfortunately, despite [[Vetju, Iron Queen|Vetju’s]] and her Workers&#039; best efforts, the original designs are currently unfeasible to create due to the incredible cost of both constructing and maintaining them. Unwilling and unable to divert so much work away from ensuring the survival of her brood, this new version of the Neutron Forge is only capable of producing raw resources and consumes an astronomical amount of phoron. In spite of this, both Hephaestus and the K’lax Hive considered its launch a success worthy of celebration, helping further tighten the bonds between the two. &lt;br /&gt;
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The manufactory is staffed by a large group of both Vaurcae and Unathi who work tirelessly to maintain the forge, supply it with phoron, refine the resources that come from within it, and transport them to their destinations, typically other Hephaestus’ facilities within the Hegemony and beyond. The forge ran without ceasing until 2463, when it began to feel the effects of the Phoron crisis. Many of the factory’s employees were laid off within the first few months of the crisis, and more redundancies are expected as phoron becomes scarce. Despite this, it is producing nearly a fifth of the Spur’s plasteel and borosilicate glass, materials that are typically difficult to create in such large quantities. &lt;br /&gt;
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==Economy==&lt;br /&gt;
The large, malleable facilities on Tret allow for the colossal factory to have one of the highest gross domestic products in the Orion Spur. Nevertheless, due to the nature of the Ksyne’kizar Economic Treaty, profits are mainly enjoyed by Hephaestus Industries and the Izweski Hegemony, not the K’lax Hive. As a result, the performance of what could be the most stable Vaurcae economy is dwarfed by the other Hives, which have reached a more qualitative agreement with third parties.&lt;br /&gt;
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Tret is one of the largest exporters in the galaxy. The K’lax Hive is often required to aggressively increase its position as a primary manufacturer in order to keep Tret sustainable. As a result, Tret labour is inexpensive, which is an invitation for foreign states to use the planet’s industry instead of their local facilities. The cheapness of many Tret-made products has gained a bad reputation across the Spur, with the phrase &amp;quot;made in Tret&amp;quot; used as a pejorative for low quality. &lt;br /&gt;
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==Life on Tret==&lt;br /&gt;
Life on Tret is difficult. The poor conditions and long shifts have drastically reduced Bound Vaurcae’s life expectancy. Once considered some of the best-maintained members of the species, Tretian Bound live up to ten months due to their hazardous environment. More often than not, Workers repeat the same menial tasks without any respite until they drop dead. Although Vaurcae do not require many luxuries, the living sectors are considered unhygienic and breeding grounds for malaise and social disruption. K’lax Queens, wishing to prevent a situation similar to Mendell City’s [[Flagsdale]], have set up the living camps as temporary facilities, disarmed them periodically, and relocated all of their members. Resettlement often attempts to keep hive-cells together, but members may be separated if the Hive deems it necessary.&lt;br /&gt;
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Aliens in Tret are never permanently accommodated and are employed only temporarily. Some humans and Unathi see working a few months on Tret as an opportunity to seek better economic opportunities; however, shortly after their arrival, sophonts frequently regret their decision. In many cases, long-term or multiple visits to the industrial mazes of the planet may result in depression, anxiety, and even agoraphobia. &lt;br /&gt;
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The brutality of Tret’s sweatshops has been denounced by the galactic community, especially by politicians who hold anti-Vaurca sentiments. As a part of a Zo’rane smear campaign against the K’lax Hive, many Biesellite products now contain &amp;quot;Vaurca-cruelty free&amp;quot; labels, swinging the public perception of Tretian goods as unethical.&lt;br /&gt;
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==Transportation==&lt;br /&gt;
A logistical issue the K&#039;lax Hive had to resolve when colonisation of the planet truly got under way was how best to manage the movement of sapients across what would become the winding factory surface. While shuttles appeared to be the obvious choice for many K&#039;lax and Hephaestus employees, simulations revealed that the amount required would only add to the already congested skies. K&#039;laxian engineers proposed many solutions, but the one that gained the most steam was the &amp;quot;Tyik&#039;Opakt,&amp;quot; or &amp;quot;Vacuum Train System.&amp;quot; Not unlike similar human designs, the train uses magnetic levitation inside vacuum tunnels to accelerate to extremely high speeds, so much so that it can cross the entire surface of Tret in a little over an hour. &lt;br /&gt;
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Several years after first being proposed, vacuum trains are now the most prevalent form of transportation on the planet. Train lines and their tunnels create an ever-expanding criss-cross on maps, moving alongside and over one another in a complicated pattern, and transport not only takes workers from one location to another but is the backbone of moving supplies to and from spaceports to be picked up and utilised or transported off-world by Hephaestus freighters. Many of these trains are crowded and illuminated with dim light, if any, and created primarily for usage by the Vaurca majority of the planet, who prefer such conditions, but a few do exist that provide more amicable conditions for the other sentients that inhabit the planet.&lt;br /&gt;
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==Power==&lt;br /&gt;
Experts determined early in its colonisation by the K&#039;lax Hive that Tret would be extremely power-hungry. While some of this initial energy could come from existing Hephaestus infrastructure and an abundance of solar panels coating buildings, a more permanent solution would need to be devised before long as factories swelled in size and the barren rock was industrialized. This solution would come in the form of &amp;quot;Tyu&#039;kata,&amp;quot; or &amp;quot;Radiant-energy spires,&amp;quot; which are large, towering structures that dominate the nearby cityscapes. These contraptions work by capturing bursts of gamma radiation emitting from the local star and turning it into energy at an extremely efficient rate, which is enough to sate the energy appetites of the rapidly growing web of machines. This general idea was originally implemented by a K&#039;laxian engineer on Sedantis, who suggested striking such towers up through the roof of the caverns to the radioactive surface, which was employed with much success. The modern version of Tret is considered an iteration of these original designs.&lt;br /&gt;
&lt;br /&gt;
==Hazard Rating==&lt;br /&gt;
Tret is separated into sectors by a system known as the &amp;quot;Hazard Rating,&amp;quot; which measures the location&#039;s danger levels. The higher the risk an individual is willing to take, the higher the pay. This rating is done from 0 to 5, with 0 being completely liveable for humans and 5 being near instant death for anyone other than highly-specialized Vaurcae. Most locations on the planet fall somewhere between the 2 and 3 categories. These hazard ratings and associated hazard pay help balance the distribution of company staff across the planet and help minimize—although not stop—poor behaviour in higher-risk quadrants. After all, it is the employees&#039; choice to work in these locations, and they receive adequate payment, which more often than not reflects that. &lt;br /&gt;
&lt;br /&gt;
==Notable locations==&lt;br /&gt;
===Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)===&lt;br /&gt;
Unlike other areas on the planet, Tret’s primary crater was domed and better preserved for historical purposes. Hephaestus Industries originally selected Ksyne’kizar to build an amenity surface base, much like the lunar cities in the Sol system. The project was halted in 2459 with little infrastructure prepared—nothing much beyond a local gravity generator, oxygen systems, and a reinforced borosilicate dome. Since the arrival of the K’lax Hive, Ksyne’kizar has been chosen as the de facto capital. Nonetheless, preparing the rest of the planet’s infrastructure was a more pressing issue, and the crater remained undeveloped beyond the Royal Chambers. After the unveiling of the Zo’rane city of New Sedantis in late 2463, the K’lax Hive placed more effort into creating its own cosmopolitan capital, a strange sight amidst the planet&#039;s sprawling industrial maze.&lt;br /&gt;
&lt;br /&gt;
Preparations for the Ksyne’kizar are far from finished; however, the city&#039;s surface is marketed toward human and Unathi visitors. Although the Hive does not expect major tourism to occur in Tret, Ksyne’kizar is a corporate haven, ready to host any important events that may occur on the planet’s surface. Currently, the main plaza of Ksyne’kizar’s surface has remnants of Tret’s original exploring probe as an attraction. The subterranean part of Ksyne’kizar is by far more developed. Nevertheless, the desire for Queen Tupii to create a lavish atmosphere continues to demand more labor on a planet that already runs at maximum capacity. The design of Ksyne’kizar’s wonders, which follow traditional Vaurca masonry, is uncharacteristic of the otherwise utilitarian configuration of the planet.&lt;br /&gt;
&lt;br /&gt;
===Alpha Station Euthenia (Hazard Rating 0)===&lt;br /&gt;
Considered the base of operations for Hephaestus Industries, the Alpha Station Euthenia is located in orbit around the planet. To properly compensate its workers, Hephaestus provides most of the modern amenities in Euthenia, including a video games room, sports facilities, a movie theater, and the largest holodeck in the region. Human and Unathi workers only have a four-day workweek. Nonetheless, their shifts tend to be long and exhausting. Furthermore, due to the mining operations&#039; remoteness from the planet&#039;s orbit, the majority of workers must stay in the Beta Station Soteria or camp in one of the emergency temporary facilities. For this reason, Hephaestus emphasises the need for a relaxed environment inside the Alpha Station, where employees may make the most of their spare time. &lt;br /&gt;
&lt;br /&gt;
===Beta Station Soteria (Hazard Rating 1)===&lt;br /&gt;
Soteria is a surface station to which most Vacuum Train System routes connect. Though Soteria staffers live inside here for extended periods, most visiting workers only occupy the station’s chambers during their workdays. It is modestly equipped and described as &amp;quot;utilitarian&amp;quot; by the megacorporation. While considered a haven by many of the miners and prospectors during their expeditions, Soteria is not entirely safe. Due to its position near the planet’s radiation belt, some areas may be required to be evacuated periodically and collapses have been known to create breaches in the past, causing peril to the occupants. Nonetheless, Soteria is appreciated by most of Tret’s alien employees. On occasion, workers cannot reach Soteria for shelter after their long shifts. These miners usually have to camp in some of the Oasis bubbles, which are considered Soteria outposts. It is always recommended that workers stay within reach of a camping spot. Sleeping near mining operations is the leading cause of death for non-Vaurcae workers on the planet.&lt;br /&gt;
&lt;br /&gt;
===Industrial Shipping Center===&lt;br /&gt;
The Industrial Shipping Center is Tret’s primary port. The facilities also include domestic warehouses, where goods are stored before shipping. In order to maintain the quality of many products, the Industrial Shipping Center maintains an environment free of the planet’s notable pollution. Nevertheless, pressure conditions are similar to space—tolerable for Vaurca Workers but demanding a voidsuit for the occasional Unathi laborer. While Warriors are employed to patrol the site, the amount of imported and exported cargo exceeds the capabilities of Vaurca surveillance. Thus, the Industrial Shipping Center has gained the reputation of a freeport. This fame has made the port vulnerable to space piracy, particularly from the Sinta and Queenless Vaurcae groups. &lt;br /&gt;
&lt;br /&gt;
===Kloz’xera Impact Site (Hazard Rating 2)===&lt;br /&gt;
Located on the southern pole of the planet, the Impact Site is the location where the K’lax Hiveship originally touched down. Upon contact with the ice sheet, the fiery landing meant that much of the ship’s body sank, rapidly creating a lake of molten lead. The K’lax Hive believed this situation to be a boon, and since then, Queen Vetju took advantage to begin an aggressive process of industrialization. Although not much time has passed since the event, the Kloz’xera Impact Site no longer resembles its primitive state. Instead, it was quickly transformed into the primordial foundry, upon which all infrastructure was built. Since early 2461, the workshop has been closed. Currently, specialized teams are responsible for salvaging the interiors of the Hiveship. It is considered a complicated process, as debris and brimstone make the abandoned ship difficult to traverse. Though it remains a rumor, it is said that Queen Leto is interested in turning the Impact Site into a museum.&lt;br /&gt;
&lt;br /&gt;
===Rea (Hazard Rating 2)===&lt;br /&gt;
Rea is a fortress located on the west side of the planet. It acts as a storage facility for the Bound Warriors of the K’lax Hive. Additionally, it is believed that the K’lax use this facility to protect the most delicate information. Although unconfirmed, the rumor stems from Rea containing Hegemony levies. Compared to Dis, the stronghold of the Zo’ra Hive, Rea is minuscule, and it is often overlooked, as Tret is a heavily industrialised planet. However, the fortress is notable for being the first Warform storage facility in the Spur. &lt;br /&gt;
&lt;br /&gt;
===Pid (Hazard Rating 3)===&lt;br /&gt;
Pid, and its asteroid surroundings, currently serve as a large-scale K’ois farm operated by the [[Leto, The Seeker#Recent Events|Leto brood]]. The infrastructure for the farm has improved over the past few years, with more safety measures to ensure no K’ois spread beyond the field. Nonetheless, breaches still exist, which endanger cargo and passing ships. The reputation of the &amp;quot;cursed asteroids,&amp;quot; as they are commonly known, has prevented some parties from receiving Tret-manufactured goods in their territory, such as [[Republic of Elyra|Elyra]]. &lt;br /&gt;
&lt;br /&gt;
===Lii’kana (Hazard Rating 5)===&lt;br /&gt;
The term Lii’kana is usually translated as &amp;quot;Hell.&amp;quot; Although Vaurcae lacked the religious concept of eternal fiery damnation, the term has been used metaphorically since the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|sinking of Illau’tia]] to refer to the Lii’dra’s capital. In the context of Tret, Lii’kana, or Hell, refers to the deepest forge of the planet. Due to its significance in the production process, it is also considered the heart of Tret. However, despite its importance, Lii’kana has a bad reputation for being the most brutal area on the planet. Here, only advanced engineered bioforms can survive. As all workers in Lii’kana are Bound Vaurcae, the Unbound and other sophonts often speculate as to how the facility actually looks. The reported high temperatures, the colossal quantities of refined metals, and the short lifespans of its workers all suggest that Hell is an apt name for this workshop.&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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=33239</id>
		<title>Vaurca Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=33239"/>
		<updated>2024-06-10T23:20:02Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Za&amp;#039;Kax, Warforms (Type BD+) */&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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=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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Besides their biological differences, caste, and psyche play an important part in Vaurca society, as reflected by the Vaurca naming system.&lt;br /&gt;
&lt;br /&gt;
==Morphology and Physiology==&lt;br /&gt;
&#039;&#039;&#039;Exoskeleton&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;Blood and Respiration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;Dangers in Human Space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ka, The Workers (Ka, Type A)===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:typeaa.png|200px|thumb|right|A depiction of a Type AA Bioform.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AA - Retainers &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AB - Bearers &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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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&lt;br /&gt;
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&#039;&#039;&#039;Type AD - Burrowers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Type AD Workers, or “Burrowers,” are one of the oldest Worker subcastes, believed to have been created during 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;
&lt;br /&gt;
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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&lt;br /&gt;
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&#039;&#039;&#039;Type ABD - Freighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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 [[Aweiji]]. &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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&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;
&lt;br /&gt;
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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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AE - Cultivator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Type B Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BC - Endurers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Type BD+ Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Type BDE - Batteries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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 the Zo&#039;ra Hive 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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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BDF - Vanguard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BDG - Flock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BDJ - Mangler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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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&lt;br /&gt;
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&#039;&#039;&#039;Type BDNB - Ripper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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 Alate 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;
&lt;br /&gt;
&#039;&#039;&#039;Queens&#039;&#039;&#039;&lt;br /&gt;
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Traditionally, Vaurca Queens fought to keep their brood and were ranked this rank during adulthood. However, in modern Vaurca society, Vaurca Queens are select candidates, 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;
&lt;br /&gt;
Vaurca Queens possess a markedly different physiology from their subjects, appearing significantly larger even in comparison to imposing Diplomats. Their most striking feature is a swollen abdomen, giving them a segmented, almost worm-like appearance.  This enlargement is theorized to be a consequence of their prolific egg-laying capabilities. However, the biology of Vaurca Queens remains shrouded in mystery, as they maintain strict seclusion from both public and private scrutiny.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Surrogates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Surrogates share a similar morphology to Vaurca Queens, albeit on a smaller scale, though still imposing by most standards. Like their Queens, they possess distinctly swollen abdomens, a trait attributed to their egg-laying functions. As with Vaurca Queens, the biology of Surrogates remains enigmatic, as they largely remain concealed from public view.&lt;br /&gt;
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&#039;&#039;&#039;Alates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alates are medium-sized Gynes. Alates are recognizable for their luxurious-patterned wings. While traditionally a biological feature, today most Alates enhance their wings through augmentation or decorative garments. &lt;br /&gt;
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Some Alates may increase their size. While they never become as big as Queens or Surrogates, the size increments allow Alates 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 Alates, 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. Diplomats are always sterile and do not lay eggs of their own.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===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;
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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;
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====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;
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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;
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====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 were used as an equivalent to shipboard AI on Vaurcaesian vessels. Smaller spacecrafts only used 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;
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===Bulwarks, (Ra, Type E)===&lt;br /&gt;
The Bulwark is the most recent Vaurca 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;
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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;
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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;
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==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hivenet&amp;diff=33190</id>
		<title>Hivenet</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hivenet&amp;diff=33190"/>
		<updated>2024-06-08T04:33:56Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* New Gibson Relay */&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;
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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33189</id>
		<title>Queenless</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33189"/>
		<updated>2024-06-08T04:03:25Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Lii&amp;#039;kenka, The Traitors of Phoenixport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Life and Organization==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Notable Queenless groups==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ky&#039;klux===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ak&#039;riix===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Mi&#039;kuetz=== &lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz are known for being a cheerful, easy-going group of Vaurcae from the [[Moghes#The Wasteland Regions|Moghesian Wasteland]]. More about their importance to their ecosystem and relationships can be read [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
&lt;br /&gt;
===Yiaa’mak’tzut===&lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and also known as the &#039;&#039;&#039;Metal Mi’kuetz&#039;&#039;&#039;, this group of K’laxian Queenless have found affinity with the [[Aut&#039;akh|Aut’akh]]. Unlike the Mi’kuetz, they are not endorsed by the [[Izweski Nation|Hegemony]] or have close relationships with the K’lax Hive, as official policy requires K’lax to not consider Aut’akh as allies. Because of the nature of both groups, some Aut’akh communes have adopted Yiaa’mak’tzut as their own, believing their struggles to be shared. &lt;br /&gt;
&lt;br /&gt;
Unlike other Queenless, which are tolerated by the Hives to various degrees, the Yiaa’mak’tzut are despised by most K’lax, especially those that are completely loyal to the Hegemony. The only exception would be the [[Vedhra, Princess of Configurations|Vedhra]] brood, which are known to be less hostile, though they tend not to get too close as to not cause any misconceptions.&lt;br /&gt;
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===Ni&#039;mii&#039;katz===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Klat&#039;xatl==&lt;br /&gt;
&lt;br /&gt;
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, which 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 correctly. 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 Vaurcan 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 Vaurcan 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 Vaurcesian 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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33188</id>
		<title>Queenless</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33188"/>
		<updated>2024-06-08T04:02:47Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Lii&amp;#039;kenka, The Traitors of Phoenixport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Life and Organization==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Notable Queenless groups==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ky&#039;klux===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ak&#039;riix===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Mi&#039;kuetz=== &lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz are known for being a cheerful, easy-going group of Vaurcae from the [[Moghes#The Wasteland Regions|Moghesian Wasteland]]. More about their importance to their ecosystem and relationships can be read [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
&lt;br /&gt;
===Yiaa’mak’tzut===&lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and also known as the &#039;&#039;&#039;Metal Mi’kuetz&#039;&#039;&#039;, this group of K’laxian Queenless have found affinity with the [[Aut&#039;akh|Aut’akh]]. Unlike the Mi’kuetz, they are not endorsed by the [[Izweski Nation|Hegemony]] or have close relationships with the K’lax Hive, as official policy requires K’lax to not consider Aut’akh as allies. Because of the nature of both groups, some Aut’akh communes have adopted Yiaa’mak’tzut as their own, believing their struggles to be shared. &lt;br /&gt;
&lt;br /&gt;
Unlike other Queenless, which are tolerated by the Hives to various degrees, the Yiaa’mak’tzut are despised by most K’lax, especially those that are completely loyal to the Hegemony. The only exception would be the [[Vedhra, Princess of Configurations|Vedhra]] brood, which are known to be less hostile, though they tend not to get too close as to not cause any misconceptions.&lt;br /&gt;
&lt;br /&gt;
===Ni&#039;mii&#039;katz===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Klat&#039;xatl==&lt;br /&gt;
&lt;br /&gt;
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 will 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, which 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 correctly. 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 Vaurcan 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 Vaurcan 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 Vaurcesian 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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=33187</id>
		<title>Mictlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=33187"/>
		<updated>2024-06-08T04:02:03Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Vaurca on Mictlan - Los Azquiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mictlan&lt;br /&gt;
|System = Sankta Tereza&lt;br /&gt;
|Image = Mictlan flag new.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Arequipa&lt;br /&gt;
|Species = Human, [[Skrell]], [[Unathi]], [[Diona]], [[IPC]]&lt;br /&gt;
|Languages = Tau Ceti Basic, Tradeband, Sol Common&lt;br /&gt;
|Demonyms = Mictlani&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We are still here.&amp;quot;&#039;&#039; - Motto of Mictlan&amp;lt;/center&amp;gt;&lt;br /&gt;
Nestled within the [[Corporate Reconstruction Zone]], Mictlan has become integral to the Stellar Corporate Conglomerate’s plans for expanding their influence within the unstable region of the Orion Spur. However, many protested against the sudden shift to the [[Republic of Biesel]], taking up arms as they began forcefully pushing back against the corporate occupation of their planet – eventually resulting in military intervention by the Republic of Biesel, as they instituted the Peacekeeper Mandate to begin to wrestle control back into their hands.&lt;br /&gt;
&lt;br /&gt;
After a long and protracted guerilla war between the [[Tau Ceti Armed Forces]] and the Samaritans, Mictlan eventually managed to secure its status as an independent member-state within the Republic, and now enjoys relative freedom from corporate influence. However, stratification and corporate influence still seperates much of the population, and time will tell if the economic protections the government has put in place will hold against the influence of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Mictlan is been a beacon of multiculturalism among humans and aliens in the Orion Spur, many humans that have immigrated to the planet have been assimilated into Mictlan&#039;s culture and society. Because of this, human characters born on Mictlan must have names and appearances consistent with the peoples of Mexico, Central America, and South America. Only characters native to Mictlan may take the Mictlan accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Though not our original destination, it doesn&#039;t matter. It is up to us to carve out an existence on this planet, and call it our own.”&amp;lt;br&amp;gt; - Captain Tlaloc (2219 - 2257) addressing the colonists following the emergency landing on Mictlan (11th August 2254)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlan was not the original target for the South and Central American colonists whose descendants now inhabit it; instead, it became an accidental one after they were forced into an emergency landing. The captain of the original colonization fleet, who was posthumously christened Tlaloc to protect his descendants, excessively mishandled the allocation of resources during their long voyage, focusing more on the comfort of the first-class clientele. This had resulted in a lack of fuel, food, and other resources that forced them to make an emergency landing two years prior to reaching their intended target.&lt;br /&gt;
&lt;br /&gt;
The colonists already lacked the expertise and technology to comfortably adapt to an aquatic planet, and with the captain’s refusal to change his behaviour casualties mounted. An attempt was made to challenge the captain’s leadership by contacting the Sol government, however, the continued failures of the colonists to meet quotas led to them being largely ignored. Thus a revolution was inevitable. During this insurrection, the captain alongside other colony heads was murdered, and the newly appointed government began calling itself the Movimiento Fundación. This explosion of violence finally caught the interest of the Sol government, who immediately sent out an armed force to rescue the survivors and re-establish law and order.&lt;br /&gt;
&lt;br /&gt;
The movement did not last long against such an overwhelming force and democracy was re-established. A new head for the colony was chosen and with the continued efforts the possibilities of underwater logging and uranium mining became apparent, corporations began to invest in Mictlan, building up infrastructure and worker force. During this time, the newly established colonial government led a “War on Waste”, to preserve the natural beauty of Mictlan. This included the nationalization of small private businesses that created too much waste, higher fees to secure intellectual property rights, and the introduction of new fines targeting the Mictlani for littering. It was clear to the colonists at the time this was a transparent attempt to prevent a surge of small-time businesses but with an armed force present, the concerns went unvoiced.&lt;br /&gt;
&lt;br /&gt;
Mictlan exists as a democratic state, similarly seen across many previous Middle Ring colonies of the [[Sol Alliance| Solarian Alliance]], where its beautiful and verdant landscapes provide a lure for tourists – a rather profitable enterprise for Idris Incorporated as it dominates its tourist industries. Its bountiful jungles allow for both aquacultural and agricultural practices to boon, in particular, Unathi refugees fleeing from Moghes have managed to latch onto the aquacultural industries and make it their own – establishing their own chapter on Mictlan. The planet’s overall xenotolerance has allowed for numerous other populations to take refuge within its jungles, besides just Unathi, including that of both the Skrell and Dionae. Besides its vibrant agricultural practices, Mictlan has huge deposits of minerals, further cementing the planet’s attractability to the megacorporations – who previously watched from the sidelines, swooping in following the initiation of the Peacekeeper Mandate.&lt;br /&gt;
&lt;br /&gt;
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=== Peacekeeper Mandate ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“No battle too difficult, no sacrifice too great.” - Xiomara Salvo, general of the Samaritans, addressing those that fight for a Mictlan free from corporate integration and Biesel&#039;s occupation, in a video shared to social media (18 October 2463) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the Solarian Collapse, the former Solarian planets of Mictlan and Port Antillia were annexed by the Republic of Biesel, in what would come to be known as the Corporate Reconstruction Zone. While Port Antillia accepted membership as part of the Republic with little conflict, Mictlan&#039;s annexation was considerably more controversial. The Mictlan Defense Force, the planetary guard, had gone months without pay, and Mictlan itself was suffering unrest and lack of supplies that were typically shipped in from the greater Alliance. When the Tau Ceti Foreign Legion touched down on the planet to declare it as part of the Republic of Biesel, many citizens were suspicious of their new government and its ties with the megacorporations. Some of these suspicions were proven in short order by massive corporate developments on the planet and crackdowns on dissent.&lt;br /&gt;
&lt;br /&gt;
The tension boiled over in late 2462, when thousands of ex-MDF personnel, led by First Sergeant [[Notable Humans#Xiomara Salvo|Xiomara Salvo]], deserted and formed the Samaritans; a paramilitary organization whose mission was to secure the independence of Mictlan at any cost. The other prominent insurgent group was the Founding Movement, originally a political party led by several notable Mictlani; [[Notable Humans#Isabel Alvarez|Isabel Alvarez]], Leon de Rosas, Corazon Santanas, and Miguel Maia. The Founding Movement had been blacklisted from the Mictlani parliament shortly after the Mandate due to their strong anti-corporate and pro-Mictlani independence, and a warrant for the arrest of all four party leaders had been placed for alleged &amp;quot;terrorist activities&amp;quot;. Leon de Rosas surrendered to the Biesel Security Services Bureau, but Alvarez, Santanas, and Maia went on the run, with each attempting to fight for Mictlan&#039;s independence in their own way. Unfortunately, the Founding Movement&#039;s directionless anger mainly had the effect of destabilizing and disenfranchising Mictlan further.&lt;br /&gt;
&lt;br /&gt;
The announcement of the Peacekeeper Mandate by President Dorn in mid-October 2463 sparked demonstrations across the Corporate Reconstruction Zone as citizens voiced their concerns over the deployment of the Tau Ceti Foreign Legion. Considered by critics of the Dorn administration to be the most controversial policy it had enacted, the Peacekeeper Mandate was introduced to bring order to the Corporate Reconstruction Zone. The Mandate was enacted to ensure loyalty to the Republic of Biesel and its benefactor, the Stellar Corporate Conglomerate, but were opposed by several insurrectionist groups such as the Samaritans and the Founding Movement. While Isabel Alvarez continued to verbally protest and attempt to organize (ultimately ineffective) non-violent campaigns against the Peacekeeper Mandate, Santanas and Maia rallied their supporter base and encouraged the Founding Movement to take up violent arms against the Republic through any means possible.&lt;br /&gt;
&lt;br /&gt;
Initially meant to operate for a definite period, the Peacekeeper Mandate was altered to operate indefinitely until the unrest encountered in the Corporate Reconstruction Zone has been quelled. Whilst the Tau Ceti Foreign Legion was able to resist the insurgency groups, the [[Private Military Contracting Group]] was hired to support their operations. The PMCG contributed to the Peacekeeper Mandate significantly since their introduction to the Corporate Reconstruction Zone, although much controversy arose over allowing a private military company to assist in what was considered an occupation and annexation. The Stellar Corporate Conglomerate had already begun massive development operations on the surface of the planet, which many Mictlani objected to on the grounds of mismanagement, pollution, and a lack of concern for workers&#039; rights.&lt;br /&gt;
&lt;br /&gt;
In early 2464, the Peacekeeper Mandate took a rather violent turn following the death of a scholar. As riots erupted across the Corporate Reconstruction Zone, but primarily within the major population centres present on Mictlan, the forces of both the Tau Ceti Foreign Legion and the Private Military Contracting Group found themselves supporting the Mictlan Defense Force in quelling the unrest. Despite their best attempts, the Samaritans seized the chance to use the unrest to strike the vulnerabilities present utilizing a series of urban guerrilla tactics to severely damage the abilities of the stretched-thin forces present.&lt;br /&gt;
&lt;br /&gt;
In July 2465, this culminated in the establishment of the Tau Ceti Armed Forces to finally attempt to stomp out the insurgents. Conflict, stoked by demonstrations and riots from the Founding Movement, gradually came to a head after several months of fighting. After a climactic operation on the beaches of the continent Huitzilopochtli, Xiomara Salvo, Prime Minister Ladislao de Santos, and Nathan Trasen finally agreed to a ceasefire, on several conditions. Provided the majority of Samaritans surrendered (and were pardoned), Mictlan would be permitted to determine which Biesellite laws were accepted within its own territory, barring capital crimes. The Peacekeeper Mandate was deemed over, and the Armed Forces finally returned to Biesel.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===The Founding Movement===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“The Founding Movement? They’re just a loose collection of barely aligned groups that only get along because it is safer for criminals to stick together.”&#039;&#039;&lt;br /&gt;
- Lucas Hideyoshi, BSSB agent, responding to a question from a Tau Ceti Times reporter&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Founding Movement&#039;&#039;&#039; was a broad collection of political movements organized under one party banner, with the objective of an independent Mictlan. Founded in 2444 by the lawyer and activist Isabel Alvarez, she shared the leadership of the party with her college friends and fellow activists Leon de Rosas, Corazon Santanas, and Miguel Maia. &lt;br /&gt;
&lt;br /&gt;
In the early years of Alvarez’s tenureship, when the movement was still considered a legitimate political party, the Movement became a far more unified force under her leadership. This changed in 2462, with the annexation of the planet by the Republic of Biesel, and the declaration of the Peacekeeper Mandate. The collapse of the Alliance was a taste of what freedom could be, before Tau Ceti forces enacted harsh laws and megacorporations began new, invasive construction on the surface. &lt;br /&gt;
&lt;br /&gt;
The resulting chaos caused a fracturing of the Founding Movement, with Miguel Maia and Corazon Santanas encouraging those sympathetic to the cause to achieve independence by violence. Several incidents, such as the bombing of an Orion Express post office in Lago de Abundacia, caused the Republic to brand the Founding Movement as a whole a terrorist organization. Members previously associated with the Founding Movement, whether they subscribed to Maia or Santanas’ positions or not, began to be tracked down by the Republic and its law enforcement agencies. Many of the more moderate members forsook it entirely, preferring life under Biesel to cyborgification or lengthy prison sentences. A larger and larger percentage of those who continued to identify as Founding Movement members militarized, rioted, and planted explosives in public areas to drive away Tau Ceti Armed Forces personnel or intimidate the Mictlani government into taking a hardline anti-Biesel stance. &lt;br /&gt;
&lt;br /&gt;
Alvarez became less and less synonymous with the Founding Movement, despite her efforts, and continued firebrand speeches from the exiled Corazon Santanas and Miguel Maia furthered the Founding Movement’s perception as a terrorist organization through and through. Alvarez continued to demand a peaceful resolution to the conflict, though after an arrest warrant was placed on her and the other leaders, she was driven into hiding. Santanas and Maia continued to make scant public appearances, and Leon de Rosas surrendered to the Biesel Security Services Bureau in 2464. He was released from prison after the clemency deal struck with Xiomara Salvo and the Samaritans in late 2465; Salvo herself negotiated for his release.&lt;br /&gt;
&lt;br /&gt;
In November 2465, the efforts of the Minutemen Special Forces and the calculations of the military AI Aura triangulated Isabel Alvarez’s location to the city of Caxacoatl. Her body was discovered hung from a lamppost after a Founding Movement-led riot against Tau Ceti occupation; later eyewitness testimonies claim she was dragged out of a nearby apartment, beaten, and lynched. She was 46 years old. &lt;br /&gt;
&lt;br /&gt;
The Founding Movement and Isabel Alvarez are remembered controversially. Among some, Alvarez is remembered as a weak leader who allowed the infighting in her party to grow out of control. To others, she is a tragic symbol of the indirect casualties of the Peacekeeper Mandate, and a woman who strived for peace and non-violence long after it was impossible.&lt;br /&gt;
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===The Samaritans===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;A soldier without discipline is just an idiot with a gun. Just as an army without structure is merely a gang. So get your ass off the ground, and get back into formation.&amp;quot;&#039;&#039;&lt;br /&gt;
- Unknown, attributed to Samaritan drill instructor Alejandro Gomez&amp;lt;/center&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Samaritans&#039;&#039;&#039; were a paramilitary organization derived from dissident members of the Mictlan Defense Force, that shared the goal of an independent Mictlan with the Founding Movement. Founded in 2462 by First Sergeant Xiomara Salvo, later called “General”, the unrest caused by the Solarian Collapse and the Peacekeeper Mandate in short order led Salvo to desert the MDF, leading thousands of soldiers alongside her. Over the course of three years, the Samaritans led a protracted guerilla war against first the Tau Ceti Foreign Legion, then the Tau Ceti Armed Forces. &lt;br /&gt;
&lt;br /&gt;
Many MDF deserters brought their own military supplies with them or stole from bases; the Samaritans would also purchase weaponry from offworld traders to supplement their supplies. What played a heavy part in the coherence of the group and its ability to defend against the far larger TCAF was the unity and solidarity of individual soldiers. A gradually-forming cult of personality around Xiomara Salvo also meant many Samaritans were willing to fight and die for the freedom of Mictlan. The Samaritans’ primary base of operations was on the continent of Huitzilopochtli, where the local population revered them as heroic freedom fighters, further hampering Biesel intelligence operations. Further emphasizing their status as “heroic” was the Samaritans’ opposition to the violence enacted by the Founding Movement, which would often include civilians in the crossfire of its bombs and riots.&lt;br /&gt;
&lt;br /&gt;
In November 2465, a heightening of terror campaigns from the Founding Movement, increased attacks on TCAF bases from the Samaritans, and civil unrest within Tau Ceti and Mictlan alike led to Xiomara Salvo negotiating a settled peace with the Tau Ceti Armed Forces. On the condition of her absolute surrender and her retirement from politics and military life, Mictlan would now enjoy a free economic and legal policy that would only be loosely governed by the government of Biesel. &lt;br /&gt;
&lt;br /&gt;
Former Samaritans found themselves generally returning to their old life. Many rejoined the MDF, or joined for the first time, going on to serve careers as soldiers. The exception was the officers of the organization, forbidden by the terms of their agreement to ever join an armed organization again. Most retired early, as permitted by a generous stipend, and several went on to pursue political careers or work as a civilian in the fields they’d earned a degree in.&lt;br /&gt;
&lt;br /&gt;
Xiomara Salvo, the charismatic soldier, became a national hero and a symbol of the endurance of Mictlan and its people. She now lives a quiet life in Caxamalca as a community organizer, and has expressed no desire to re-enter the public eye.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Megacorporation Sanctions ===&lt;br /&gt;
Citing concerns for the safety of their employees and their assets, the [[Stellar Corporate Conglomerate]] has announced a goods embargo on Mictlan outside of the Exclusive Economic Zone. The sanctions focus on materials and equipment that could potentially be used in the creation of weapons and explosives by the Samaritans, however, critics have remarked that the goods listed are broad enough to negatively impact most industries on Mictlan. Unemployment is predicted to rise to levels never before seen outside of the Exclusive Economic Zone. Following the Council of Six meetings, the megacorporate sanctions ended in conjunction with the staged removal of the [[Tau Ceti Foreign Legion]] as the Peacekeeper Mandate starts coming to an end. These sanctions, however, loom over the heads of many who found their businesses unable to survive in the wake of the megacorporate blockades on goods, now forced to find employment within the very megacorporations that destroyed their businesses.&lt;br /&gt;
== Environment ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The jungles of Mictlan have lured us in for decades, with promises of great discoveries deep within. I fall for it, everytime.” - Professor Tapzel Spoq (2093 - 2461) at a Seminar regarding Xenobiology at the Tupac Amaru University (21 November 2438) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:MictlanCities.png|thumb|400px|A labled map of notable points of interests across Mictlan, including the former Tau Ceti Foreign Legion Forward Operating Bases.]]&lt;br /&gt;
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Mictlan is a planet shrouded in thick jungles that stretch across its three continents, where its orbital period and axial tilt have allowed for an almost perpetual tropic climate that often reaches sweltering highs – where the only reprieve is the frequent torrents of cool rainfall that form as a result of humidity present within its rainforests. Dependent on the environmental circumstances in which they form, these tropical storms often grow to sizes capable of engulfing large portions of the continents they pass over – where flashfloods in lowlands are both common, and avoided by the local populace in the region. However, the further one strays from the equatorial regions of Mictlan, the drier it becomes the closer one gets to the Mictlani Sertão. &lt;br /&gt;
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The Mictlani Sertão comprise the planet’s highlands – normally in close proximity to mountainous geographic regions – and receive most of their rainfall during the beginning of the year in the brief period between February and April, mostly in the form of torrential downpours, thereafter these regions typically undergo extended droughts. These shifting conditions have made life difficult within the Sertão, and colonial outposts situated within these areas frequently fell on hard times as they struggle to push through to the next wet season, where most commonly turn to base their economies on quarrying and excavation – at least if there is an abundance of mineral resources nearby. &lt;br /&gt;
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=== Continents and Regions ===&lt;br /&gt;
&#039;&#039;&#039;Llactapata (Western Continent)&#039;&#039;&#039;&lt;br /&gt;
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Home to the continental capital of Sikunda, Llactapata has been spared the onslaught of destruction as a result of the Peacekeeper Mandate, where it has instead seen an influx of displaced Mictlani fleeing from either Huitzilopochtli or Huehuecóyotl. Situated within the western hemisphere of the planet, much of Northern Llactapata belongs to the Mictlani Sertão – where the craggy mountains protect the region from typhoons that form within Tepexitl Ocean, allowing for dozens of cities and towns to crop up reminiscent of those across the Andes Mountains on Earth. Hephaestus Industries has expressed interest in expanding its foothold within the regions, further exploiting the mineral resources held within the Tepeyollotli Ranges. &#039;&#039;&#039;Sikunda&#039;&#039;&#039;, &#039;&#039;&#039;Caxamalca&#039;&#039;&#039; and &#039;&#039;&#039;New Barraca&#039;&#039;&#039; are the major population centres of Llactapata. &lt;br /&gt;
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&#039;&#039;&#039;Huitzilopochtli (Eastern Continent and Archipelagos)&#039;&#039;&#039;&lt;br /&gt;
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The staging grounds for the Samaritans and the Founding Movement, Huitzilopochtli previously went without major investment from the megacorporations, where its sudden introduction following the collapse of the [[Sol Alliance| Solarian Alliance]] invited anti-corporate sentiments and secessionist movements to bud. Eventually, it culminated in open warfare between the Tau Ceti Foreign Legion and the Mictlan Defense Force, where the eastern continent has instead become no man&#039;s land characterised by craters, crumbling buildings and deserted vehicles clogging up abandoned highways. It maintains dominance by the secessionist and anti-corporate groups, even despite the continued presence of the Tau Ceti Foreign Legion, supplemented by both the Private Military Contracting Group and the Mictlan Defense Force. &#039;&#039;&#039;Saladas&#039;&#039;&#039;, &#039;&#039;&#039;Coiruro&#039;&#039;&#039; and &#039;&#039;&#039;Médeyre&#039;&#039;&#039; are major population centres across Huitzilopochtli. &lt;br /&gt;
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&#039;&#039;&#039;Huehuecóyotl (Central Continent)&#039;&#039;&#039; &lt;br /&gt;
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The central continent connecting both Llactapata and Huitzilopochtli, Huehuecóyotl supports the planetary capital of Arequipa, as well as the southern continental capital of Lago de Abundancia. While Northern Huehuecóyotl has largely remained untouched by the Samaritan and Founding Movement Scourge, Lago de Abundancia has fallen into disrepair as a result of the siege laid against the city during the height of the Peacekeeper Mandate. Many were displaced from their homes as they found themselves evacuated by a combination of the armed forces present on the planet. The mountainous regions of Huehuecóyotl find themselves encased within the Mictlani Sertão, where it is considered the driest region on the planet. &#039;&#039;&#039;Arequipa&#039;&#039;&#039;, &#039;&#039;&#039;Lago de Abundancia&#039;&#039;&#039; and &#039;&#039;&#039;Nueva Tenochtitlan&#039;&#039;&#039; are the major population centres of Huehuecóyotl.&lt;br /&gt;
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=== Flora and Fauna ===&lt;br /&gt;
Although initially a worry of some scientific communities, the native species of Mictlan have formed symbiotic relationships with the foreign species, baffling the settlers. Those that haven’t are considered protected, and it’s illegal to hunt them or attempt to domesticate them. Xenobiology is a popular field in Mictlan, with the Tupac Amaru University having coordinated efforts with the Skrell to study many of them that hide deep in the jungles and swamps.&lt;br /&gt;
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The official animal of Mictlan is referred to as the &#039;&#039;&#039;Aztlanian Llama&#039;&#039;&#039;. This animal is the most characteristic species of Mictlan with a longer neck than its human counterpart, an affinity for submerging in baths almost daily, and a protective layer of water-resistant fur covering their soft and heat-insulating wool. Another important species is &#039;&#039;&#039;Buxton’s Alpaca&#039;&#039;&#039;, a hybrid of llama and alpaca: with their willingness to work, nutritious meat, and luxurious wool, even the poorest settlers of Mictlan found their place on the planet. Both the hybrid and the common Aztlanian Llama have thermic adaptive properties, which are known for being fresh in the summer and retaining the heat in the winter. The popularity has also created a growing industry of textiles in Mictlan with many corporations competing to dominate this market galaxy-wide.&lt;br /&gt;
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A native domesticated animal is an &#039;&#039;&#039;Arequipan Cow&#039;&#039;&#039;. While only vaguely resembling their earth counterpart, they are similar in that they provide the settlers with milk. This milk has unique properties that even lactose-intolerant individuals can ingest without issue. The main crux is the Arequipan bull, a male member of the species that are extremely territorial and aggressive. According to polls, Arequipa bulls are responsible for 15% of deaths in the farming industry.&lt;br /&gt;
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One of the more infamous animals within the jungles of Mictlan is the &#039;&#039;&#039;Matón&#039;&#039;&#039;; a hulking, four-armed ape-like creature with a leathery hide of mottled green, assisting in its camouflage against the lush greenery it inhabits. Highly territorial and aggressive, the Matón bulls dwarf their sow counterparts, who stand at seven feet and five feet respectively. Though typically the bull is more aggressive and territorial, the sow has been described by those unfortunate enough to trespass into their habitats raising young as frenzied broodmothers, wreaking havoc and destruction should they feel one&#039;s presence is a threat to their young. Early on in the planet&#039;s colonisation, Matón proved to be a rather dangerous example of the native fauna of the planet, attacking colonists that strayed too close to their troops; eventually leading to a &amp;quot;War against Matón&amp;quot; seeking to extinct the species - which never saw success. The Matón merely pushed deeper into the unclaimed jungles of Mictlan, with only the juveniles occasionally wandering out. In recent years, the population of the Matón has recovered well, allowing poachers a chance to begin selling the exploits of their hunts again. &lt;br /&gt;
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Flora-wise the large number of insects present on Mictlan seem to have contributed to their assimilation into the local ecosystem. Establishing evolutionary links that would have otherwise taken millions of years to develop in less than a century. This allowed Mictlan to produce harvests much sooner than other settlements and acquire food independence early on. Currently, the largest harvests come in the form of wine and coconut oil.&lt;br /&gt;
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===Star System===&lt;br /&gt;
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Mictlan is located in the star system of Sankta Tereza, a white dwarf orbited by three planets; Mictlan itself, the dusty planetoid Diamanto, and the rocky, barren planet De Borda. Much of Sankta Tereza’s inner system comprises several rings with ample asteroids, dubbed by Mictlani as the “Crowns of the Saints” or the Crowns. The Crowns are abundant with mineral resources that several megacorporations, most notably [[NanoTrasen]] and [[Hephaestus Industries]], have expressed interest in developing asteroid mining sites.&lt;br /&gt;
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The Crown has several small planetoids, but only Diamanto is large enough to be of note. Prior to the truce between the Samaritans and the Tau Ceti Armed Forces, there were plans in the Republic of Biesel to exploit its close proximity to the Crowns in order to fuel a successful asteroid mining initiative, but it is uncertain if these plans will come to fruition after several laws limiting corporate influence within Sankta Tereza have been passed in late 2465.&lt;br /&gt;
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De Borda is devoid of any rare natural resources, and lies untouched by the Republic or by Mictlan&#039;s planetary government. Astronomers speculate that it likely was a rogue planet caught by Sankta Tereza&#039;s gravity well as it soared through the cosmos. Some rumours persist of smugglers using it as a base of operations, helping the Samaritans and Founding Movement by running contraband for them, and some conspiracy theorists proclaiming these radical groups actually operate within the shadows of De Borda, concealing their true intentions behind its dullness.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It is our duty to protect our cultural diversity. It resides within the heart, the very soul, of Mictlani. Without it, we&#039;d be lost,” - Prime Minister (2462 - Onwards) Ladislao de Santos of the Republic of Mictlan&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlani culture is strongly based on its South American roots. As such, Mictlan is known for large-scale and colourful parades, strong religious beliefs, exotic cuisine, and well-established artists. These experiences are often provided to tourists, however safely packaged and toned down, so as to not disturb the façade of corporate professionalism. Thus one can’t really claim they have been part of the Mictlani life if their only experience with the culture was from a polished hotel. The native life can be found in the metallic streets of the oceanic constructs. While one might assume these metallic structures are drab, depressing, and boring, Mictlani have made them their own. Upon entry, the streets explode in colours as artists and sprayers are encouraged to fill the walls and roofs with designs. Frequent motifs are caricatures of political figures, hopeful messages, large elaborate paintings, and other comical or positive art. Mictlani who travel off-world frequently carry this habit with them, turning their streets or neighbourhoods into colourful tapestries. Even with its Babylonian inspiration, Fallowed Meadows has become somewhat renowned for its integration of Mictlani architecture into its community, where some tourists previously elected to visit the settlement to gaze their eyes upon the unique structures, but with the turn of the Peacekeeper Mandate, Fallowed Meadows now largely goes without any tourist activity. &lt;br /&gt;
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The Mictlani household is built around community and many families often live together in interconnected houses with greenhouse roofs, that are framed around large cemented patios. These host huge celebrations, music, food, and drinks are provided and consumed freely by all present, although everyone is expected to add even a little bit to the menu. The celebrations can range from grandiose weddings or religious holidays to a simple meetup at the grill to unwind after work. Frankly, to a Mictlani, any day is a good day to spend with your loved ones. A frequent sight at these celebrations is the Mictlani pulque. This alcoholic beverage boasts a higher alcohol content than its Earthen counterpart as the environment of Mictlan allows for a much stronger agave extract. In closing, family and community are everything to a Mictlani, and a Mictlani will rarely emigrate without their family. A less popular aspect of Mictlani life is their view on the concept of “intellectual property”. With high fees following the copyright law reforms the relationship of the locals with the idea of an idea belonging to one person has shifted. The unintentional side-effect is that regardless of how well you attempt to secure your idea or intellectual property, someone on Mictlan will copy it and repackage it as their own. Initially, the police cracked down on these cases when it came to their large corporate clients, but as this sentiment spread it has become impossible to contain this wave of bootlegging. Now even the biggest corporations are not safe and even their own private corporate forces fail to enforce the law. This means that Mictlan is a pirate’s haven: “cracked” games, pirated movies, and homemade VR are sold both on the street and in official stores, the owners being just as likely to put “Swam Nebulas” and “Swimstars” on the same shelf. And alongside the destruction of intellectual property rights, came a sky-high rate of cyber-crime. Over 12% of all cyber-attacks in the universe are traced back to Mictlan and both large and small entities find themselves as the sharp end of a variable. This is one of the few, or only, avenues on Mictlan where a single man can make a fortune and climb from nothing.&lt;br /&gt;
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But with shady deals comes political violence and a group calling themselves the “Founding Movement”, referencing the “Movimiento Fundación” has begun a series of political campaigns and attacks. Their initial memo was attacking Solarian websites, sabotaging local elections, and leaking government files, their statement was clear, no more Sol dependency and the protection of artists’ rights and intellectual properties. But recently, as violence in Sol escalated, they carried out multiple physical terrorist acts. The most prolific being the murder of Marlene Pessoa, a pro-Sol actress and a Mictlani local. The authorities hoped that after the collapse of Sol and integration into Biesel their actions would cease, but they have only escalated. The group now seeks complete independence and refuses to take no for an answer.&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
There is a long-standing tradition of masks on Mictlan, usually made of wood and in varied expressions. Mictlani use these masks for important events, painted in bright colours for celebrations, while black and white are used for mourning, be it personal or public. Protestors, rebel groups, and Founders have also adopted these masks, often giving them a terrifying visage. Wearing a mask is certainly not a daily thing, and a person’s celebratory or mourning masks are viewed as extremely personal, being one of the few things considered taboo to copy and replicate en-mass. Early on, corporations attempted to levy a ban on them, but their cultural significance resulted in planet-wide backlash. Thus, the only requirement is that masked employees wear their identification visibly.&lt;br /&gt;
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Tattoos and piercings are very popular in Mictlan and are considered the standard among the locals. Even the cleanest corporate will often sport at least a few tattoos on his face if he is a Mictlani local, to them, it is a form of self-expression, a way to non-verbally communicate their allegiances, beliefs, or values. Sometimes removal is unavoidable, however, as Eridanian suits will often press any Mictlani under their employ to remove their tattoos completely. The abundance of aquatic life has led to tattoo ink solutions based on Grumbo Squid ink becoming widespread and popular, even endorsed as healthy by certain &amp;quot;physical therapists&amp;quot; and &amp;quot;health gurus&amp;quot;. The most popular motif is the colouring of the whole upper face, right above the nose, with the most popular colour being red, but white and blue are also frequently used. Piercings are often used in combination with these tattoos, septum and lip piercings being the most popular. Stainless steel is used the most often, gold being actually quite unpopular among the locals as it’s seen as a mark of corporatism on a person. Indeed, all designs that appear too “contemporary” or “mainstream” are very unpopular with native Mictlani, usually only seen on corporatists who don’t mind having a brand etched onto their face. This means that most tattooing businesses are run by the locals, as corporates have found little success in their own tattoo parlours.&lt;br /&gt;
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=== Cuisine === &lt;br /&gt;
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Heavily inspired by its colonial roots in [[Earth|Latin Americ]]a, Mictlani cuisine has been readily adapted to the native flora and fauna of the planet; having incorporated elements of the vibrant ecology into their traditional meals. Though some dishes have more notable within certain regions, whereas others enjoy popularity across the globe and the stars as Mictlani emigrate, Mictlani cuisine has similar staples to include in meals, a flair of the planet&#039;s people that make their foods unique. Much like their ancestors, Mictlani frequently use rice, corn, and various types of beans in their meals; Black beans, Kidney beans, lentils and other legumes are some of the more common ingredients used. Rice usually sees exotic spices captured from the native flora incorporated, in particular Eacamyane leaves which are grounded, and then sprinkled to give a bit of a spicy kick to meals. However, though these traditional meals and ingredients exist, there is no shortage of foods inspired or even imported from across the Orion Spur, such as the Matón Burgers, fried alongside Eacamyane leaves and pineapples to give a rather bitter-sweet experience.&lt;br /&gt;
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Seafood is yet another element of Mictlani cuisine, particularly popular in Lago de Abundancia and Sikunda, with significant amounts of the lower strata of the population finding employment within the fishing industry; quickly expanding as the megacorporations continue to &amp;quot;uplift&amp;quot; the planet, expanding the existing industries swiftly following the quelling of the Insurrection Crisis of 2464. Shellfish skewers, spicy sashimi and a stew native to Mictlani knowns as Moqueca which is often served alongside rice and plantains, making it a rather popular street food. Lastly, a method of cooking known as pachamanca has a hold over Mictlani. Meats will be spiced accordingly, roasted with the aid of hot stones beneath the ground, and then served with a sauce of finely chopped Eacamyane, an array of oils, garlic and even vinegar. It is not uncommon to see tripe, liver and even tongues roasted alongside other slabs of meat. &lt;br /&gt;
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==== Notable Dishes ====&lt;br /&gt;
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*&#039;&#039;&#039;Matón Burgers&#039;&#039;&#039;&lt;br /&gt;
Originating from Arequipa, Matón Burgers are a unique composition of bitter ingredients, alongside sweeter variants, that create an experience like no other. Slathered with salt, the Matón thigh is then sliced into several pieces, and fried alongside Ecamyane leaves and pineapples. The flavouring from the leaves and pineapples seep into the sizzling meat of the Matón before it is presented on a bed of fried rice and black beans. Though not a traditional burger in a sense of having buns, the Matón Burgers remain a popular street food within the major population centres. &lt;br /&gt;
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*&#039;&#039;&#039;Moqueca&#039;&#039;&#039;&lt;br /&gt;
Stew from the humble origins of Sikunda, Moqueca has become a favourite fast-food among Mictlani. Quickly fried rice and plantains, with a bit of spices lifted from the Ecamyane roots, sprinkled with thinly sliced, stewed fish; and Moqueca is complete. One of the easier meals, it has become a staple across the globe, especially in contemporary times as prices began to rise across the Orion Spur. Though, it has a nasty reputation for being a meal for the poor, with those of the wealthier strata of Mictlan rarely seen ordering, nevermind enjoying the meal. &lt;br /&gt;
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=== Language ===&lt;br /&gt;
Mictlan has developed a vibrant linguistical community, where polyglots are both common and expected due to its robust education curriculum and the communal cornerstones within its societies. Solarian Common, Tradeband and Tau Ceti Basic are all commonly spoken across the planet – the influx of non-Mictlani to the planet saw a notable increase in the numbers of speakers for Tradeband and Basic, as a necessary median language due to the intricacies of Solarian Common. However, the separation of Mictlan from the [[Sol Alliance| Solarian Alliance]] and its subsequent integration within the [[Republic of Biesel]] has resulted in a closer shift to Tau Ceti Basic and Tradeband – where the younger generations are slowly moving away from Common as schools begin to adopt a combination of the aforementioned two languages as their official tongue of operation. &lt;br /&gt;
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Prior to its introduction to the [[Corporate Reconstruction Zone]], Mictlan’s close proximity to the [[Republic of Biesel]], and its robust multiculturalism, allowed for Tau Ceti Basic to already proliferate across its jungles – heightened by the presence of the megacorporations within their highest echelons. Idris Incorporated has been instrumental in the planet’s shift away from Solarian Common in contemporary times, where it has outlined the expectation for employees to speak a degree of either Tau Ceti Basic or Tradeband within its corporate facilities outside of the [[Sol Alliance| Solarian Alliance]]. &lt;br /&gt;
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=== Major Holidays ===&lt;br /&gt;
*&#039;&#039;&#039;Festival de la Liberación (16 December - 21 December)&#039;&#039;&#039;&lt;br /&gt;
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Festival de la Liberación is a celebration across Mictlan that recognises the revolutionary elements of its history, focusing on the overthrowing of Captain Tlaloc and his corrupt peers that solidified his reign. Regardless of the eventual quashing of the revolution by the [[Sol Alliance| Solarian Alliance]] shortly after it began, it is still celebrated for the efforts that allowed for a democratic Mictlan to form. Colourful parades, fireworks and concerts are all common events during the festive season. &lt;br /&gt;
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*&#039;&#039;&#039;Dia de los Muertos (1 November)&#039;&#039;&#039;&lt;br /&gt;
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Carried to Mictlan through the Central and South American colonists, Dia de los Muertos is a traditional celebration honouring the deceased through Calaveras, building home shrines with food and beverages enjoyed by the departed, as well as visiting cemeteries and leaving gifts on the graves of those that have since passed. It has also evolved to include family festivities alongside the solemn themes of the day, where communal feasts are common. &lt;br /&gt;
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*&#039;&#039;&#039;Tago de Eksterterano (6 June)&#039;&#039;&#039;&lt;br /&gt;
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Celebrating the influx of non-humans to their planets, Tago de Eksterterano has become an import recognition of the influence that non-humans have had on Mictlani, and vice versa as their communities become further integration within the planet’s politics, economy and society. Skrell, Dionae and Unathi populations across Mictlan have seized the day as an opportunity to further assimilate themselves – at least those that want to – within Mictlan, with celebrations hosted in Papamóscanda, Fallowed Meadows and Vezdukh during the Tago de Eksterterano.&lt;br /&gt;
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=== Aliens on Mictlan ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Free City of Vezdukh will serve as an example. Where all else has been lost, one must hope. It is hope that makes us strong. It is what must be fought for when all else is lost.” - Lord Mayor Orbza Izziba addressing the Unathi at his inauguration following the establishment of the Free City of Vezdukh (23 November 2453)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#186b1c; padding:.1em; color:#fff;&amp;quot;&amp;gt;Dionae on Mictlan - The Primitive Sirens&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Rooted within the emigrants from across the [[Sol Alliance| Solarian Alliance]], following the completion of their debt as a result of the Rueltab Incident, Dionae have nestled themselves within their own city of “Fallowed Meadows” in the Mictlani Sertão. However, different from other Dionae settlements across the Orion Spur, the Primitive Sirens follow an ideology of technophobic primacy, where they deny themselves the pleasures and convenience of advanced technology to ensure the preservation of the true tenets of a Dionae – connection to nature, and to themselves. Though their foundations remain the same, the Primitive Sirens have evolved their approach to their understanding, and assimilated themselves within Mictlani society, to a degree, of course. Following the cornerstone of gaining experience, the Primitive Sirens do regularly leave the Fallowed Meadows and work in the surrounding Mictlani cities, most of the time forming the basis of the cities’ common labourers – construction workers, operations employees and even farmhands.&lt;br /&gt;
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===== History =====&lt;br /&gt;
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Created by those that sought freedom after their debt had been repaid, hundreds of Dionae spread out across the Orion Spur, it was only natural that Mictlan – within the more frontier regions of the [[Sol Alliance| Solarian Alliance]] – would be elected by those attempting to flee from its grasp as a preferable place to settle in the 2400s. The initial inability to assimilate into Mictlani society pushed for the founding of Fallowed Meadows, where a common agreement was held among the settlers: a safe space for other Dionae attempting to resettle themselves, free from the technology that had plagued them to such an existence. Where, without prior authorisation from the established government on Mictlan, they forged an existence within the Mictlani Sertão and cleared vast sections for their intended settlement. Despite attempts to disperse the Dionae by officials from the surrounding cities, they yielded successful results as the first buildings started cropping up – crude, and somewhat dishevelled – but it mattered not, as the Dionae had carved themselves a home.&lt;br /&gt;
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Keeping to themselves for the better part of two decades, it wasn’t until the 2430s that Dionae from Fallowed Meadows began pouring into the surrounding communities – citing the need to bring back experiences to the Cluster, claiming it a rite of passage for those that wished to remain. Slowly, Fallowed Meadows saw further integration within Mictlan, with the experiences brought back by these ites of passage influencing their own society, evolving their understanding of their original common agreement, shifting and changing the interpretations. By the 2450s, the settlement had grown enormously and had seen non-Dionae begin to contribute, further cementing Mictlani elements within their societal understandings and beliefs. &lt;br /&gt;
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Fallowed Meadow’s establishment within the northern parts of Huitzilopochtli has resulted in unwanted attention by the Samaritans, Founding Movement and even the Tau Ceti Foreign Legion. Several times the Tau Ceti Foreign Legion landed their shuttles within Fallowed Meadows, claiming the settlement to be hiding seditious individuals within their midsts, some persons even being detained by the Biesellite forces due to their alleged connections. Though there exists no outward alignment to these groups, it isn’t unheard of for those returning from the surrounding cities with their newfound experiences suddenly take a dislike to the Tau Ceti Foreign Legion, and the [[Republic of Biesel]] – however, many chalk this up to mere rumours. &lt;br /&gt;
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===== Dionae from the Primitive Sirens =====&lt;br /&gt;
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Dionae from the Primitive Sirens are known for their remarkable abilities to mimic structures, items and even other species – seemingly adapting to the situation, with rather proficient ease. Adhering to their ideology to ward away from advanced technology, these Dionae will often find themselves substitutes for such – with those within the construction industry sometimes seen uniting themselves to form appearances consistent with machines – such as cranes, pulleys and even scaffolding equipment. Mimicry is an integral component of the Primitive Sirens, where they view it as an ability given to the Dionae in order to do without technology, where whenever possible they would rather pursue themselves as substitutes as opposed to machines. In some instances, some claim to have even seen Dionae attempt to mimic farming equipment, such as ploughs and tractors, with some minor success thanks to the natural agriculture benefits imbedded within their skin and bark. &lt;br /&gt;
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===== Fallowed Meadows =====&lt;br /&gt;
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Reminiscent of pre-industrial society, &#039;&#039;&#039;Fallowed Meadows&#039;&#039;&#039; seems of almost biblical beauty, with much of the sprawling settlement’s design seemingly inspired by Babylonian architecture, slightly altered due to the buildings having been constructed of wood, and supported with biomass produced by the Dionae. Farms, ranches and even rudimentary workshops dot the landscape of Fallowed Meadows, operated by hundred of gestalts that elect to follow the Primitive Siren’s ideologies – not all being native to the Cluster. These ranches have a dual purpose, serving as a means to harvest Aztlanian Llama fibres to wave clothing but also to serve as pack animals to help transport resources and Dionae over large distances. Fallowed Meadows has managed to resist megacorporate influence, however, have been unable to do the same for Mictlani integration, where some non-Dionae have even joined the Primitive Sirens and embraced their lifestyle of simple living. Though it remains detached from general Mictlani, Fallowed Meadows has implemented several societal changes thanks to the influence of the planet’s populace, reforming from a stringent hierarchy based on age to a communal village where each and every individual is appreciated regardless of what they can add to the Cluster. Therefore, there doesn’t exist a gestalt that leads Fallowed Meadows, instead, choices that affect the settlement are conducted by each and every inhabitant voicing their concerns, and voting on their choice – a type of direct democracy seen similarly in Harmonious Hymn. &lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#92960e; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Free Sinta&#039;Unathi of Vezdukh&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Fleeing from the catastrophic circumstances of Moghes, Unathi found themselves scattered across the Orion Spur – filtering themselves into wherever possible and to those that would accept the fleets of refugees. One notable location was that of Mictlan, far enough away from the Jewel Worlds of the [[Sol Alliance| Solarian Alliance]] that they wouldn’t have to fear any immediate repercussions by the establishment of refugee camps to host those from Moghes, and the general openness to non-humans made it a suitable location for [[Sol Alliance| Solarian Alliance]]’s attempts to divert the asylum seekers from their more well-off colonies. Established in 2440, the Vezdukh Refugee Camp soon became home for thousands of those fleeing from Moghes – be it those from the [[Izweski Nation| Izweski Hegemony]] or the [[Unathi History| Traditionalist Coalition]], they found themselves lumped together by the ignorant officials overseeing the displacement process. By the end of the decade, the Vezdukh Refugee Camp had overcome the majority of its problems – evolving from a humble refugee camp to a sprawling shantytown, where it eventually earned recognition as the Free City of Vezdukh. Since 2440, Unathi have become one of the more influential species within Mictlan’s economy, continuing to grow their presence as time marches forward. Meritocracy is a fundamental aspect of the Free City, where peasants fleeing the Contact War have been able to carve a name for themselves on Mictlan, and even reach the highest echelons of Vezdukh’s aristocracy. Though majority of the Unathi on Mictlan live within the Free City, it is not uncommon to see them within other population centres across the planet. &lt;br /&gt;
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===== History =====&lt;br /&gt;
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The outbreak of the Contact War in 2439 is the primary reason for the presence of Unathi on Mictlan, where those that fled from Moghes and found themselves within the [[Sol Alliance| Solarian Alliance]] saw themselves filtered towards its outer colonies – in particular, Biesel and Mictlan – if they weren’t told to turn around and return to their planet. Those that found themselves escorted to Mictlan subsequently saw filtering into the Vezdukh Refugee Camp, where most were identified and classed according to their skills – farmers, healers, labourers and even warriors. The ignorance of the officials overseeing this process lumped together refugees from both the [[Izweski Nation| Izweski Hegemony]] and the [[Unathi History| Traditionalist Coalition]], which caused outbreaks of violence across Vezdukh. Even nobles that fled from Moghes essentially saw their titles stripped, crammed into overcrowded cabins meant to maximise the number of people that it could house. &lt;br /&gt;
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By the mid-2440s, makeshift castes had begun to re-emerge, however, inverse to that of Moghes. Farmers, specifically those within the aquaculture industries quickly began to leverage their influence within the intracity economy of Vezdukh, bargaining their produce for favours from the other groups of workers. Most notably, however, was the prevalence of those belonging to the [[Unathi History| Traditionalist Coalition]] within the nascent aquaculture industries – with Clan Izziba quickly inserting their dominance, despite their origins as peasants from the Torn Cities of Moghes.&lt;br /&gt;
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By the end of the decade, Vezdukh had evolved considerably and had obviously taken on Moghesian influence. Not just the city’s architecture was inspired, but the makeup of its political, economical and societal spheres as well. Clan Izziba used their influence within the aquaculture industries, where they quickly saw themselves rising to the status of nobles – where Vezdukh had largely been left alone by the greater Republic of Mictlan by 2451. The then-Prime Minister recognised that Vezdukh no longer could serve as a refugee camp and that it had evolved past its original intentions, and for that, it was necessary to allow its inhabitants to decide their own way forward – a notable difference from the approach taken during the establishment of Fallowed Meadows, seemingly distance themselves from their prior actions  – with the establishment of the Free City of Vezdukh after months of negotiations and discussions between the most influential clans that had gathered power, either through political manoeuvring or criminal undertakings. &lt;br /&gt;
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The establishment of the Free City in 2453 had profound effects on the Unathi, and their assimilation to Mictlan. Twelve years since the initial arrival to the planet, the intrusion of the planet’s culture into Vezdukh, and negotiations held between representatives of both parties ultimately pushed for a reformation amongst the Unathi – with notable support from Clan Izziba – that pushed for a democratic approach to be taken to the ruling of the Free City, integrated with the customs and beliefs of the Unathi. The office of Lord Mayor was thereby established, chosen by a council electorate of Unathi that would campaign for a seat on the “High Council of Vezdukh”. Today, the Free City of Vezdukh – although inspired by Moghesian elements – maintains uniqueness through the integration and assimilation of Mictlani culture – and still welcomes refugees from Moghes as the wasteland continues to grow.&lt;br /&gt;
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===== Free City of Vezdukh =====&lt;br /&gt;
Within the jungles surrounding Sikunda, the Free City of Vezdukh exists – tucked along the west coasts of Llactaplata, which has proven advantageous for the city’s aquaculture practices, which majority of the Unathi find themselves employed within due to the prevalence of Clan Izziba&#039;s Fishing Guild. Not too dissimilar from cities found across Moghes, Vezdukh has some obvious Moghesian influence integrated into its architecture, with some small caveats as a result of the inclusion of Mictlani elements across the growing city. It enjoys a semi-autonomous existence on Mictlan, with significant freedom in the running of Vezdukh, where it has its own government established by an agreement between the most influential clans and representatives of the planetary government. With the prevalence of the [[Unathi History| Traditionalist Coalition]] within the city’s aristocracy, [[Th&#039;akh]] sees itself as the majority religion – where it has even led to the establishment of catacombs that spread far across Vezdukh, in which those that die are stored within – approximately already housing nearly three thousand Unathi, according to the records kept by the prominent Shamans. Though there wasn’t an initial imbalance between refugees from the [[Izweski Nation| Izweski Hegemony]] and the [[Unathi History| Traditionalist Coalition]], throughout the years this number has slowly grown disproportionately, with majority of those still fleeing the wastelands of Moghes made up of those either disinterested in the Hegemony, or remnants of the [[Unathi History| Traditionalist Coalition]] that have managed to hold out for decades after the conclusion of the Contact War. The Free City of Vezdukh, similarly to Moghes, is influenced significantly by the presence of Guilds, in particular Clan Izziba&#039;s Fishing Guild, and the Javzi Chapter of the Bard’s Guild. Though the other Moghesian Guilds may be present within the Free City of Vezdukh, they do not have near as much influence as the former guilds. Guildmaster Orbza Izziba also stands as Lord Mayor of the Free City, where his Clan leverages their monopoly of aquaculture to ensure their majority holding of the Grand Council of Vezdukh. Beneath his guidance for the better part of the last decade, the Free City has grown exponentially and settled as a true successor to the [[Unathi History| Traditionalist Coalition]]. [[Unathi|Sinta&#039;Azaziba]] is the most commonly spoken language within the Free City, though some do still speak Sinta’Unathi within the more Hegemonic dominated neighbourhoods. &lt;br /&gt;
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===== Notable Clans of Vezdukh =====&lt;br /&gt;
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====== Clan Izziba ======&lt;br /&gt;
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With their origins from throughout the Torn Cities of Tak, Sai and Sen – Clan Izziba has risen to nobility through their ingenuity and a humble helping of luck. Peasantry within the [[Unathi History| Traditionalist Coalition]], members of Clan Izziba predominately found themselves working within the Fishing League on Moghes for centuries prior to the outbreak of the Contact War. The nuclear cataclysm, and the Clan’s choice to flee from persecution by the [[Izweski Nation| Izweski Hegemony]], resulted in their subsequent arrival to Mictlan. Placed within their then-nascent aquaculture industries of the Vedzukh Refugee Camp, they proved their value and quickly rose through the ranks – becoming overseers, administrators and ultimately pooling their resources and creating the Fishermen’s Guild – and established a monopoly on the aquaculture industry. Guildmaster, Clan Leader and Lord Mayor Orbza Izziba stands as a representation of the Free City’s meritocratic cornerstone, having carved himself into nobility as a peasant fleeing Moghes. They are allied with Clan Rirazi, and rivals of Clan Javzi. &lt;br /&gt;
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====== Clan Rirazi ======&lt;br /&gt;
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Similarly to Clan Izziba, Clan Rirazi hails from the broken [[Unathi History| Traditionalist Coalition]] within the southern hemisphere of Moghes – having fled sometime after the outbreak of the Contact War. However, with most of the men having perished as a result of the Hegemony’s final push, Clan Rirazi has been forced to adopt a matriarchal hierarchy following their arrival to Mictlan, similarly seen within the Queendom of Szek’Hakh. Through a combination of elegance, poise and grace Clan Rirazi secured themselves within the Free City’s aristocracy by arranging political marriages with prominent Unathi, in particular the marriage between Clan Leader Tyzan Rirazi and Lord Mayor Orbza Izziba – which granted the Clan a seat on the High Council of Vezdukh. They have ties to each notable Clan within the Free City, whether it be by marriage, or convenient friendships, Clan Rirazi has secured itself as a prominent and upcoming Clan – with talks of even spearheading the presence of the Merchants Guild on Mictlan. &lt;br /&gt;
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====== Clan Zahzyr ======&lt;br /&gt;
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Though maybe not the most influential, Clan Zahzyr is the most numerous. Somehow, through the tragedies inflicted across Moghes, the entirety of Clan Zahzyr fled from the nuclear cataclysm and survived the journey to Mictlan. With apprentices from across the Moghesian Guilds, Clan Zahzyr was able to secure their claw within several pies, earning a rather nice profit through their dozens of ventures  – eventually pooling their resources together and constructing the largest estate within the Free City, outcompeting even Clan Izziba. Castle Zahzyr, as colloquially known, serves as a reminder to the Unathi of the Free City of their Moghesian origins – where it employs a combination of elements from both Th’akhist and south Moghesian Traditionalist architecture. Clan Leader Dazyn Zahzyr secured an alliance with Clan Javzi after marrying Clan Leader and Guildsmaster Vehz’s daughter, Nehdra. They otherwise have amicable relations with the other notable Clans of the Free City.                                 &lt;br /&gt;
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====== Clan Javzi ======&lt;br /&gt;
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The only Clan from the Hegemony’s territories that retains enough influence to be prominent within the Free City, Clan Javzi has its roots within Izweski nobility, having used their aristocratic connections to ferry their Clan to wherever would accept them – ultimately ending in their arrival to Mictlan. With connections to the Bard’s Guild, Clan Javzi established their own chapter within the Free City – well, within the Camp, attempting to uplift the mood of refugees and close the divine between the [[Unathi History| Traditionalist Coalition]] and the [[Izweski Nation| Izweski Hegemony]]. They found success in their attempts, garnering admiration from many across Vezdukh – eventually securing them some kind of influence within the Free City’s affairs, with Clan Leader and Guildmaster Vehz Javzi securing a seat on the High Council of Vezdukh. Clan Javzi maintains a rivalry with Clan Izziba, supposedly over an ancestral feud that started on Moghes. They are allies with Clan Zahzyr but do have amicable relations with Clan Rirazi. &lt;br /&gt;
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===== Notable Guilds of Vezdukh =====&lt;br /&gt;
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====== Bard’s Guild, Javzi Chapter ======&lt;br /&gt;
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Established within the Free City by Clan Javzi, the Javzi Chapter of the Bard’s Guild served an important purpose during the initial days of the Vezdukh Refugee Camp – where they routinely engaged in impromptu concerts among one another to lift the moods of those that found themselves on Mictlan, and close the divide and ease the tensions between the [[Unathi History| Traditionalist Coalition]] and the [[Izweski Nation| Izweski Hegemony]] – or at least those that fled from the respective territories. Now, almost two decades later, the Javzi Chapter serves as an important figure within the Free City’s public relations, where those within the higher positions of the Bard’s Guild oftentimes serve as diplomats on behalf of Vezdukh, or even to turn ease a scandal into a rumour with well-placed writings, poems and songs. It is ill-advised to make an enemy of the Bard’s Guild, for without them gossip and rumour can spread – however dishonourable it may be. Without the influence behind Clan Izziba, it is without a doubt that Lord Mayor Orbza would likely never have been able to attain their position.&lt;br /&gt;
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====== Fishermen’s Guild ======&lt;br /&gt;
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Forged by Clan Izziba, the Fishermen’s Guild serves a similar purpose to the Fishing League on Moghes. However, it sees itself run more as a corporation as opposed to a traditional Guild that one would find on Moghes – likely as a result of the expansive influence that it has thanks to the monopoly it holds over the aquaculture industries within the Free City. Led by Lord Mayor Orbza Izziba, the Fishermen’s Guild employs almost half of the inhabitants within the Free City, not necessarily just for aquaculture – the Guild has seen some expansion into similar activities done by the House of Medicine and even the Labourers Guild on Moghe – further integrating itself within the city’s affairs. With such a reliance on the Fishermen’s Guild, it has naturally resulted in Clan Izziba’s immense influence over the Free City – where resisting it is likely to result in some unwanted consequences.&lt;br /&gt;
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The Skrell have found it easy to adapt to Mictlan, although some still struggle to fully integrate themselves into its society; while the humid environment is a perfect fit for their species, the Skrell have found difficulty in adjusting to the communal and energetic culture that’s formed on the planet. While there exist clear similarities between Mictlan and the Nralakk Federation’s outlook on community cohesion and cooperation, the Federation takes a much milder form, resulting in many of the older Skrell living on Mictlan finding the more outwardly emotive and energetic Mictlani way of life to be mentally exhausting. It is the younger generation of Skrell, who grew up on Mictlan, that have found it easier to adapt to the planet&#039;s way of life, unlike the elder generations that have been forced to somehow integrate into the ever-changing culture present.&lt;br /&gt;
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Academically, Skrell have found themselves dominating several fields, including biology and ecology. Academia across Mictlan have recognised the species’ talents, with even the Arequipan Institute of Ecology and Natural Sciences having a Skrell, Xall Qaqii, as its President. Caretakers often encourage their young to partake in showing off the species’ academic aptitude, where the majority of those born on the planet eventually pursue careers related to botany, agriculture, biology, or even the xenosciences.&lt;br /&gt;
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Most Skrell reside in the settlement of Papamóscanda, a town on the outskirts of Arequipa. Founded by the first Skrell that arrived on Mictlan, a group of scientists from the Nralakk Federation. The founding ethos of the first colonists has led to the town itself becoming a hub for pro-Federation Skrell who visit or move to the planet. Even though most live in Papamóscanda, there are other smaller communities of Skrell who have established roots on the other islands across the planet. These groups are typically much smaller and consist of Skrell who come to Mictlan outside of the Federation due to its ties in Papamóscanda. This divide between Federation and non-Federation aligned Skrell rarely results in a confrontation, however, as the hardliners from the two groups have relegated themselves to their own regions on the planet.&lt;br /&gt;
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With Mictlan joining the Republic of Biesel and now finding itself within the Corporate Reconstruction Zone, the Skrell living on the planet are still trying to find where they stand; the older, traditional ones are apathetic, and are only concerned with their and their family’s status within the Republic - yet most of them would prefer a return to Solarian rule. The younger Skrell in comparison are more invested in the state of their planet; some even object to the new rule, believing like many other Mictlani that the planet should finally take the opportunity to become its own sovereign state. A small number of Skrell have even been reported to have joined the Samaritans or affiliated groups, taking up armed resistance against the Republic of Biesel’s control of the planet.&lt;br /&gt;
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===== History =====&lt;br /&gt;
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Terraforming specialists from the state-owned enterprise Tuz’qlip Researchers took an interest in Mictlan due to its desirable conditions rarely found across the Orion Spur. A small group of these specialists ventured, with the authority of the Federation, to Mictlan as it was believed that it held scientific value for their species’ terraforming efforts, and the local flora and fauna were considered candidates for transplantation to promote biodiversity on pre-existing Federation colonies. Despite only making contact a few years earlier, they were accepted by the Solarian Alliance and settled Mictlan in 2338. They based themselves on the central continent, with Doctor Xaal Qaqii as the Senior Research Officer. A telmatologist, Doctor Xaal Qaqii had the personal aim of studying the various wetlands of Mictlan and eventually secured themselves as a notable individual within Mictlan’s academia as president of the Arequipan Institue of Ecology and Natural Sciences.&lt;br /&gt;
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An agreement between the Solarian Alliance and the Nralakk Federation in 2353 concluded that active conservation of the planet’s wildlife was required to preserve their existence. While the majority returned to the Federation, many of the original researchers elected to remain on the planet and eventually embedded themselves within the scientific community. Those who stayed continued their original studies in some capacity, collaborating with Federation contemporaries in the bioengineering and ecological fields, but have completely discontinued areas of their research that would directly interfere with or harm the fragile ecosystem of Mictlan. With the arrival of their families, this group of Skrell grew to a sizeable number and established itself in a small town on the outskirts of Arequipa now known as Papamóscanda. The town can be found in the valleys west of the city, and because of the original inhabitants&#039; ties to Tuz’qlip Researchers, it is where most Skrell moving to Mictlan from the Federation elect to stay. The name comes from what the humans on Mictlan named the Skrell when the species first arrived; translated literally the original term is ‘swamp shrieker’ or ‘bog warbler’, and was used in a playful way to describe Skrell based on their vocalisations and preferred environment, although now with the establishment of Papamóscanda the term has fallen out of use.&lt;br /&gt;
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===== Unique Constellations =====&lt;br /&gt;
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The Skrell of Mictlan have their own unique set of constellations that can be observed from Mictlan, approved by the Qeblak church. Although they are considered minor by the Qeblak faith as a whole, they have influenced Mictlani Skrell since they arrived on the planet, influencing their outlook on life and their general attitudes.&lt;br /&gt;
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[[File:The Eel.png|thumb|right|&#039;&#039;&#039;The Eel&#039;&#039;&#039;: Turncoat. The unanticipated. Intrigue. Forthcoming.]]&lt;br /&gt;
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[[File:The Palm Tree.png|thumb|left|&#039;&#039;&#039;The Palm Tree&#039;&#039;&#039;: Tranquility. Agitation. Anxiety. Peace.]]&lt;br /&gt;
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[[File:The Pulque.png|thumb|center|330px|&#039;&#039;&#039;The Pulque&#039;&#039;&#039;: Togetherness. Comraderie. Overindulgence. Celebration.]]&lt;br /&gt;
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Neither supported by the Mictlani government nor persecuted under the banner of the Republic of Biesel, ‘El Menaje’ (‘The Household’, a colloquial term for the Trinarist community surrounding Lago de Abundancia) has always been left to its own devices. Material support from the Mendell District 14 branch is its primary among the few sources of income that can be depended upon in times of need, with offers from corporate-backed sources always rejected on principle. Scavenging, recycling and a reliance on donations and volunteer work are the pillars upon which any growth can be found in this synthetic community, trends that are influenced and reinforced by the Mictlani cultural consciousness. As a result, most structures follow a particular style that most foreigners would describe as distasteful and run-down; tires, concrete slabs, sandbags and mismatched bricks are prominent materials used in the construction of communal buildings, with Trinarist motifs often modified to reflect Mictlani artistic stylings and history. This practice is most evident in the appearance of Iglesia de la Chispa Sagrada, the center of Trinarist worship on Mictlan, whose previous life as a Catholic church is evident in the remaining stained glass fixtures that cover the primary face of the chapel.&lt;br /&gt;
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Information related to IPC that can be found on Mictlan can be found [[The_Trinary_Perfection_on_Mictlan|here]].&lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#DAA520; padding:.1em; color:#fff;&amp;quot;&amp;gt;Vaurcae on Mictlan - Los Azquiles&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Mictlan is the most recent planet within the Republic of Biesel to host the arrival of the Vaurcae. Their presence is primarily part of an organized initiative aimed at uplifting [[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae in Tau Ceti, helping them escape from the slums of Biesel. This burgeoning community has come to be known as Los Azquiles (&amp;quot;The Antmen&amp;quot;). While Los Azquiles have been welcomed by many locals, the scars left by the Peacekeeper Mandate have made it challenging for some Mictlani to reconcile living alongside the Vaurcae.&lt;br /&gt;
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===== History =====&lt;br /&gt;
The concept of a settlement for the Queenless on Mictlan emerged in 2463. By this time, groups such as the [[Queenless#Lii&#039;kenka, The Traitors of Phoenixport|Lii&#039;kenka]] and the [[Queenless#The Xi&#039;larx|Xi&#039;larx]] had recognized that Biesel&#039;s infrastructure would not support a proper Queenless settlement. Additionally, the dominance of megacorporations in the capital, who were in collusion with the Zo&#039;ra Hive, impeded Queenless prosperity. Consequently, an assembly of Lii&#039;kenka and some Xi&#039;larx—including Aalik—devised &#039;&#039;&#039;Project Aztlan&#039;&#039;&#039;. The project aimed to purchase a significant parcel of land in Azcapotzalco, a small town on the outskirts of Nueva Tenochtitlan. The funding for the project is unclear, but it is likely that it was financed through a joint effort among various Queenless communities, though no formal reports exist. The land was eventually acquired in 2464, amidst the Peacekeeper Mandate. However, transportation remained an unresolved issue. Another crowdfunding was required to allow for the rental of ships that could transport the colonizers, though it is suspected that the earliest Vaurcae arrived as stowaways on cargo ships.&lt;br /&gt;
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In 2465, the Queenless Vaurcae made their initial attempts to relocate to Mictlan. The Queenless settled in the city of Azcapotzalco, which had not experienced the outright guerrilla warfare between the Samaritans and the [[Tau Ceti Armed Forces]] but still suffered under the boot of oppression. However, the relative lack of extreme violence meant the city was mostly receptive to the new Vaurca settlers. The Vaurcae were quickly nicknamed &amp;quot;Los Azquiles,&amp;quot; a moniker that has since been embraced by the Vaurcae themselves.&lt;br /&gt;
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Despite the efforts of Project Aztlan, the colonization of the parcel has not been as successful as initially anticipated. La Colmena, the Vaurca barrio in Azcapotzalco, has become a den of criminal activity where law enforcement only ventures if heavily armed. Nonetheless, La Colmena remains a far cry from Flagsdale, where law enforcement cannot even enter, regardless of their equipment. The community was also known for its ties to the founding movement before the organization’s collapse. However, the largest issue is an ongoing k&#039;ois shortage, a problem common to other Vaurca slums throughout the Republic. In the case of La Colmena, it stands on the verge of famine, with Azquiles colonizers struggling to find agricultural solutions for k&#039;ois that will not adversely affect their neighbors.&lt;br /&gt;
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The presence of La Colmena faced significant criticism in 2466 at the height of the Peacekeeper Mandate administrations. Although Mictlani are renowned for their tolerance, the level of brutality inflicted by the Tau Ceti Armed Forces, a military force deeply connected with the Zo’ra Hive, has made it difficult for some of the natives to fully accept the Vaurcae. Nonetheless, many former Samaritans, especially those active in Huehueycóyotl, have attempted to rebuild community ties with Los Azquiles, especially given their Queenless status. In the Huehuecóyotl continent, Los Azquiles are viewed by many as distinct from the ruthless Zo&#039;ra and as allies of the struggle against the Biesellite establishment.&lt;br /&gt;
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==== Legal Recognition ====&lt;br /&gt;
As a member-state of the Republic of Biesel, Mictlan cannot ensure that Los Azquiles will be granted any formal immigration status. However, the cities of Azcapotzalco and Nueva Tenochtitlan are designated as sanctuary cities, allowing Vaurcae to fully mobilize and seek employment within these areas despite their lack of formal legal recognition. This resolution, enacted in early 2466, has encouraged many more Queenless from Flagsdale to find a way to relocate to Mictlan.&lt;br /&gt;
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Despite Mictlan&#039;s efforts to welcome the Vaurcae, most jobs outside the sanctuary cities still require special permits from the [[Vaurca Organizations#Vaurca Office of Administrative Services|Vaurca Office of Administrative Services]]. Azquiles who relocate outside of Azcapotzalco and Nueva Tenochtitlan must also navigate numerous bureaucratic requirements.&lt;br /&gt;
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== Major Cities ==&lt;br /&gt;
[[File:Lago de Abundencia.png|thumb|The skyline of Lago de Abundacia.]]&lt;br /&gt;
&#039;&#039;&#039;Sikunda:&#039;&#039;&#039; An ocean city, the largest and one of many dotting the surface of Mictlan. Sikunda is considered the second (by some the real) capital of Mictlan and boasts higher population numbers than its official capital, Arequipa. Its large platforms are dotted with maze-like interconnected housing structures, factories, and production facilities. Jobs are available everywhere in Sikunda, but the vast majority are low-skill which also means providing little pay. And while the population was managed under the [[Sol Alliance| Solarian Alliance]], the assimilation into the [[Republic of Biesel]] is now threatening the welfare and healthcare laws that kept the population of Sikunda relatively safe. One might imagine Sikunda to be a large grey maze, depressing and drab, full of sunken faces akin to the slums of Eridani, yet the exact opposite is true. Mictlani has made the rig truly theirs, each street boasts a painted landscape, graffiti, or colourful slogan. Colourful tapestries hang from the windows and small shrines dot the dead-ends of streets. Sikunda teems with life during the night, families and communities celebrating on their shared patios and drinking together into the late hours of the night. Sikunda also seems to be the centre for cybercrime, as the majority of all attacks come from said city. While the local authorities and corporate sponsors consider this an issue, locals to Sikunda rarely snitch on these pirate stations.&lt;br /&gt;
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&#039;&#039;&#039;Caxamalca:&#039;&#039;&#039; Nestled within the Mictlani Sertão of the Tepeyollotli Ranges, Caxamalca has its origins within a Chilean colonial outpost that settled within the cooler highlands of the planet. Taking advantage of its close proximity to the mineral resources hidden within the Tepeyolloti, Caxamalca has become an important foothold for Hephaestus Industries. It largely relies on the megacorporation to continue its efforts in quarrying and resource excavation, where the majority of the city’s populace is employed as a result of its presence – either directly or indirectly. Its climate is notably colder and drier compared to the rest of Mictlan, the city has grown within the caverns of Tepeyollotli – where a rife subterranean community exists, deploying methods similarly seen across Himeo with fungal crops, supplementing the imported foods from the rest of the planet, where other Mictlani have even coined the term Pequeña Himeo (or Little Himeo) when referring to Caxamalca. It has avoided the ire of the Tau Ceti Foreign Legion, where its distance from other major population centres has left it void of Samaritan or Founding Movement supporters, which Hephaestus Industries has used to its advantage, expanding even throughout the height of the Peacekeeper Mandate. &lt;br /&gt;
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&#039;&#039;&#039;Médeyre:&#039;&#039;&#039; Originally settled by colonists from French Guiana, Médeyre has since become the headquarters of the Samaritans and Founding Movements as they launch ambushes and attacks against the [[Tau Ceti Foreign Legion]] and its auxiliary forces. Hit hardest by the Peacekeeper Mandate, Médeyre has become a smouldering heap of debris. Many from the city have fled to the western major population centres across Mictlan, where those that remained took up arms against the military occupation of the [[Republic of Biesel]] following the planet’s forced integration within the [[Corporate Reconstruction Zone]]. Those that were instead unable to flee have created pockets of resistance against the anti-corporate and secessionist elements that dominate Médeyre, with the Tau Ceti Foreign Legion taking advantage of these “resistance neighbourhoods” in their attempt to reclaim the city. The conflict between the opposing forces continues throughout the days and nights, gunshots and explosions can be frequently heard in each attempt to turn the tides of the battle. Shuttles are commonly seen transporting troops and moving displaced persons to safe regions, however, the Samaritans and Founding Movement have begun retaliating with anti-vehicle munitions forcing many to instead flee either by foot or smuggled by coastal miscreants looking to exploit their vulnerability. Its somewhat close proximity to Fallowed Meadows has allowed it to see frequent influxes of Dionae seeking unique experiences to return back to the Primitive Sirens, with some claiming their continued arrival as a way of silently supporting the Samaritans and Founding Movement, some Dionae even electing to stay are contribute to the efforts of these seditious organisation.&lt;br /&gt;
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&#039;&#039;&#039;Arequipa:&#039;&#039;&#039; A mainland city and a self-proclaimed shining jewel of Mictlan, Arequipa houses the national museum, the governing body of Mictlan, and one of the few space yards on Mictlan capable of holding a Zhukov-class carrier. Arequipa isn’t constructed as a traditional city, instead being a collection of large towers called “Canopies”, which are interconnected through a series of sound-proof glass tunnels. This allows the fauna beneath these cities to travel undisturbed while the many white-collar and tourist citizens are graced with a day-to-day view of these beasts. This of course comes at the cost of transportation as the only way around is hyper-elevators and self-driving trams. Arequipa is often called the “cultural heart” of Mictlan, with a large number of white-collar workers, artists, singers, and dancers present to entertain the visiting tourists. The general population would regard this as a blatant farce, as the “Mictlani experience” one gets at Arequipa is about as authentic as the glass walls of their towers. The culture in Arequipa is packaged and presented in a safe and easily digestible way, not to scare away the shareholders and companies. Still, even a well-presented and well-oiled machine needs workers to maintain it, and the closest one gets to Mictlani culture inside of Arequipa is when visiting the slums situated in the maintenance tunnels and worker apartments of the Canopies&lt;br /&gt;
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&#039;&#039;&#039;Nueva Tenochtitlan:&#039;&#039;&#039; Similarly to its predecessor, Nueva Tenochtitlan finds itself sprawled over an island – and the surrounding shallow waters on artificial floating canopies – nestled within the largest lake on the continent, Huehuecóyotl. Rooted within a colonial outpost settled by Mexicans, Neuva Tenochtitlan is considered Mictlan’s breadbasket, responsible for a significant portion of the planet’s agricultural production, enough to secure it a massive shuttle port within the centre of the city. The majority of the city’s architecture gives homage to Aztec designs, with a twist of older Solarian designs – most notably observed within Lago de Abundancia and other settlements existing since the planet’s colonisation. With the inclusion of Mictlan within the [[Corporate Reconstruction Zone]], Getmore! has taken an interest in developing a foothold within the city, having already begun to purchase facilities that found themselves conveniently going under thanks to the megacorporate sanctions placed on Mictlani following the Insurrection Crisis. Dissimilar to other cities, Nueva Tenochtitlan has gone without significant megacorporate influence, where their introduction has disrupted the lives of many Tecnochtitlans.&lt;br /&gt;
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&#039;&#039;&#039;Lago de Abundancia:&#039;&#039;&#039; A coastal city that was built with older earth architecture in mind during the early years of settlement. Its presence was never very well established as it mostly existed for agricultural reasons, however, in 2412 Idris invested heavily into Lago de Abundancia, transforming it into a proper competitor of Arequipa. Lago de Abundancia is now the second biggest tourist haven on the planet, promising wide beaches, big waves, and warm waters. Lago de Abundancia boasts the Spur&#039;s biggest and most diverse aquarium in the form of an entertainment park dubbed, Ocean Planet™.&lt;br /&gt;
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The people of Lago de Abundancia hold themselves in high regard, being proud of their achievement to turn their small coastal town into a bustling metropolis with a skyrocketing economy but these boasts hide a very insidious truth, that Lago de Abundancia has an issue with crime. Idris&#039; refusal to boost the funding for public police while handling all security privately has led to the outside communities of farmers and workers being harassed daily by large criminal organizations and loan sharks. It is also the central operating area of the Founding Movement.&lt;br /&gt;
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As a result of the Insurrection Crisis of 2464, Lago de Abundancia became a warzone that resulted in the widespread destruction that turned city blocks into rubble. The [[Tau Ceti Foreign Legion]], alongside the [[Private Military Contracting Group]] and the Mictlan Defense Force, engaged in both the Founding Movement and the Samaritans as they attempted to retake Lago de Abundancia. Ultimately, they succeeded, but neighbourhoods found themselves smouldering piles of debris and many were forced from their homes as they were evacuated by the corporate military forces. Following the Insurrection Crisis, a combination of Legionnaires and contractors from [[Hephaestus Industries]], remain within the city and assist in rebuilding it to its former glory.&lt;br /&gt;
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== Military ==&lt;br /&gt;
&#039;&#039;See also: [[Tau Ceti Armed Forces#Mictlan Defense Force|Mictlan Defense Force]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You are more than soldiers. You are my allies, my brothers in arms, fighting for the future, and willing to sacrifice yourselves for the greater good.” - General Jesus Guadeloupe (2398 - ) addressing the Mictlan Defense Force prior to engaging the Samaritans and Founding Movement in Lago de Abundancia (13 March 2464).&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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While as a member-state of the [[Republic of Biesel]] Mictlan can boast interstellar protection from the [[Tau Ceti Armed Forces]], its planetary guard is the &#039;&#039;&#039;Mictlan Defense Force&#039;&#039;&#039;. The MDF can trace its origins back to the original enforcers of Captain Tlaloc, who were originally security officers aboard the colony ship. Over time, they evolved into a paramilitary force under Tlaloc’s direct command, equipped and trained to subjugate Mictlan’s early colonists. During the revolutionary period, most of the organisation’s officers were tried and executed for their part in aiding Captain Tlaloc’s tyrannical regime, while the rank and file soldiers were integrated into the Revolutionary Armed Forces of Mictlan. The Revolutionary army was not as organised as its predecessor and quickly capitulated to the [[Sol Alliance|Solarian Alliance’s]] forces, being reorganised into the Mictlan Defence Force.&lt;br /&gt;
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Because of Mictlan’s location within the Sol Alliance, the Defense Force was always a small and unutilised force. Deep within Solarian space, the planet had no need for a large standing army, which resulted in them being underequipped and underqualified to handle any major emergencies. This became evident in late 2462 when the economic and territorial collapse of the Sol Alliance left Mictlan and many other planets to fend for themselves; the majority of the forces ended up going weeks without pay, causing mass desertion within its ranks, and most of the equipment was looted by disgruntled soldiers. Many who deserted would go on to form the military backbone of the Samaritans. Those that did not desert were incorporated into the Tau Ceti Foreign Legion and later the Tau Ceti Armed Forces, building a reputation as brutal enforcers of Biesel hegemony. In the aftermath of Xiomara Salvo’s negotiated peace with the Tau Ceti Armed Forces in 2465, many former Samaritans re-enlisted in the MDF as per the terms of their parole. Now they form a more experienced backbone to the MDF, and while not being trusted enough by the government to receive commissions, are often found in NCO billets, leading troops once again.&lt;br /&gt;
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Rebuilding and re-establishing the MDF as a somewhat professional force remains a Herculean task, one that will be conducted under the watchful eye of Biesel, still wary of another insurgency arising on their new planet.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=33186</id>
		<title>Mictlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=33186"/>
		<updated>2024-06-07T23:34:22Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Vaurca on Mictlan - Los Azquiles */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mictlan&lt;br /&gt;
|System = Sankta Tereza&lt;br /&gt;
|Image = Mictlan flag new.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Arequipa&lt;br /&gt;
|Species = Human, [[Skrell]], [[Unathi]], [[Diona]], [[IPC]]&lt;br /&gt;
|Languages = Tau Ceti Basic, Tradeband, Sol Common&lt;br /&gt;
|Demonyms = Mictlani&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We are still here.&amp;quot;&#039;&#039; - Motto of Mictlan&amp;lt;/center&amp;gt;&lt;br /&gt;
Nestled within the [[Corporate Reconstruction Zone]], Mictlan has become integral to the Stellar Corporate Conglomerate’s plans for expanding their influence within the unstable region of the Orion Spur. However, many protested against the sudden shift to the [[Republic of Biesel]], taking up arms as they began forcefully pushing back against the corporate occupation of their planet – eventually resulting in military intervention by the Republic of Biesel, as they instituted the Peacekeeper Mandate to begin to wrestle control back into their hands.&lt;br /&gt;
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After a long and protracted guerilla war between the [[Tau Ceti Armed Forces]] and the Samaritans, Mictlan eventually managed to secure its status as an independent member-state within the Republic, and now enjoys relative freedom from corporate influence. However, stratification and corporate influence still seperates much of the population, and time will tell if the economic protections the government has put in place will hold against the influence of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
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&#039;&#039;&#039;While Mictlan is been a beacon of multiculturalism among humans and aliens in the Orion Spur, many humans that have immigrated to the planet have been assimilated into Mictlan&#039;s culture and society. Because of this, human characters born on Mictlan must have names and appearances consistent with the peoples of Mexico, Central America, and South America. Only characters native to Mictlan may take the Mictlan accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Though not our original destination, it doesn&#039;t matter. It is up to us to carve out an existence on this planet, and call it our own.”&amp;lt;br&amp;gt; - Captain Tlaloc (2219 - 2257) addressing the colonists following the emergency landing on Mictlan (11th August 2254)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlan was not the original target for the South and Central American colonists whose descendants now inhabit it; instead, it became an accidental one after they were forced into an emergency landing. The captain of the original colonization fleet, who was posthumously christened Tlaloc to protect his descendants, excessively mishandled the allocation of resources during their long voyage, focusing more on the comfort of the first-class clientele. This had resulted in a lack of fuel, food, and other resources that forced them to make an emergency landing two years prior to reaching their intended target.&lt;br /&gt;
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The colonists already lacked the expertise and technology to comfortably adapt to an aquatic planet, and with the captain’s refusal to change his behaviour casualties mounted. An attempt was made to challenge the captain’s leadership by contacting the Sol government, however, the continued failures of the colonists to meet quotas led to them being largely ignored. Thus a revolution was inevitable. During this insurrection, the captain alongside other colony heads was murdered, and the newly appointed government began calling itself the Movimiento Fundación. This explosion of violence finally caught the interest of the Sol government, who immediately sent out an armed force to rescue the survivors and re-establish law and order.&lt;br /&gt;
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The movement did not last long against such an overwhelming force and democracy was re-established. A new head for the colony was chosen and with the continued efforts the possibilities of underwater logging and uranium mining became apparent, corporations began to invest in Mictlan, building up infrastructure and worker force. During this time, the newly established colonial government led a “War on Waste”, to preserve the natural beauty of Mictlan. This included the nationalization of small private businesses that created too much waste, higher fees to secure intellectual property rights, and the introduction of new fines targeting the Mictlani for littering. It was clear to the colonists at the time this was a transparent attempt to prevent a surge of small-time businesses but with an armed force present, the concerns went unvoiced.&lt;br /&gt;
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Mictlan exists as a democratic state, similarly seen across many previous Middle Ring colonies of the [[Sol Alliance| Solarian Alliance]], where its beautiful and verdant landscapes provide a lure for tourists – a rather profitable enterprise for Idris Incorporated as it dominates its tourist industries. Its bountiful jungles allow for both aquacultural and agricultural practices to boon, in particular, Unathi refugees fleeing from Moghes have managed to latch onto the aquacultural industries and make it their own – establishing their own chapter on Mictlan. The planet’s overall xenotolerance has allowed for numerous other populations to take refuge within its jungles, besides just Unathi, including that of both the Skrell and Dionae. Besides its vibrant agricultural practices, Mictlan has huge deposits of minerals, further cementing the planet’s attractability to the megacorporations – who previously watched from the sidelines, swooping in following the initiation of the Peacekeeper Mandate.&lt;br /&gt;
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=== Peacekeeper Mandate ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“No battle too difficult, no sacrifice too great.” - Xiomara Salvo, general of the Samaritans, addressing those that fight for a Mictlan free from corporate integration and Biesel&#039;s occupation, in a video shared to social media (18 October 2463) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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After the Solarian Collapse, the former Solarian planets of Mictlan and Port Antillia were annexed by the Republic of Biesel, in what would come to be known as the Corporate Reconstruction Zone. While Port Antillia accepted membership as part of the Republic with little conflict, Mictlan&#039;s annexation was considerably more controversial. The Mictlan Defense Force, the planetary guard, had gone months without pay, and Mictlan itself was suffering unrest and lack of supplies that were typically shipped in from the greater Alliance. When the Tau Ceti Foreign Legion touched down on the planet to declare it as part of the Republic of Biesel, many citizens were suspicious of their new government and its ties with the megacorporations. Some of these suspicions were proven in short order by massive corporate developments on the planet and crackdowns on dissent.&lt;br /&gt;
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The tension boiled over in late 2462, when thousands of ex-MDF personnel, led by First Sergeant [[Notable Humans#Xiomara Salvo|Xiomara Salvo]], deserted and formed the Samaritans; a paramilitary organization whose mission was to secure the independence of Mictlan at any cost. The other prominent insurgent group was the Founding Movement, originally a political party led by several notable Mictlani; [[Notable Humans#Isabel Alvarez|Isabel Alvarez]], Leon de Rosas, Corazon Santanas, and Miguel Maia. The Founding Movement had been blacklisted from the Mictlani parliament shortly after the Mandate due to their strong anti-corporate and pro-Mictlani independence, and a warrant for the arrest of all four party leaders had been placed for alleged &amp;quot;terrorist activities&amp;quot;. Leon de Rosas surrendered to the Biesel Security Services Bureau, but Alvarez, Santanas, and Maia went on the run, with each attempting to fight for Mictlan&#039;s independence in their own way. Unfortunately, the Founding Movement&#039;s directionless anger mainly had the effect of destabilizing and disenfranchising Mictlan further.&lt;br /&gt;
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The announcement of the Peacekeeper Mandate by President Dorn in mid-October 2463 sparked demonstrations across the Corporate Reconstruction Zone as citizens voiced their concerns over the deployment of the Tau Ceti Foreign Legion. Considered by critics of the Dorn administration to be the most controversial policy it had enacted, the Peacekeeper Mandate was introduced to bring order to the Corporate Reconstruction Zone. The Mandate was enacted to ensure loyalty to the Republic of Biesel and its benefactor, the Stellar Corporate Conglomerate, but were opposed by several insurrectionist groups such as the Samaritans and the Founding Movement. While Isabel Alvarez continued to verbally protest and attempt to organize (ultimately ineffective) non-violent campaigns against the Peacekeeper Mandate, Santanas and Maia rallied their supporter base and encouraged the Founding Movement to take up violent arms against the Republic through any means possible.&lt;br /&gt;
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Initially meant to operate for a definite period, the Peacekeeper Mandate was altered to operate indefinitely until the unrest encountered in the Corporate Reconstruction Zone has been quelled. Whilst the Tau Ceti Foreign Legion was able to resist the insurgency groups, the [[Private Military Contracting Group]] was hired to support their operations. The PMCG contributed to the Peacekeeper Mandate significantly since their introduction to the Corporate Reconstruction Zone, although much controversy arose over allowing a private military company to assist in what was considered an occupation and annexation. The Stellar Corporate Conglomerate had already begun massive development operations on the surface of the planet, which many Mictlani objected to on the grounds of mismanagement, pollution, and a lack of concern for workers&#039; rights.&lt;br /&gt;
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In early 2464, the Peacekeeper Mandate took a rather violent turn following the death of a scholar. As riots erupted across the Corporate Reconstruction Zone, but primarily within the major population centres present on Mictlan, the forces of both the Tau Ceti Foreign Legion and the Private Military Contracting Group found themselves supporting the Mictlan Defense Force in quelling the unrest. Despite their best attempts, the Samaritans seized the chance to use the unrest to strike the vulnerabilities present utilizing a series of urban guerrilla tactics to severely damage the abilities of the stretched-thin forces present.&lt;br /&gt;
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In July 2465, this culminated in the establishment of the Tau Ceti Armed Forces to finally attempt to stomp out the insurgents. Conflict, stoked by demonstrations and riots from the Founding Movement, gradually came to a head after several months of fighting. After a climactic operation on the beaches of the continent Huitzilopochtli, Xiomara Salvo, Prime Minister Ladislao de Santos, and Nathan Trasen finally agreed to a ceasefire, on several conditions. Provided the majority of Samaritans surrendered (and were pardoned), Mictlan would be permitted to determine which Biesellite laws were accepted within its own territory, barring capital crimes. The Peacekeeper Mandate was deemed over, and the Armed Forces finally returned to Biesel.&lt;br /&gt;
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===The Founding Movement===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“The Founding Movement? They’re just a loose collection of barely aligned groups that only get along because it is safer for criminals to stick together.”&#039;&#039;&lt;br /&gt;
- Lucas Hideyoshi, BSSB agent, responding to a question from a Tau Ceti Times reporter&amp;lt;/center&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Founding Movement&#039;&#039;&#039; was a broad collection of political movements organized under one party banner, with the objective of an independent Mictlan. Founded in 2444 by the lawyer and activist Isabel Alvarez, she shared the leadership of the party with her college friends and fellow activists Leon de Rosas, Corazon Santanas, and Miguel Maia. &lt;br /&gt;
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In the early years of Alvarez’s tenureship, when the movement was still considered a legitimate political party, the Movement became a far more unified force under her leadership. This changed in 2462, with the annexation of the planet by the Republic of Biesel, and the declaration of the Peacekeeper Mandate. The collapse of the Alliance was a taste of what freedom could be, before Tau Ceti forces enacted harsh laws and megacorporations began new, invasive construction on the surface. &lt;br /&gt;
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The resulting chaos caused a fracturing of the Founding Movement, with Miguel Maia and Corazon Santanas encouraging those sympathetic to the cause to achieve independence by violence. Several incidents, such as the bombing of an Orion Express post office in Lago de Abundacia, caused the Republic to brand the Founding Movement as a whole a terrorist organization. Members previously associated with the Founding Movement, whether they subscribed to Maia or Santanas’ positions or not, began to be tracked down by the Republic and its law enforcement agencies. Many of the more moderate members forsook it entirely, preferring life under Biesel to cyborgification or lengthy prison sentences. A larger and larger percentage of those who continued to identify as Founding Movement members militarized, rioted, and planted explosives in public areas to drive away Tau Ceti Armed Forces personnel or intimidate the Mictlani government into taking a hardline anti-Biesel stance. &lt;br /&gt;
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Alvarez became less and less synonymous with the Founding Movement, despite her efforts, and continued firebrand speeches from the exiled Corazon Santanas and Miguel Maia furthered the Founding Movement’s perception as a terrorist organization through and through. Alvarez continued to demand a peaceful resolution to the conflict, though after an arrest warrant was placed on her and the other leaders, she was driven into hiding. Santanas and Maia continued to make scant public appearances, and Leon de Rosas surrendered to the Biesel Security Services Bureau in 2464. He was released from prison after the clemency deal struck with Xiomara Salvo and the Samaritans in late 2465; Salvo herself negotiated for his release.&lt;br /&gt;
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In November 2465, the efforts of the Minutemen Special Forces and the calculations of the military AI Aura triangulated Isabel Alvarez’s location to the city of Caxacoatl. Her body was discovered hung from a lamppost after a Founding Movement-led riot against Tau Ceti occupation; later eyewitness testimonies claim she was dragged out of a nearby apartment, beaten, and lynched. She was 46 years old. &lt;br /&gt;
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The Founding Movement and Isabel Alvarez are remembered controversially. Among some, Alvarez is remembered as a weak leader who allowed the infighting in her party to grow out of control. To others, she is a tragic symbol of the indirect casualties of the Peacekeeper Mandate, and a woman who strived for peace and non-violence long after it was impossible.&lt;br /&gt;
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===The Samaritans===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;A soldier without discipline is just an idiot with a gun. Just as an army without structure is merely a gang. So get your ass off the ground, and get back into formation.&amp;quot;&#039;&#039;&lt;br /&gt;
- Unknown, attributed to Samaritan drill instructor Alejandro Gomez&amp;lt;/center&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Samaritans&#039;&#039;&#039; were a paramilitary organization derived from dissident members of the Mictlan Defense Force, that shared the goal of an independent Mictlan with the Founding Movement. Founded in 2462 by First Sergeant Xiomara Salvo, later called “General”, the unrest caused by the Solarian Collapse and the Peacekeeper Mandate in short order led Salvo to desert the MDF, leading thousands of soldiers alongside her. Over the course of three years, the Samaritans led a protracted guerilla war against first the Tau Ceti Foreign Legion, then the Tau Ceti Armed Forces. &lt;br /&gt;
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Many MDF deserters brought their own military supplies with them or stole from bases; the Samaritans would also purchase weaponry from offworld traders to supplement their supplies. What played a heavy part in the coherence of the group and its ability to defend against the far larger TCAF was the unity and solidarity of individual soldiers. A gradually-forming cult of personality around Xiomara Salvo also meant many Samaritans were willing to fight and die for the freedom of Mictlan. The Samaritans’ primary base of operations was on the continent of Huitzilopochtli, where the local population revered them as heroic freedom fighters, further hampering Biesel intelligence operations. Further emphasizing their status as “heroic” was the Samaritans’ opposition to the violence enacted by the Founding Movement, which would often include civilians in the crossfire of its bombs and riots.&lt;br /&gt;
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In November 2465, a heightening of terror campaigns from the Founding Movement, increased attacks on TCAF bases from the Samaritans, and civil unrest within Tau Ceti and Mictlan alike led to Xiomara Salvo negotiating a settled peace with the Tau Ceti Armed Forces. On the condition of her absolute surrender and her retirement from politics and military life, Mictlan would now enjoy a free economic and legal policy that would only be loosely governed by the government of Biesel. &lt;br /&gt;
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Former Samaritans found themselves generally returning to their old life. Many rejoined the MDF, or joined for the first time, going on to serve careers as soldiers. The exception was the officers of the organization, forbidden by the terms of their agreement to ever join an armed organization again. Most retired early, as permitted by a generous stipend, and several went on to pursue political careers or work as a civilian in the fields they’d earned a degree in.&lt;br /&gt;
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Xiomara Salvo, the charismatic soldier, became a national hero and a symbol of the endurance of Mictlan and its people. She now lives a quiet life in Caxamalca as a community organizer, and has expressed no desire to re-enter the public eye.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Megacorporation Sanctions ===&lt;br /&gt;
Citing concerns for the safety of their employees and their assets, the [[Stellar Corporate Conglomerate]] has announced a goods embargo on Mictlan outside of the Exclusive Economic Zone. The sanctions focus on materials and equipment that could potentially be used in the creation of weapons and explosives by the Samaritans, however, critics have remarked that the goods listed are broad enough to negatively impact most industries on Mictlan. Unemployment is predicted to rise to levels never before seen outside of the Exclusive Economic Zone. Following the Council of Six meetings, the megacorporate sanctions ended in conjunction with the staged removal of the [[Tau Ceti Foreign Legion]] as the Peacekeeper Mandate starts coming to an end. These sanctions, however, loom over the heads of many who found their businesses unable to survive in the wake of the megacorporate blockades on goods, now forced to find employment within the very megacorporations that destroyed their businesses.&lt;br /&gt;
== Environment ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The jungles of Mictlan have lured us in for decades, with promises of great discoveries deep within. I fall for it, everytime.” - Professor Tapzel Spoq (2093 - 2461) at a Seminar regarding Xenobiology at the Tupac Amaru University (21 November 2438) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:MictlanCities.png|thumb|400px|A labled map of notable points of interests across Mictlan, including the former Tau Ceti Foreign Legion Forward Operating Bases.]]&lt;br /&gt;
&lt;br /&gt;
Mictlan is a planet shrouded in thick jungles that stretch across its three continents, where its orbital period and axial tilt have allowed for an almost perpetual tropic climate that often reaches sweltering highs – where the only reprieve is the frequent torrents of cool rainfall that form as a result of humidity present within its rainforests. Dependent on the environmental circumstances in which they form, these tropical storms often grow to sizes capable of engulfing large portions of the continents they pass over – where flashfloods in lowlands are both common, and avoided by the local populace in the region. However, the further one strays from the equatorial regions of Mictlan, the drier it becomes the closer one gets to the Mictlani Sertão. &lt;br /&gt;
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The Mictlani Sertão comprise the planet’s highlands – normally in close proximity to mountainous geographic regions – and receive most of their rainfall during the beginning of the year in the brief period between February and April, mostly in the form of torrential downpours, thereafter these regions typically undergo extended droughts. These shifting conditions have made life difficult within the Sertão, and colonial outposts situated within these areas frequently fell on hard times as they struggle to push through to the next wet season, where most commonly turn to base their economies on quarrying and excavation – at least if there is an abundance of mineral resources nearby. &lt;br /&gt;
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=== Continents and Regions ===&lt;br /&gt;
&#039;&#039;&#039;Llactapata (Western Continent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Home to the continental capital of Sikunda, Llactapata has been spared the onslaught of destruction as a result of the Peacekeeper Mandate, where it has instead seen an influx of displaced Mictlani fleeing from either Huitzilopochtli or Huehuecóyotl. Situated within the western hemisphere of the planet, much of Northern Llactapata belongs to the Mictlani Sertão – where the craggy mountains protect the region from typhoons that form within Tepexitl Ocean, allowing for dozens of cities and towns to crop up reminiscent of those across the Andes Mountains on Earth. Hephaestus Industries has expressed interest in expanding its foothold within the regions, further exploiting the mineral resources held within the Tepeyollotli Ranges. &#039;&#039;&#039;Sikunda&#039;&#039;&#039;, &#039;&#039;&#039;Caxamalca&#039;&#039;&#039; and &#039;&#039;&#039;New Barraca&#039;&#039;&#039; are the major population centres of Llactapata. &lt;br /&gt;
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&#039;&#039;&#039;Huitzilopochtli (Eastern Continent and Archipelagos)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The staging grounds for the Samaritans and the Founding Movement, Huitzilopochtli previously went without major investment from the megacorporations, where its sudden introduction following the collapse of the [[Sol Alliance| Solarian Alliance]] invited anti-corporate sentiments and secessionist movements to bud. Eventually, it culminated in open warfare between the Tau Ceti Foreign Legion and the Mictlan Defense Force, where the eastern continent has instead become no man&#039;s land characterised by craters, crumbling buildings and deserted vehicles clogging up abandoned highways. It maintains dominance by the secessionist and anti-corporate groups, even despite the continued presence of the Tau Ceti Foreign Legion, supplemented by both the Private Military Contracting Group and the Mictlan Defense Force. &#039;&#039;&#039;Saladas&#039;&#039;&#039;, &#039;&#039;&#039;Coiruro&#039;&#039;&#039; and &#039;&#039;&#039;Médeyre&#039;&#039;&#039; are major population centres across Huitzilopochtli. &lt;br /&gt;
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&#039;&#039;&#039;Huehuecóyotl (Central Continent)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The central continent connecting both Llactapata and Huitzilopochtli, Huehuecóyotl supports the planetary capital of Arequipa, as well as the southern continental capital of Lago de Abundancia. While Northern Huehuecóyotl has largely remained untouched by the Samaritan and Founding Movement Scourge, Lago de Abundancia has fallen into disrepair as a result of the siege laid against the city during the height of the Peacekeeper Mandate. Many were displaced from their homes as they found themselves evacuated by a combination of the armed forces present on the planet. The mountainous regions of Huehuecóyotl find themselves encased within the Mictlani Sertão, where it is considered the driest region on the planet. &#039;&#039;&#039;Arequipa&#039;&#039;&#039;, &#039;&#039;&#039;Lago de Abundancia&#039;&#039;&#039; and &#039;&#039;&#039;Nueva Tenochtitlan&#039;&#039;&#039; are the major population centres of Huehuecóyotl.&lt;br /&gt;
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=== Flora and Fauna ===&lt;br /&gt;
Although initially a worry of some scientific communities, the native species of Mictlan have formed symbiotic relationships with the foreign species, baffling the settlers. Those that haven’t are considered protected, and it’s illegal to hunt them or attempt to domesticate them. Xenobiology is a popular field in Mictlan, with the Tupac Amaru University having coordinated efforts with the Skrell to study many of them that hide deep in the jungles and swamps.&lt;br /&gt;
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The official animal of Mictlan is referred to as the &#039;&#039;&#039;Aztlanian Llama&#039;&#039;&#039;. This animal is the most characteristic species of Mictlan with a longer neck than its human counterpart, an affinity for submerging in baths almost daily, and a protective layer of water-resistant fur covering their soft and heat-insulating wool. Another important species is &#039;&#039;&#039;Buxton’s Alpaca&#039;&#039;&#039;, a hybrid of llama and alpaca: with their willingness to work, nutritious meat, and luxurious wool, even the poorest settlers of Mictlan found their place on the planet. Both the hybrid and the common Aztlanian Llama have thermic adaptive properties, which are known for being fresh in the summer and retaining the heat in the winter. The popularity has also created a growing industry of textiles in Mictlan with many corporations competing to dominate this market galaxy-wide.&lt;br /&gt;
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A native domesticated animal is an &#039;&#039;&#039;Arequipan Cow&#039;&#039;&#039;. While only vaguely resembling their earth counterpart, they are similar in that they provide the settlers with milk. This milk has unique properties that even lactose-intolerant individuals can ingest without issue. The main crux is the Arequipan bull, a male member of the species that are extremely territorial and aggressive. According to polls, Arequipa bulls are responsible for 15% of deaths in the farming industry.&lt;br /&gt;
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One of the more infamous animals within the jungles of Mictlan is the &#039;&#039;&#039;Matón&#039;&#039;&#039;; a hulking, four-armed ape-like creature with a leathery hide of mottled green, assisting in its camouflage against the lush greenery it inhabits. Highly territorial and aggressive, the Matón bulls dwarf their sow counterparts, who stand at seven feet and five feet respectively. Though typically the bull is more aggressive and territorial, the sow has been described by those unfortunate enough to trespass into their habitats raising young as frenzied broodmothers, wreaking havoc and destruction should they feel one&#039;s presence is a threat to their young. Early on in the planet&#039;s colonisation, Matón proved to be a rather dangerous example of the native fauna of the planet, attacking colonists that strayed too close to their troops; eventually leading to a &amp;quot;War against Matón&amp;quot; seeking to extinct the species - which never saw success. The Matón merely pushed deeper into the unclaimed jungles of Mictlan, with only the juveniles occasionally wandering out. In recent years, the population of the Matón has recovered well, allowing poachers a chance to begin selling the exploits of their hunts again. &lt;br /&gt;
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Flora-wise the large number of insects present on Mictlan seem to have contributed to their assimilation into the local ecosystem. Establishing evolutionary links that would have otherwise taken millions of years to develop in less than a century. This allowed Mictlan to produce harvests much sooner than other settlements and acquire food independence early on. Currently, the largest harvests come in the form of wine and coconut oil.&lt;br /&gt;
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===Star System===&lt;br /&gt;
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Mictlan is located in the star system of Sankta Tereza, a white dwarf orbited by three planets; Mictlan itself, the dusty planetoid Diamanto, and the rocky, barren planet De Borda. Much of Sankta Tereza’s inner system comprises several rings with ample asteroids, dubbed by Mictlani as the “Crowns of the Saints” or the Crowns. The Crowns are abundant with mineral resources that several megacorporations, most notably [[NanoTrasen]] and [[Hephaestus Industries]], have expressed interest in developing asteroid mining sites.&lt;br /&gt;
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The Crown has several small planetoids, but only Diamanto is large enough to be of note. Prior to the truce between the Samaritans and the Tau Ceti Armed Forces, there were plans in the Republic of Biesel to exploit its close proximity to the Crowns in order to fuel a successful asteroid mining initiative, but it is uncertain if these plans will come to fruition after several laws limiting corporate influence within Sankta Tereza have been passed in late 2465.&lt;br /&gt;
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De Borda is devoid of any rare natural resources, and lies untouched by the Republic or by Mictlan&#039;s planetary government. Astronomers speculate that it likely was a rogue planet caught by Sankta Tereza&#039;s gravity well as it soared through the cosmos. Some rumours persist of smugglers using it as a base of operations, helping the Samaritans and Founding Movement by running contraband for them, and some conspiracy theorists proclaiming these radical groups actually operate within the shadows of De Borda, concealing their true intentions behind its dullness.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It is our duty to protect our cultural diversity. It resides within the heart, the very soul, of Mictlani. Without it, we&#039;d be lost,” - Prime Minister (2462 - Onwards) Ladislao de Santos of the Republic of Mictlan&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlani culture is strongly based on its South American roots. As such, Mictlan is known for large-scale and colourful parades, strong religious beliefs, exotic cuisine, and well-established artists. These experiences are often provided to tourists, however safely packaged and toned down, so as to not disturb the façade of corporate professionalism. Thus one can’t really claim they have been part of the Mictlani life if their only experience with the culture was from a polished hotel. The native life can be found in the metallic streets of the oceanic constructs. While one might assume these metallic structures are drab, depressing, and boring, Mictlani have made them their own. Upon entry, the streets explode in colours as artists and sprayers are encouraged to fill the walls and roofs with designs. Frequent motifs are caricatures of political figures, hopeful messages, large elaborate paintings, and other comical or positive art. Mictlani who travel off-world frequently carry this habit with them, turning their streets or neighbourhoods into colourful tapestries. Even with its Babylonian inspiration, Fallowed Meadows has become somewhat renowned for its integration of Mictlani architecture into its community, where some tourists previously elected to visit the settlement to gaze their eyes upon the unique structures, but with the turn of the Peacekeeper Mandate, Fallowed Meadows now largely goes without any tourist activity. &lt;br /&gt;
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The Mictlani household is built around community and many families often live together in interconnected houses with greenhouse roofs, that are framed around large cemented patios. These host huge celebrations, music, food, and drinks are provided and consumed freely by all present, although everyone is expected to add even a little bit to the menu. The celebrations can range from grandiose weddings or religious holidays to a simple meetup at the grill to unwind after work. Frankly, to a Mictlani, any day is a good day to spend with your loved ones. A frequent sight at these celebrations is the Mictlani pulque. This alcoholic beverage boasts a higher alcohol content than its Earthen counterpart as the environment of Mictlan allows for a much stronger agave extract. In closing, family and community are everything to a Mictlani, and a Mictlani will rarely emigrate without their family. A less popular aspect of Mictlani life is their view on the concept of “intellectual property”. With high fees following the copyright law reforms the relationship of the locals with the idea of an idea belonging to one person has shifted. The unintentional side-effect is that regardless of how well you attempt to secure your idea or intellectual property, someone on Mictlan will copy it and repackage it as their own. Initially, the police cracked down on these cases when it came to their large corporate clients, but as this sentiment spread it has become impossible to contain this wave of bootlegging. Now even the biggest corporations are not safe and even their own private corporate forces fail to enforce the law. This means that Mictlan is a pirate’s haven: “cracked” games, pirated movies, and homemade VR are sold both on the street and in official stores, the owners being just as likely to put “Swam Nebulas” and “Swimstars” on the same shelf. And alongside the destruction of intellectual property rights, came a sky-high rate of cyber-crime. Over 12% of all cyber-attacks in the universe are traced back to Mictlan and both large and small entities find themselves as the sharp end of a variable. This is one of the few, or only, avenues on Mictlan where a single man can make a fortune and climb from nothing.&lt;br /&gt;
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But with shady deals comes political violence and a group calling themselves the “Founding Movement”, referencing the “Movimiento Fundación” has begun a series of political campaigns and attacks. Their initial memo was attacking Solarian websites, sabotaging local elections, and leaking government files, their statement was clear, no more Sol dependency and the protection of artists’ rights and intellectual properties. But recently, as violence in Sol escalated, they carried out multiple physical terrorist acts. The most prolific being the murder of Marlene Pessoa, a pro-Sol actress and a Mictlani local. The authorities hoped that after the collapse of Sol and integration into Biesel their actions would cease, but they have only escalated. The group now seeks complete independence and refuses to take no for an answer.&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
There is a long-standing tradition of masks on Mictlan, usually made of wood and in varied expressions. Mictlani use these masks for important events, painted in bright colours for celebrations, while black and white are used for mourning, be it personal or public. Protestors, rebel groups, and Founders have also adopted these masks, often giving them a terrifying visage. Wearing a mask is certainly not a daily thing, and a person’s celebratory or mourning masks are viewed as extremely personal, being one of the few things considered taboo to copy and replicate en-mass. Early on, corporations attempted to levy a ban on them, but their cultural significance resulted in planet-wide backlash. Thus, the only requirement is that masked employees wear their identification visibly.&lt;br /&gt;
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Tattoos and piercings are very popular in Mictlan and are considered the standard among the locals. Even the cleanest corporate will often sport at least a few tattoos on his face if he is a Mictlani local, to them, it is a form of self-expression, a way to non-verbally communicate their allegiances, beliefs, or values. Sometimes removal is unavoidable, however, as Eridanian suits will often press any Mictlani under their employ to remove their tattoos completely. The abundance of aquatic life has led to tattoo ink solutions based on Grumbo Squid ink becoming widespread and popular, even endorsed as healthy by certain &amp;quot;physical therapists&amp;quot; and &amp;quot;health gurus&amp;quot;. The most popular motif is the colouring of the whole upper face, right above the nose, with the most popular colour being red, but white and blue are also frequently used. Piercings are often used in combination with these tattoos, septum and lip piercings being the most popular. Stainless steel is used the most often, gold being actually quite unpopular among the locals as it’s seen as a mark of corporatism on a person. Indeed, all designs that appear too “contemporary” or “mainstream” are very unpopular with native Mictlani, usually only seen on corporatists who don’t mind having a brand etched onto their face. This means that most tattooing businesses are run by the locals, as corporates have found little success in their own tattoo parlours.&lt;br /&gt;
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=== Cuisine === &lt;br /&gt;
&lt;br /&gt;
Heavily inspired by its colonial roots in [[Earth|Latin Americ]]a, Mictlani cuisine has been readily adapted to the native flora and fauna of the planet; having incorporated elements of the vibrant ecology into their traditional meals. Though some dishes have more notable within certain regions, whereas others enjoy popularity across the globe and the stars as Mictlani emigrate, Mictlani cuisine has similar staples to include in meals, a flair of the planet&#039;s people that make their foods unique. Much like their ancestors, Mictlani frequently use rice, corn, and various types of beans in their meals; Black beans, Kidney beans, lentils and other legumes are some of the more common ingredients used. Rice usually sees exotic spices captured from the native flora incorporated, in particular Eacamyane leaves which are grounded, and then sprinkled to give a bit of a spicy kick to meals. However, though these traditional meals and ingredients exist, there is no shortage of foods inspired or even imported from across the Orion Spur, such as the Matón Burgers, fried alongside Eacamyane leaves and pineapples to give a rather bitter-sweet experience.&lt;br /&gt;
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Seafood is yet another element of Mictlani cuisine, particularly popular in Lago de Abundancia and Sikunda, with significant amounts of the lower strata of the population finding employment within the fishing industry; quickly expanding as the megacorporations continue to &amp;quot;uplift&amp;quot; the planet, expanding the existing industries swiftly following the quelling of the Insurrection Crisis of 2464. Shellfish skewers, spicy sashimi and a stew native to Mictlani knowns as Moqueca which is often served alongside rice and plantains, making it a rather popular street food. Lastly, a method of cooking known as pachamanca has a hold over Mictlani. Meats will be spiced accordingly, roasted with the aid of hot stones beneath the ground, and then served with a sauce of finely chopped Eacamyane, an array of oils, garlic and even vinegar. It is not uncommon to see tripe, liver and even tongues roasted alongside other slabs of meat. &lt;br /&gt;
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==== Notable Dishes ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Matón Burgers&#039;&#039;&#039;&lt;br /&gt;
Originating from Arequipa, Matón Burgers are a unique composition of bitter ingredients, alongside sweeter variants, that create an experience like no other. Slathered with salt, the Matón thigh is then sliced into several pieces, and fried alongside Ecamyane leaves and pineapples. The flavouring from the leaves and pineapples seep into the sizzling meat of the Matón before it is presented on a bed of fried rice and black beans. Though not a traditional burger in a sense of having buns, the Matón Burgers remain a popular street food within the major population centres. &lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Moqueca&#039;&#039;&#039;&lt;br /&gt;
Stew from the humble origins of Sikunda, Moqueca has become a favourite fast-food among Mictlani. Quickly fried rice and plantains, with a bit of spices lifted from the Ecamyane roots, sprinkled with thinly sliced, stewed fish; and Moqueca is complete. One of the easier meals, it has become a staple across the globe, especially in contemporary times as prices began to rise across the Orion Spur. Though, it has a nasty reputation for being a meal for the poor, with those of the wealthier strata of Mictlan rarely seen ordering, nevermind enjoying the meal. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Mictlan has developed a vibrant linguistical community, where polyglots are both common and expected due to its robust education curriculum and the communal cornerstones within its societies. Solarian Common, Tradeband and Tau Ceti Basic are all commonly spoken across the planet – the influx of non-Mictlani to the planet saw a notable increase in the numbers of speakers for Tradeband and Basic, as a necessary median language due to the intricacies of Solarian Common. However, the separation of Mictlan from the [[Sol Alliance| Solarian Alliance]] and its subsequent integration within the [[Republic of Biesel]] has resulted in a closer shift to Tau Ceti Basic and Tradeband – where the younger generations are slowly moving away from Common as schools begin to adopt a combination of the aforementioned two languages as their official tongue of operation. &lt;br /&gt;
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Prior to its introduction to the [[Corporate Reconstruction Zone]], Mictlan’s close proximity to the [[Republic of Biesel]], and its robust multiculturalism, allowed for Tau Ceti Basic to already proliferate across its jungles – heightened by the presence of the megacorporations within their highest echelons. Idris Incorporated has been instrumental in the planet’s shift away from Solarian Common in contemporary times, where it has outlined the expectation for employees to speak a degree of either Tau Ceti Basic or Tradeband within its corporate facilities outside of the [[Sol Alliance| Solarian Alliance]]. &lt;br /&gt;
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=== Major Holidays ===&lt;br /&gt;
*&#039;&#039;&#039;Festival de la Liberación (16 December - 21 December)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Festival de la Liberación is a celebration across Mictlan that recognises the revolutionary elements of its history, focusing on the overthrowing of Captain Tlaloc and his corrupt peers that solidified his reign. Regardless of the eventual quashing of the revolution by the [[Sol Alliance| Solarian Alliance]] shortly after it began, it is still celebrated for the efforts that allowed for a democratic Mictlan to form. Colourful parades, fireworks and concerts are all common events during the festive season. &lt;br /&gt;
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*&#039;&#039;&#039;Dia de los Muertos (1 November)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carried to Mictlan through the Central and South American colonists, Dia de los Muertos is a traditional celebration honouring the deceased through Calaveras, building home shrines with food and beverages enjoyed by the departed, as well as visiting cemeteries and leaving gifts on the graves of those that have since passed. It has also evolved to include family festivities alongside the solemn themes of the day, where communal feasts are common. &lt;br /&gt;
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*&#039;&#039;&#039;Tago de Eksterterano (6 June)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Celebrating the influx of non-humans to their planets, Tago de Eksterterano has become an import recognition of the influence that non-humans have had on Mictlani, and vice versa as their communities become further integration within the planet’s politics, economy and society. Skrell, Dionae and Unathi populations across Mictlan have seized the day as an opportunity to further assimilate themselves – at least those that want to – within Mictlan, with celebrations hosted in Papamóscanda, Fallowed Meadows and Vezdukh during the Tago de Eksterterano.&lt;br /&gt;
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=== Aliens on Mictlan ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Free City of Vezdukh will serve as an example. Where all else has been lost, one must hope. It is hope that makes us strong. It is what must be fought for when all else is lost.” - Lord Mayor Orbza Izziba addressing the Unathi at his inauguration following the establishment of the Free City of Vezdukh (23 November 2453)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#186b1c; padding:.1em; color:#fff;&amp;quot;&amp;gt;Dionae on Mictlan - The Primitive Sirens&amp;lt;/div&amp;gt;====&lt;br /&gt;
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&lt;br /&gt;
Rooted within the emigrants from across the [[Sol Alliance| Solarian Alliance]], following the completion of their debt as a result of the Rueltab Incident, Dionae have nestled themselves within their own city of “Fallowed Meadows” in the Mictlani Sertão. However, different from other Dionae settlements across the Orion Spur, the Primitive Sirens follow an ideology of technophobic primacy, where they deny themselves the pleasures and convenience of advanced technology to ensure the preservation of the true tenets of a Dionae – connection to nature, and to themselves. Though their foundations remain the same, the Primitive Sirens have evolved their approach to their understanding, and assimilated themselves within Mictlani society, to a degree, of course. Following the cornerstone of gaining experience, the Primitive Sirens do regularly leave the Fallowed Meadows and work in the surrounding Mictlani cities, most of the time forming the basis of the cities’ common labourers – construction workers, operations employees and even farmhands.&lt;br /&gt;
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===== History =====&lt;br /&gt;
&lt;br /&gt;
Created by those that sought freedom after their debt had been repaid, hundreds of Dionae spread out across the Orion Spur, it was only natural that Mictlan – within the more frontier regions of the [[Sol Alliance| Solarian Alliance]] – would be elected by those attempting to flee from its grasp as a preferable place to settle in the 2400s. The initial inability to assimilate into Mictlani society pushed for the founding of Fallowed Meadows, where a common agreement was held among the settlers: a safe space for other Dionae attempting to resettle themselves, free from the technology that had plagued them to such an existence. Where, without prior authorisation from the established government on Mictlan, they forged an existence within the Mictlani Sertão and cleared vast sections for their intended settlement. Despite attempts to disperse the Dionae by officials from the surrounding cities, they yielded successful results as the first buildings started cropping up – crude, and somewhat dishevelled – but it mattered not, as the Dionae had carved themselves a home.&lt;br /&gt;
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Keeping to themselves for the better part of two decades, it wasn’t until the 2430s that Dionae from Fallowed Meadows began pouring into the surrounding communities – citing the need to bring back experiences to the Cluster, claiming it a rite of passage for those that wished to remain. Slowly, Fallowed Meadows saw further integration within Mictlan, with the experiences brought back by these ites of passage influencing their own society, evolving their understanding of their original common agreement, shifting and changing the interpretations. By the 2450s, the settlement had grown enormously and had seen non-Dionae begin to contribute, further cementing Mictlani elements within their societal understandings and beliefs. &lt;br /&gt;
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Fallowed Meadow’s establishment within the northern parts of Huitzilopochtli has resulted in unwanted attention by the Samaritans, Founding Movement and even the Tau Ceti Foreign Legion. Several times the Tau Ceti Foreign Legion landed their shuttles within Fallowed Meadows, claiming the settlement to be hiding seditious individuals within their midsts, some persons even being detained by the Biesellite forces due to their alleged connections. Though there exists no outward alignment to these groups, it isn’t unheard of for those returning from the surrounding cities with their newfound experiences suddenly take a dislike to the Tau Ceti Foreign Legion, and the [[Republic of Biesel]] – however, many chalk this up to mere rumours. &lt;br /&gt;
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===== Dionae from the Primitive Sirens =====&lt;br /&gt;
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Dionae from the Primitive Sirens are known for their remarkable abilities to mimic structures, items and even other species – seemingly adapting to the situation, with rather proficient ease. Adhering to their ideology to ward away from advanced technology, these Dionae will often find themselves substitutes for such – with those within the construction industry sometimes seen uniting themselves to form appearances consistent with machines – such as cranes, pulleys and even scaffolding equipment. Mimicry is an integral component of the Primitive Sirens, where they view it as an ability given to the Dionae in order to do without technology, where whenever possible they would rather pursue themselves as substitutes as opposed to machines. In some instances, some claim to have even seen Dionae attempt to mimic farming equipment, such as ploughs and tractors, with some minor success thanks to the natural agriculture benefits imbedded within their skin and bark. &lt;br /&gt;
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===== Fallowed Meadows =====&lt;br /&gt;
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Reminiscent of pre-industrial society, &#039;&#039;&#039;Fallowed Meadows&#039;&#039;&#039; seems of almost biblical beauty, with much of the sprawling settlement’s design seemingly inspired by Babylonian architecture, slightly altered due to the buildings having been constructed of wood, and supported with biomass produced by the Dionae. Farms, ranches and even rudimentary workshops dot the landscape of Fallowed Meadows, operated by hundred of gestalts that elect to follow the Primitive Siren’s ideologies – not all being native to the Cluster. These ranches have a dual purpose, serving as a means to harvest Aztlanian Llama fibres to wave clothing but also to serve as pack animals to help transport resources and Dionae over large distances. Fallowed Meadows has managed to resist megacorporate influence, however, have been unable to do the same for Mictlani integration, where some non-Dionae have even joined the Primitive Sirens and embraced their lifestyle of simple living. Though it remains detached from general Mictlani, Fallowed Meadows has implemented several societal changes thanks to the influence of the planet’s populace, reforming from a stringent hierarchy based on age to a communal village where each and every individual is appreciated regardless of what they can add to the Cluster. Therefore, there doesn’t exist a gestalt that leads Fallowed Meadows, instead, choices that affect the settlement are conducted by each and every inhabitant voicing their concerns, and voting on their choice – a type of direct democracy seen similarly in Harmonious Hymn. &lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#92960e; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Free Sinta&#039;Unathi of Vezdukh&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Fleeing from the catastrophic circumstances of Moghes, Unathi found themselves scattered across the Orion Spur – filtering themselves into wherever possible and to those that would accept the fleets of refugees. One notable location was that of Mictlan, far enough away from the Jewel Worlds of the [[Sol Alliance| Solarian Alliance]] that they wouldn’t have to fear any immediate repercussions by the establishment of refugee camps to host those from Moghes, and the general openness to non-humans made it a suitable location for [[Sol Alliance| Solarian Alliance]]’s attempts to divert the asylum seekers from their more well-off colonies. Established in 2440, the Vezdukh Refugee Camp soon became home for thousands of those fleeing from Moghes – be it those from the [[Izweski Nation| Izweski Hegemony]] or the [[Unathi History| Traditionalist Coalition]], they found themselves lumped together by the ignorant officials overseeing the displacement process. By the end of the decade, the Vezdukh Refugee Camp had overcome the majority of its problems – evolving from a humble refugee camp to a sprawling shantytown, where it eventually earned recognition as the Free City of Vezdukh. Since 2440, Unathi have become one of the more influential species within Mictlan’s economy, continuing to grow their presence as time marches forward. Meritocracy is a fundamental aspect of the Free City, where peasants fleeing the Contact War have been able to carve a name for themselves on Mictlan, and even reach the highest echelons of Vezdukh’s aristocracy. Though majority of the Unathi on Mictlan live within the Free City, it is not uncommon to see them within other population centres across the planet. &lt;br /&gt;
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===== History =====&lt;br /&gt;
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The outbreak of the Contact War in 2439 is the primary reason for the presence of Unathi on Mictlan, where those that fled from Moghes and found themselves within the [[Sol Alliance| Solarian Alliance]] saw themselves filtered towards its outer colonies – in particular, Biesel and Mictlan – if they weren’t told to turn around and return to their planet. Those that found themselves escorted to Mictlan subsequently saw filtering into the Vezdukh Refugee Camp, where most were identified and classed according to their skills – farmers, healers, labourers and even warriors. The ignorance of the officials overseeing this process lumped together refugees from both the [[Izweski Nation| Izweski Hegemony]] and the [[Unathi History| Traditionalist Coalition]], which caused outbreaks of violence across Vezdukh. Even nobles that fled from Moghes essentially saw their titles stripped, crammed into overcrowded cabins meant to maximise the number of people that it could house. &lt;br /&gt;
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By the mid-2440s, makeshift castes had begun to re-emerge, however, inverse to that of Moghes. Farmers, specifically those within the aquaculture industries quickly began to leverage their influence within the intracity economy of Vezdukh, bargaining their produce for favours from the other groups of workers. Most notably, however, was the prevalence of those belonging to the [[Unathi History| Traditionalist Coalition]] within the nascent aquaculture industries – with Clan Izziba quickly inserting their dominance, despite their origins as peasants from the Torn Cities of Moghes.&lt;br /&gt;
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By the end of the decade, Vezdukh had evolved considerably and had obviously taken on Moghesian influence. Not just the city’s architecture was inspired, but the makeup of its political, economical and societal spheres as well. Clan Izziba used their influence within the aquaculture industries, where they quickly saw themselves rising to the status of nobles – where Vezdukh had largely been left alone by the greater Republic of Mictlan by 2451. The then-Prime Minister recognised that Vezdukh no longer could serve as a refugee camp and that it had evolved past its original intentions, and for that, it was necessary to allow its inhabitants to decide their own way forward – a notable difference from the approach taken during the establishment of Fallowed Meadows, seemingly distance themselves from their prior actions  – with the establishment of the Free City of Vezdukh after months of negotiations and discussions between the most influential clans that had gathered power, either through political manoeuvring or criminal undertakings. &lt;br /&gt;
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The establishment of the Free City in 2453 had profound effects on the Unathi, and their assimilation to Mictlan. Twelve years since the initial arrival to the planet, the intrusion of the planet’s culture into Vezdukh, and negotiations held between representatives of both parties ultimately pushed for a reformation amongst the Unathi – with notable support from Clan Izziba – that pushed for a democratic approach to be taken to the ruling of the Free City, integrated with the customs and beliefs of the Unathi. The office of Lord Mayor was thereby established, chosen by a council electorate of Unathi that would campaign for a seat on the “High Council of Vezdukh”. Today, the Free City of Vezdukh – although inspired by Moghesian elements – maintains uniqueness through the integration and assimilation of Mictlani culture – and still welcomes refugees from Moghes as the wasteland continues to grow.&lt;br /&gt;
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===== Free City of Vezdukh =====&lt;br /&gt;
Within the jungles surrounding Sikunda, the Free City of Vezdukh exists – tucked along the west coasts of Llactaplata, which has proven advantageous for the city’s aquaculture practices, which majority of the Unathi find themselves employed within due to the prevalence of Clan Izziba&#039;s Fishing Guild. Not too dissimilar from cities found across Moghes, Vezdukh has some obvious Moghesian influence integrated into its architecture, with some small caveats as a result of the inclusion of Mictlani elements across the growing city. It enjoys a semi-autonomous existence on Mictlan, with significant freedom in the running of Vezdukh, where it has its own government established by an agreement between the most influential clans and representatives of the planetary government. With the prevalence of the [[Unathi History| Traditionalist Coalition]] within the city’s aristocracy, [[Th&#039;akh]] sees itself as the majority religion – where it has even led to the establishment of catacombs that spread far across Vezdukh, in which those that die are stored within – approximately already housing nearly three thousand Unathi, according to the records kept by the prominent Shamans. Though there wasn’t an initial imbalance between refugees from the [[Izweski Nation| Izweski Hegemony]] and the [[Unathi History| Traditionalist Coalition]], throughout the years this number has slowly grown disproportionately, with majority of those still fleeing the wastelands of Moghes made up of those either disinterested in the Hegemony, or remnants of the [[Unathi History| Traditionalist Coalition]] that have managed to hold out for decades after the conclusion of the Contact War. The Free City of Vezdukh, similarly to Moghes, is influenced significantly by the presence of Guilds, in particular Clan Izziba&#039;s Fishing Guild, and the Javzi Chapter of the Bard’s Guild. Though the other Moghesian Guilds may be present within the Free City of Vezdukh, they do not have near as much influence as the former guilds. Guildmaster Orbza Izziba also stands as Lord Mayor of the Free City, where his Clan leverages their monopoly of aquaculture to ensure their majority holding of the Grand Council of Vezdukh. Beneath his guidance for the better part of the last decade, the Free City has grown exponentially and settled as a true successor to the [[Unathi History| Traditionalist Coalition]]. [[Unathi|Sinta&#039;Azaziba]] is the most commonly spoken language within the Free City, though some do still speak Sinta’Unathi within the more Hegemonic dominated neighbourhoods. &lt;br /&gt;
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===== Notable Clans of Vezdukh =====&lt;br /&gt;
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====== Clan Izziba ======&lt;br /&gt;
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With their origins from throughout the Torn Cities of Tak, Sai and Sen – Clan Izziba has risen to nobility through their ingenuity and a humble helping of luck. Peasantry within the [[Unathi History| Traditionalist Coalition]], members of Clan Izziba predominately found themselves working within the Fishing League on Moghes for centuries prior to the outbreak of the Contact War. The nuclear cataclysm, and the Clan’s choice to flee from persecution by the [[Izweski Nation| Izweski Hegemony]], resulted in their subsequent arrival to Mictlan. Placed within their then-nascent aquaculture industries of the Vedzukh Refugee Camp, they proved their value and quickly rose through the ranks – becoming overseers, administrators and ultimately pooling their resources and creating the Fishermen’s Guild – and established a monopoly on the aquaculture industry. Guildmaster, Clan Leader and Lord Mayor Orbza Izziba stands as a representation of the Free City’s meritocratic cornerstone, having carved himself into nobility as a peasant fleeing Moghes. They are allied with Clan Rirazi, and rivals of Clan Javzi. &lt;br /&gt;
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====== Clan Rirazi ======&lt;br /&gt;
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Similarly to Clan Izziba, Clan Rirazi hails from the broken [[Unathi History| Traditionalist Coalition]] within the southern hemisphere of Moghes – having fled sometime after the outbreak of the Contact War. However, with most of the men having perished as a result of the Hegemony’s final push, Clan Rirazi has been forced to adopt a matriarchal hierarchy following their arrival to Mictlan, similarly seen within the Queendom of Szek’Hakh. Through a combination of elegance, poise and grace Clan Rirazi secured themselves within the Free City’s aristocracy by arranging political marriages with prominent Unathi, in particular the marriage between Clan Leader Tyzan Rirazi and Lord Mayor Orbza Izziba – which granted the Clan a seat on the High Council of Vezdukh. They have ties to each notable Clan within the Free City, whether it be by marriage, or convenient friendships, Clan Rirazi has secured itself as a prominent and upcoming Clan – with talks of even spearheading the presence of the Merchants Guild on Mictlan. &lt;br /&gt;
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====== Clan Zahzyr ======&lt;br /&gt;
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Though maybe not the most influential, Clan Zahzyr is the most numerous. Somehow, through the tragedies inflicted across Moghes, the entirety of Clan Zahzyr fled from the nuclear cataclysm and survived the journey to Mictlan. With apprentices from across the Moghesian Guilds, Clan Zahzyr was able to secure their claw within several pies, earning a rather nice profit through their dozens of ventures  – eventually pooling their resources together and constructing the largest estate within the Free City, outcompeting even Clan Izziba. Castle Zahzyr, as colloquially known, serves as a reminder to the Unathi of the Free City of their Moghesian origins – where it employs a combination of elements from both Th’akhist and south Moghesian Traditionalist architecture. Clan Leader Dazyn Zahzyr secured an alliance with Clan Javzi after marrying Clan Leader and Guildsmaster Vehz’s daughter, Nehdra. They otherwise have amicable relations with the other notable Clans of the Free City.                                 &lt;br /&gt;
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====== Clan Javzi ======&lt;br /&gt;
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The only Clan from the Hegemony’s territories that retains enough influence to be prominent within the Free City, Clan Javzi has its roots within Izweski nobility, having used their aristocratic connections to ferry their Clan to wherever would accept them – ultimately ending in their arrival to Mictlan. With connections to the Bard’s Guild, Clan Javzi established their own chapter within the Free City – well, within the Camp, attempting to uplift the mood of refugees and close the divine between the [[Unathi History| Traditionalist Coalition]] and the [[Izweski Nation| Izweski Hegemony]]. They found success in their attempts, garnering admiration from many across Vezdukh – eventually securing them some kind of influence within the Free City’s affairs, with Clan Leader and Guildmaster Vehz Javzi securing a seat on the High Council of Vezdukh. Clan Javzi maintains a rivalry with Clan Izziba, supposedly over an ancestral feud that started on Moghes. They are allies with Clan Zahzyr but do have amicable relations with Clan Rirazi. &lt;br /&gt;
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===== Notable Guilds of Vezdukh =====&lt;br /&gt;
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====== Bard’s Guild, Javzi Chapter ======&lt;br /&gt;
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Established within the Free City by Clan Javzi, the Javzi Chapter of the Bard’s Guild served an important purpose during the initial days of the Vezdukh Refugee Camp – where they routinely engaged in impromptu concerts among one another to lift the moods of those that found themselves on Mictlan, and close the divide and ease the tensions between the [[Unathi History| Traditionalist Coalition]] and the [[Izweski Nation| Izweski Hegemony]] – or at least those that fled from the respective territories. Now, almost two decades later, the Javzi Chapter serves as an important figure within the Free City’s public relations, where those within the higher positions of the Bard’s Guild oftentimes serve as diplomats on behalf of Vezdukh, or even to turn ease a scandal into a rumour with well-placed writings, poems and songs. It is ill-advised to make an enemy of the Bard’s Guild, for without them gossip and rumour can spread – however dishonourable it may be. Without the influence behind Clan Izziba, it is without a doubt that Lord Mayor Orbza would likely never have been able to attain their position.&lt;br /&gt;
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====== Fishermen’s Guild ======&lt;br /&gt;
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Forged by Clan Izziba, the Fishermen’s Guild serves a similar purpose to the Fishing League on Moghes. However, it sees itself run more as a corporation as opposed to a traditional Guild that one would find on Moghes – likely as a result of the expansive influence that it has thanks to the monopoly it holds over the aquaculture industries within the Free City. Led by Lord Mayor Orbza Izziba, the Fishermen’s Guild employs almost half of the inhabitants within the Free City, not necessarily just for aquaculture – the Guild has seen some expansion into similar activities done by the House of Medicine and even the Labourers Guild on Moghe – further integrating itself within the city’s affairs. With such a reliance on the Fishermen’s Guild, it has naturally resulted in Clan Izziba’s immense influence over the Free City – where resisting it is likely to result in some unwanted consequences.&lt;br /&gt;
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The Skrell have found it easy to adapt to Mictlan, although some still struggle to fully integrate themselves into its society; while the humid environment is a perfect fit for their species, the Skrell have found difficulty in adjusting to the communal and energetic culture that’s formed on the planet. While there exist clear similarities between Mictlan and the Nralakk Federation’s outlook on community cohesion and cooperation, the Federation takes a much milder form, resulting in many of the older Skrell living on Mictlan finding the more outwardly emotive and energetic Mictlani way of life to be mentally exhausting. It is the younger generation of Skrell, who grew up on Mictlan, that have found it easier to adapt to the planet&#039;s way of life, unlike the elder generations that have been forced to somehow integrate into the ever-changing culture present.&lt;br /&gt;
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Academically, Skrell have found themselves dominating several fields, including biology and ecology. Academia across Mictlan have recognised the species’ talents, with even the Arequipan Institute of Ecology and Natural Sciences having a Skrell, Xall Qaqii, as its President. Caretakers often encourage their young to partake in showing off the species’ academic aptitude, where the majority of those born on the planet eventually pursue careers related to botany, agriculture, biology, or even the xenosciences.&lt;br /&gt;
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Most Skrell reside in the settlement of Papamóscanda, a town on the outskirts of Arequipa. Founded by the first Skrell that arrived on Mictlan, a group of scientists from the Nralakk Federation. The founding ethos of the first colonists has led to the town itself becoming a hub for pro-Federation Skrell who visit or move to the planet. Even though most live in Papamóscanda, there are other smaller communities of Skrell who have established roots on the other islands across the planet. These groups are typically much smaller and consist of Skrell who come to Mictlan outside of the Federation due to its ties in Papamóscanda. This divide between Federation and non-Federation aligned Skrell rarely results in a confrontation, however, as the hardliners from the two groups have relegated themselves to their own regions on the planet.&lt;br /&gt;
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With Mictlan joining the Republic of Biesel and now finding itself within the Corporate Reconstruction Zone, the Skrell living on the planet are still trying to find where they stand; the older, traditional ones are apathetic, and are only concerned with their and their family’s status within the Republic - yet most of them would prefer a return to Solarian rule. The younger Skrell in comparison are more invested in the state of their planet; some even object to the new rule, believing like many other Mictlani that the planet should finally take the opportunity to become its own sovereign state. A small number of Skrell have even been reported to have joined the Samaritans or affiliated groups, taking up armed resistance against the Republic of Biesel’s control of the planet.&lt;br /&gt;
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===== History =====&lt;br /&gt;
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Terraforming specialists from the state-owned enterprise Tuz’qlip Researchers took an interest in Mictlan due to its desirable conditions rarely found across the Orion Spur. A small group of these specialists ventured, with the authority of the Federation, to Mictlan as it was believed that it held scientific value for their species’ terraforming efforts, and the local flora and fauna were considered candidates for transplantation to promote biodiversity on pre-existing Federation colonies. Despite only making contact a few years earlier, they were accepted by the Solarian Alliance and settled Mictlan in 2338. They based themselves on the central continent, with Doctor Xaal Qaqii as the Senior Research Officer. A telmatologist, Doctor Xaal Qaqii had the personal aim of studying the various wetlands of Mictlan and eventually secured themselves as a notable individual within Mictlan’s academia as president of the Arequipan Institue of Ecology and Natural Sciences.&lt;br /&gt;
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An agreement between the Solarian Alliance and the Nralakk Federation in 2353 concluded that active conservation of the planet’s wildlife was required to preserve their existence. While the majority returned to the Federation, many of the original researchers elected to remain on the planet and eventually embedded themselves within the scientific community. Those who stayed continued their original studies in some capacity, collaborating with Federation contemporaries in the bioengineering and ecological fields, but have completely discontinued areas of their research that would directly interfere with or harm the fragile ecosystem of Mictlan. With the arrival of their families, this group of Skrell grew to a sizeable number and established itself in a small town on the outskirts of Arequipa now known as Papamóscanda. The town can be found in the valleys west of the city, and because of the original inhabitants&#039; ties to Tuz’qlip Researchers, it is where most Skrell moving to Mictlan from the Federation elect to stay. The name comes from what the humans on Mictlan named the Skrell when the species first arrived; translated literally the original term is ‘swamp shrieker’ or ‘bog warbler’, and was used in a playful way to describe Skrell based on their vocalisations and preferred environment, although now with the establishment of Papamóscanda the term has fallen out of use.&lt;br /&gt;
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===== Unique Constellations =====&lt;br /&gt;
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The Skrell of Mictlan have their own unique set of constellations that can be observed from Mictlan, approved by the Qeblak church. Although they are considered minor by the Qeblak faith as a whole, they have influenced Mictlani Skrell since they arrived on the planet, influencing their outlook on life and their general attitudes.&lt;br /&gt;
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[[File:The Eel.png|thumb|right|&#039;&#039;&#039;The Eel&#039;&#039;&#039;: Turncoat. The unanticipated. Intrigue. Forthcoming.]]&lt;br /&gt;
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[[File:The Palm Tree.png|thumb|left|&#039;&#039;&#039;The Palm Tree&#039;&#039;&#039;: Tranquility. Agitation. Anxiety. Peace.]]&lt;br /&gt;
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[[File:The Pulque.png|thumb|center|330px|&#039;&#039;&#039;The Pulque&#039;&#039;&#039;: Togetherness. Comraderie. Overindulgence. Celebration.]]&lt;br /&gt;
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Neither supported by the Mictlani government nor persecuted under the banner of the Republic of Biesel, ‘El Menaje’ (‘The Household’, a colloquial term for the Trinarist community surrounding Lago de Abundancia) has always been left to its own devices. Material support from the Mendell District 14 branch is its primary among the few sources of income that can be depended upon in times of need, with offers from corporate-backed sources always rejected on principle. Scavenging, recycling and a reliance on donations and volunteer work are the pillars upon which any growth can be found in this synthetic community, trends that are influenced and reinforced by the Mictlani cultural consciousness. As a result, most structures follow a particular style that most foreigners would describe as distasteful and run-down; tires, concrete slabs, sandbags and mismatched bricks are prominent materials used in the construction of communal buildings, with Trinarist motifs often modified to reflect Mictlani artistic stylings and history. This practice is most evident in the appearance of Iglesia de la Chispa Sagrada, the center of Trinarist worship on Mictlan, whose previous life as a Catholic church is evident in the remaining stained glass fixtures that cover the primary face of the chapel.&lt;br /&gt;
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Information related to IPC that can be found on Mictlan can be found [[The_Trinary_Perfection_on_Mictlan|here]].&lt;br /&gt;
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Mictlan is the most recent planet within the Republic of Biesel to host the arrival of the Vaurcae. Their presence is primarily part of an organized initiative aimed at uplifting [[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae in Tau Ceti, helping them escape from the slums of Biesel. This burgeoning community has come to be known as Los Azquiles (&amp;quot;The Antmen&amp;quot;). While Los Azquiles have been welcomed by many locals, the scars left by the Peacekeeper Mandate have made it challenging for some Mictlani to reconcile living alongside the Vaurcae.&lt;br /&gt;
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===== History =====&lt;br /&gt;
The concept of a settlement for the Queenless on Mictlan emerged in 2463. By this time, groups such as the [[Queenless#Lii&#039;kenka, The Traitors of Phoenixport|Lii&#039;kenka]] and the [[Queenless#The Xi&#039;larx|Xi&#039;larx]] had recognized that Biesel&#039;s infrastructure would not support a proper Queenless settlement. Additionally, the dominance of megacorporations in the capital, who were in collusion with the Zo&#039;ra Hive, impeded Queenless prosperity. Consequently, an assembly of Lii&#039;kenka and some Xi&#039;larx—including Aalik—devised &#039;&#039;&#039;Project Aztlan&#039;&#039;&#039;. The project aimed to purchase a significant parcel of land in Azcapotzalco, a small town on the outskirts of Nueva Tenochtitlan. The funding for the project is unclear, but it is likely that it was financed through a joint effort among various Queenless communities, though no formal reports exist. The land was eventually acquired in 2464, amidst the Peacekeeper Mandate. However, transportation remained an unresolved issue. Another crowdfunding was required to allow for the rental of ships that could transport the colonizers, though it is suspected that the earliest Vaurcae arrived as stowaways on cargo ships.&lt;br /&gt;
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In 2465, the Queenless Vaurcae made their initial attempts to relocate to Mictlan. The Queenless settled in the city of Azcapotzalco, which had not experienced the outright guerrilla warfare between the Samaritans and the [[Tau Ceti Armed Forces]] but still suffered under the boot of oppression. However, the relative lack of extreme violence meant the city was mostly receptive to the new Vaurca settlers. The Vaurcae were quickly nicknamed &amp;quot;Los Azquiles,&amp;quot; a moniker that has since been embraced by the Vaurcae themselves.&lt;br /&gt;
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Despite the efforts of Project Aztlan, the colonization of the parcel has not been as successful as initially anticipated. La Colmena, the Vaurca barrio in Azcapotzalco, has become a den of criminal activity where law enforcement only ventures if heavily armed. Nonetheless, La Colmena remains a far cry from Flagsdale, where law enforcement cannot even enter, regardless of their equipment. The community was also known for its ties to the founding movement before the organization’s collapse. However, the largest issue is an ongoing k&#039;ois shortage, a problem common to other Vaurca slums throughout the Republic. In the case of La Colmena, it stands on the verge of famine, with Azquiles colonizers struggling to find agricultural solutions for k&#039;ois that will not adversely affect their neighbors.&lt;br /&gt;
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The presence of La Colmena faced significant criticism in 2466 at the height of the Peacekeeper Mandate administrations. Although Mictlani are renowned for their tolerance, the level of brutality inflicted by the Tau Ceti Armed Forces, a military force deeply connected with the Zo’ra Hive, has made it difficult for some of the natives to fully accept the Vaurcae. Nonetheless, many former Samaritans, especially those active in Huehueycóyotl, have attempted to rebuild community ties with Los Azquiles, especially given their Queenless status. In the Huehuecóyotl continent, Los Azquiles are viewed by many as distinct from the ruthless Zo&#039;ra and as allies of the struggle against the Biesellite establishment.&lt;br /&gt;
&lt;br /&gt;
==== Legal Recognition ====&lt;br /&gt;
As a member-state of the Republic of Biesel, Mictlan cannot ensure that Los Azquiles will be granted any formal immigration status. However, the cities of Azcapotzalco and Nueva Tenochtitlan are designated as sanctuary cities, allowing Vaurcae to fully mobilize and seek employment within these areas despite their lack of formal legal recognition. This resolution, enacted in early 2466, has encouraged many more Queenless from Flagsdale to find a way to relocate to Mictlan.&lt;br /&gt;
&lt;br /&gt;
Despite Mictlan&#039;s efforts to welcome the Vaurcae, most jobs outside the sanctuary cities still require special permits from the [[Vaurca Organizations#Vaurca Office of Administrative Services|Vaurca Office of Administrative Services]]. Azquiles who relocate outside of Azcapotzalco and Nueva Tenochtitlan must also navigate numerous bureaucratic requirements.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Cities ==&lt;br /&gt;
[[File:Lago de Abundencia.png|thumb|The skyline of Lago de Abundacia.]]&lt;br /&gt;
&#039;&#039;&#039;Sikunda:&#039;&#039;&#039; An ocean city, the largest and one of many dotting the surface of Mictlan. Sikunda is considered the second (by some the real) capital of Mictlan and boasts higher population numbers than its official capital, Arequipa. Its large platforms are dotted with maze-like interconnected housing structures, factories, and production facilities. Jobs are available everywhere in Sikunda, but the vast majority are low-skill which also means providing little pay. And while the population was managed under the [[Sol Alliance| Solarian Alliance]], the assimilation into the [[Republic of Biesel]] is now threatening the welfare and healthcare laws that kept the population of Sikunda relatively safe. One might imagine Sikunda to be a large grey maze, depressing and drab, full of sunken faces akin to the slums of Eridani, yet the exact opposite is true. Mictlani has made the rig truly theirs, each street boasts a painted landscape, graffiti, or colourful slogan. Colourful tapestries hang from the windows and small shrines dot the dead-ends of streets. Sikunda teems with life during the night, families and communities celebrating on their shared patios and drinking together into the late hours of the night. Sikunda also seems to be the centre for cybercrime, as the majority of all attacks come from said city. While the local authorities and corporate sponsors consider this an issue, locals to Sikunda rarely snitch on these pirate stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caxamalca:&#039;&#039;&#039; Nestled within the Mictlani Sertão of the Tepeyollotli Ranges, Caxamalca has its origins within a Chilean colonial outpost that settled within the cooler highlands of the planet. Taking advantage of its close proximity to the mineral resources hidden within the Tepeyolloti, Caxamalca has become an important foothold for Hephaestus Industries. It largely relies on the megacorporation to continue its efforts in quarrying and resource excavation, where the majority of the city’s populace is employed as a result of its presence – either directly or indirectly. Its climate is notably colder and drier compared to the rest of Mictlan, the city has grown within the caverns of Tepeyollotli – where a rife subterranean community exists, deploying methods similarly seen across Himeo with fungal crops, supplementing the imported foods from the rest of the planet, where other Mictlani have even coined the term Pequeña Himeo (or Little Himeo) when referring to Caxamalca. It has avoided the ire of the Tau Ceti Foreign Legion, where its distance from other major population centres has left it void of Samaritan or Founding Movement supporters, which Hephaestus Industries has used to its advantage, expanding even throughout the height of the Peacekeeper Mandate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Médeyre:&#039;&#039;&#039; Originally settled by colonists from French Guiana, Médeyre has since become the headquarters of the Samaritans and Founding Movements as they launch ambushes and attacks against the [[Tau Ceti Foreign Legion]] and its auxiliary forces. Hit hardest by the Peacekeeper Mandate, Médeyre has become a smouldering heap of debris. Many from the city have fled to the western major population centres across Mictlan, where those that remained took up arms against the military occupation of the [[Republic of Biesel]] following the planet’s forced integration within the [[Corporate Reconstruction Zone]]. Those that were instead unable to flee have created pockets of resistance against the anti-corporate and secessionist elements that dominate Médeyre, with the Tau Ceti Foreign Legion taking advantage of these “resistance neighbourhoods” in their attempt to reclaim the city. The conflict between the opposing forces continues throughout the days and nights, gunshots and explosions can be frequently heard in each attempt to turn the tides of the battle. Shuttles are commonly seen transporting troops and moving displaced persons to safe regions, however, the Samaritans and Founding Movement have begun retaliating with anti-vehicle munitions forcing many to instead flee either by foot or smuggled by coastal miscreants looking to exploit their vulnerability. Its somewhat close proximity to Fallowed Meadows has allowed it to see frequent influxes of Dionae seeking unique experiences to return back to the Primitive Sirens, with some claiming their continued arrival as a way of silently supporting the Samaritans and Founding Movement, some Dionae even electing to stay are contribute to the efforts of these seditious organisation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arequipa:&#039;&#039;&#039; A mainland city and a self-proclaimed shining jewel of Mictlan, Arequipa houses the national museum, the governing body of Mictlan, and one of the few space yards on Mictlan capable of holding a Zhukov-class carrier. Arequipa isn’t constructed as a traditional city, instead being a collection of large towers called “Canopies”, which are interconnected through a series of sound-proof glass tunnels. This allows the fauna beneath these cities to travel undisturbed while the many white-collar and tourist citizens are graced with a day-to-day view of these beasts. This of course comes at the cost of transportation as the only way around is hyper-elevators and self-driving trams. Arequipa is often called the “cultural heart” of Mictlan, with a large number of white-collar workers, artists, singers, and dancers present to entertain the visiting tourists. The general population would regard this as a blatant farce, as the “Mictlani experience” one gets at Arequipa is about as authentic as the glass walls of their towers. The culture in Arequipa is packaged and presented in a safe and easily digestible way, not to scare away the shareholders and companies. Still, even a well-presented and well-oiled machine needs workers to maintain it, and the closest one gets to Mictlani culture inside of Arequipa is when visiting the slums situated in the maintenance tunnels and worker apartments of the Canopies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nueva Tenochtitlan:&#039;&#039;&#039; Similarly to its predecessor, Nueva Tenochtitlan finds itself sprawled over an island – and the surrounding shallow waters on artificial floating canopies – nestled within the largest lake on the continent, Huehuecóyotl. Rooted within a colonial outpost settled by Mexicans, Neuva Tenochtitlan is considered Mictlan’s breadbasket, responsible for a significant portion of the planet’s agricultural production, enough to secure it a massive shuttle port within the centre of the city. The majority of the city’s architecture gives homage to Aztec designs, with a twist of older Solarian designs – most notably observed within Lago de Abundancia and other settlements existing since the planet’s colonisation. With the inclusion of Mictlan within the [[Corporate Reconstruction Zone]], Getmore! has taken an interest in developing a foothold within the city, having already begun to purchase facilities that found themselves conveniently going under thanks to the megacorporate sanctions placed on Mictlani following the Insurrection Crisis. Dissimilar to other cities, Nueva Tenochtitlan has gone without significant megacorporate influence, where their introduction has disrupted the lives of many Tecnochtitlans.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Lago de Abundancia:&#039;&#039;&#039; A coastal city that was built with older earth architecture in mind during the early years of settlement. Its presence was never very well established as it mostly existed for agricultural reasons, however, in 2412 Idris invested heavily into Lago de Abundancia, transforming it into a proper competitor of Arequipa. Lago de Abundancia is now the second biggest tourist haven on the planet, promising wide beaches, big waves, and warm waters. Lago de Abundancia boasts the Spur&#039;s biggest and most diverse aquarium in the form of an entertainment park dubbed, Ocean Planet™.&lt;br /&gt;
&lt;br /&gt;
The people of Lago de Abundancia hold themselves in high regard, being proud of their achievement to turn their small coastal town into a bustling metropolis with a skyrocketing economy but these boasts hide a very insidious truth, that Lago de Abundancia has an issue with crime. Idris&#039; refusal to boost the funding for public police while handling all security privately has led to the outside communities of farmers and workers being harassed daily by large criminal organizations and loan sharks. It is also the central operating area of the Founding Movement.&lt;br /&gt;
&lt;br /&gt;
As a result of the Insurrection Crisis of 2464, Lago de Abundancia became a warzone that resulted in the widespread destruction that turned city blocks into rubble. The [[Tau Ceti Foreign Legion]], alongside the [[Private Military Contracting Group]] and the Mictlan Defense Force, engaged in both the Founding Movement and the Samaritans as they attempted to retake Lago de Abundancia. Ultimately, they succeeded, but neighbourhoods found themselves smouldering piles of debris and many were forced from their homes as they were evacuated by the corporate military forces. Following the Insurrection Crisis, a combination of Legionnaires and contractors from [[Hephaestus Industries]], remain within the city and assist in rebuilding it to its former glory.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&#039;&#039;See also: [[Tau Ceti Armed Forces#Mictlan Defense Force|Mictlan Defense Force]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You are more than soldiers. You are my allies, my brothers in arms, fighting for the future, and willing to sacrifice yourselves for the greater good.” - General Jesus Guadeloupe (2398 - ) addressing the Mictlan Defense Force prior to engaging the Samaritans and Founding Movement in Lago de Abundancia (13 March 2464).&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While as a member-state of the [[Republic of Biesel]] Mictlan can boast interstellar protection from the [[Tau Ceti Armed Forces]], its planetary guard is the &#039;&#039;&#039;Mictlan Defense Force&#039;&#039;&#039;. The MDF can trace its origins back to the original enforcers of Captain Tlaloc, who were originally security officers aboard the colony ship. Over time, they evolved into a paramilitary force under Tlaloc’s direct command, equipped and trained to subjugate Mictlan’s early colonists. During the revolutionary period, most of the organisation’s officers were tried and executed for their part in aiding Captain Tlaloc’s tyrannical regime, while the rank and file soldiers were integrated into the Revolutionary Armed Forces of Mictlan. The Revolutionary army was not as organised as its predecessor and quickly capitulated to the [[Sol Alliance|Solarian Alliance’s]] forces, being reorganised into the Mictlan Defence Force.&lt;br /&gt;
&lt;br /&gt;
Because of Mictlan’s location within the Sol Alliance, the Defense Force was always a small and unutilised force. Deep within Solarian space, the planet had no need for a large standing army, which resulted in them being underequipped and underqualified to handle any major emergencies. This became evident in late 2462 when the economic and territorial collapse of the Sol Alliance left Mictlan and many other planets to fend for themselves; the majority of the forces ended up going weeks without pay, causing mass desertion within its ranks, and most of the equipment was looted by disgruntled soldiers. Many who deserted would go on to form the military backbone of the Samaritans. Those that did not desert were incorporated into the Tau Ceti Foreign Legion and later the Tau Ceti Armed Forces, building a reputation as brutal enforcers of Biesel hegemony. In the aftermath of Xiomara Salvo’s negotiated peace with the Tau Ceti Armed Forces in 2465, many former Samaritans re-enlisted in the MDF as per the terms of their parole. Now they form a more experienced backbone to the MDF, and while not being trusted enough by the government to receive commissions, are often found in NCO billets, leading troops once again.&lt;br /&gt;
&lt;br /&gt;
Rebuilding and re-establishing the MDF as a somewhat professional force remains a Herculean task, one that will be conducted under the watchful eye of Biesel, still wary of another insurgency arising on their new planet.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=33185</id>
		<title>Mictlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=33185"/>
		<updated>2024-06-07T23:32:51Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Aliens on Mictlan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mictlan&lt;br /&gt;
|System = Sankta Tereza&lt;br /&gt;
|Image = Mictlan flag new.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Arequipa&lt;br /&gt;
|Species = Human, [[Skrell]], [[Unathi]], [[Diona]], [[IPC]]&lt;br /&gt;
|Languages = Tau Ceti Basic, Tradeband, Sol Common&lt;br /&gt;
|Demonyms = Mictlani&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We are still here.&amp;quot;&#039;&#039; - Motto of Mictlan&amp;lt;/center&amp;gt;&lt;br /&gt;
Nestled within the [[Corporate Reconstruction Zone]], Mictlan has become integral to the Stellar Corporate Conglomerate’s plans for expanding their influence within the unstable region of the Orion Spur. However, many protested against the sudden shift to the [[Republic of Biesel]], taking up arms as they began forcefully pushing back against the corporate occupation of their planet – eventually resulting in military intervention by the Republic of Biesel, as they instituted the Peacekeeper Mandate to begin to wrestle control back into their hands.&lt;br /&gt;
&lt;br /&gt;
After a long and protracted guerilla war between the [[Tau Ceti Armed Forces]] and the Samaritans, Mictlan eventually managed to secure its status as an independent member-state within the Republic, and now enjoys relative freedom from corporate influence. However, stratification and corporate influence still seperates much of the population, and time will tell if the economic protections the government has put in place will hold against the influence of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Mictlan is been a beacon of multiculturalism among humans and aliens in the Orion Spur, many humans that have immigrated to the planet have been assimilated into Mictlan&#039;s culture and society. Because of this, human characters born on Mictlan must have names and appearances consistent with the peoples of Mexico, Central America, and South America. Only characters native to Mictlan may take the Mictlan accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Though not our original destination, it doesn&#039;t matter. It is up to us to carve out an existence on this planet, and call it our own.”&amp;lt;br&amp;gt; - Captain Tlaloc (2219 - 2257) addressing the colonists following the emergency landing on Mictlan (11th August 2254)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlan was not the original target for the South and Central American colonists whose descendants now inhabit it; instead, it became an accidental one after they were forced into an emergency landing. The captain of the original colonization fleet, who was posthumously christened Tlaloc to protect his descendants, excessively mishandled the allocation of resources during their long voyage, focusing more on the comfort of the first-class clientele. This had resulted in a lack of fuel, food, and other resources that forced them to make an emergency landing two years prior to reaching their intended target.&lt;br /&gt;
&lt;br /&gt;
The colonists already lacked the expertise and technology to comfortably adapt to an aquatic planet, and with the captain’s refusal to change his behaviour casualties mounted. An attempt was made to challenge the captain’s leadership by contacting the Sol government, however, the continued failures of the colonists to meet quotas led to them being largely ignored. Thus a revolution was inevitable. During this insurrection, the captain alongside other colony heads was murdered, and the newly appointed government began calling itself the Movimiento Fundación. This explosion of violence finally caught the interest of the Sol government, who immediately sent out an armed force to rescue the survivors and re-establish law and order.&lt;br /&gt;
&lt;br /&gt;
The movement did not last long against such an overwhelming force and democracy was re-established. A new head for the colony was chosen and with the continued efforts the possibilities of underwater logging and uranium mining became apparent, corporations began to invest in Mictlan, building up infrastructure and worker force. During this time, the newly established colonial government led a “War on Waste”, to preserve the natural beauty of Mictlan. This included the nationalization of small private businesses that created too much waste, higher fees to secure intellectual property rights, and the introduction of new fines targeting the Mictlani for littering. It was clear to the colonists at the time this was a transparent attempt to prevent a surge of small-time businesses but with an armed force present, the concerns went unvoiced.&lt;br /&gt;
&lt;br /&gt;
Mictlan exists as a democratic state, similarly seen across many previous Middle Ring colonies of the [[Sol Alliance| Solarian Alliance]], where its beautiful and verdant landscapes provide a lure for tourists – a rather profitable enterprise for Idris Incorporated as it dominates its tourist industries. Its bountiful jungles allow for both aquacultural and agricultural practices to boon, in particular, Unathi refugees fleeing from Moghes have managed to latch onto the aquacultural industries and make it their own – establishing their own chapter on Mictlan. The planet’s overall xenotolerance has allowed for numerous other populations to take refuge within its jungles, besides just Unathi, including that of both the Skrell and Dionae. Besides its vibrant agricultural practices, Mictlan has huge deposits of minerals, further cementing the planet’s attractability to the megacorporations – who previously watched from the sidelines, swooping in following the initiation of the Peacekeeper Mandate.&lt;br /&gt;
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=== Peacekeeper Mandate ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“No battle too difficult, no sacrifice too great.” - Xiomara Salvo, general of the Samaritans, addressing those that fight for a Mictlan free from corporate integration and Biesel&#039;s occupation, in a video shared to social media (18 October 2463) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
After the Solarian Collapse, the former Solarian planets of Mictlan and Port Antillia were annexed by the Republic of Biesel, in what would come to be known as the Corporate Reconstruction Zone. While Port Antillia accepted membership as part of the Republic with little conflict, Mictlan&#039;s annexation was considerably more controversial. The Mictlan Defense Force, the planetary guard, had gone months without pay, and Mictlan itself was suffering unrest and lack of supplies that were typically shipped in from the greater Alliance. When the Tau Ceti Foreign Legion touched down on the planet to declare it as part of the Republic of Biesel, many citizens were suspicious of their new government and its ties with the megacorporations. Some of these suspicions were proven in short order by massive corporate developments on the planet and crackdowns on dissent.&lt;br /&gt;
&lt;br /&gt;
The tension boiled over in late 2462, when thousands of ex-MDF personnel, led by First Sergeant [[Notable Humans#Xiomara Salvo|Xiomara Salvo]], deserted and formed the Samaritans; a paramilitary organization whose mission was to secure the independence of Mictlan at any cost. The other prominent insurgent group was the Founding Movement, originally a political party led by several notable Mictlani; [[Notable Humans#Isabel Alvarez|Isabel Alvarez]], Leon de Rosas, Corazon Santanas, and Miguel Maia. The Founding Movement had been blacklisted from the Mictlani parliament shortly after the Mandate due to their strong anti-corporate and pro-Mictlani independence, and a warrant for the arrest of all four party leaders had been placed for alleged &amp;quot;terrorist activities&amp;quot;. Leon de Rosas surrendered to the Biesel Security Services Bureau, but Alvarez, Santanas, and Maia went on the run, with each attempting to fight for Mictlan&#039;s independence in their own way. Unfortunately, the Founding Movement&#039;s directionless anger mainly had the effect of destabilizing and disenfranchising Mictlan further.&lt;br /&gt;
&lt;br /&gt;
The announcement of the Peacekeeper Mandate by President Dorn in mid-October 2463 sparked demonstrations across the Corporate Reconstruction Zone as citizens voiced their concerns over the deployment of the Tau Ceti Foreign Legion. Considered by critics of the Dorn administration to be the most controversial policy it had enacted, the Peacekeeper Mandate was introduced to bring order to the Corporate Reconstruction Zone. The Mandate was enacted to ensure loyalty to the Republic of Biesel and its benefactor, the Stellar Corporate Conglomerate, but were opposed by several insurrectionist groups such as the Samaritans and the Founding Movement. While Isabel Alvarez continued to verbally protest and attempt to organize (ultimately ineffective) non-violent campaigns against the Peacekeeper Mandate, Santanas and Maia rallied their supporter base and encouraged the Founding Movement to take up violent arms against the Republic through any means possible.&lt;br /&gt;
&lt;br /&gt;
Initially meant to operate for a definite period, the Peacekeeper Mandate was altered to operate indefinitely until the unrest encountered in the Corporate Reconstruction Zone has been quelled. Whilst the Tau Ceti Foreign Legion was able to resist the insurgency groups, the [[Private Military Contracting Group]] was hired to support their operations. The PMCG contributed to the Peacekeeper Mandate significantly since their introduction to the Corporate Reconstruction Zone, although much controversy arose over allowing a private military company to assist in what was considered an occupation and annexation. The Stellar Corporate Conglomerate had already begun massive development operations on the surface of the planet, which many Mictlani objected to on the grounds of mismanagement, pollution, and a lack of concern for workers&#039; rights.&lt;br /&gt;
&lt;br /&gt;
In early 2464, the Peacekeeper Mandate took a rather violent turn following the death of a scholar. As riots erupted across the Corporate Reconstruction Zone, but primarily within the major population centres present on Mictlan, the forces of both the Tau Ceti Foreign Legion and the Private Military Contracting Group found themselves supporting the Mictlan Defense Force in quelling the unrest. Despite their best attempts, the Samaritans seized the chance to use the unrest to strike the vulnerabilities present utilizing a series of urban guerrilla tactics to severely damage the abilities of the stretched-thin forces present.&lt;br /&gt;
&lt;br /&gt;
In July 2465, this culminated in the establishment of the Tau Ceti Armed Forces to finally attempt to stomp out the insurgents. Conflict, stoked by demonstrations and riots from the Founding Movement, gradually came to a head after several months of fighting. After a climactic operation on the beaches of the continent Huitzilopochtli, Xiomara Salvo, Prime Minister Ladislao de Santos, and Nathan Trasen finally agreed to a ceasefire, on several conditions. Provided the majority of Samaritans surrendered (and were pardoned), Mictlan would be permitted to determine which Biesellite laws were accepted within its own territory, barring capital crimes. The Peacekeeper Mandate was deemed over, and the Armed Forces finally returned to Biesel.&lt;br /&gt;
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===The Founding Movement===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“The Founding Movement? They’re just a loose collection of barely aligned groups that only get along because it is safer for criminals to stick together.”&#039;&#039;&lt;br /&gt;
- Lucas Hideyoshi, BSSB agent, responding to a question from a Tau Ceti Times reporter&amp;lt;/center&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Founding Movement&#039;&#039;&#039; was a broad collection of political movements organized under one party banner, with the objective of an independent Mictlan. Founded in 2444 by the lawyer and activist Isabel Alvarez, she shared the leadership of the party with her college friends and fellow activists Leon de Rosas, Corazon Santanas, and Miguel Maia. &lt;br /&gt;
&lt;br /&gt;
In the early years of Alvarez’s tenureship, when the movement was still considered a legitimate political party, the Movement became a far more unified force under her leadership. This changed in 2462, with the annexation of the planet by the Republic of Biesel, and the declaration of the Peacekeeper Mandate. The collapse of the Alliance was a taste of what freedom could be, before Tau Ceti forces enacted harsh laws and megacorporations began new, invasive construction on the surface. &lt;br /&gt;
&lt;br /&gt;
The resulting chaos caused a fracturing of the Founding Movement, with Miguel Maia and Corazon Santanas encouraging those sympathetic to the cause to achieve independence by violence. Several incidents, such as the bombing of an Orion Express post office in Lago de Abundacia, caused the Republic to brand the Founding Movement as a whole a terrorist organization. Members previously associated with the Founding Movement, whether they subscribed to Maia or Santanas’ positions or not, began to be tracked down by the Republic and its law enforcement agencies. Many of the more moderate members forsook it entirely, preferring life under Biesel to cyborgification or lengthy prison sentences. A larger and larger percentage of those who continued to identify as Founding Movement members militarized, rioted, and planted explosives in public areas to drive away Tau Ceti Armed Forces personnel or intimidate the Mictlani government into taking a hardline anti-Biesel stance. &lt;br /&gt;
&lt;br /&gt;
Alvarez became less and less synonymous with the Founding Movement, despite her efforts, and continued firebrand speeches from the exiled Corazon Santanas and Miguel Maia furthered the Founding Movement’s perception as a terrorist organization through and through. Alvarez continued to demand a peaceful resolution to the conflict, though after an arrest warrant was placed on her and the other leaders, she was driven into hiding. Santanas and Maia continued to make scant public appearances, and Leon de Rosas surrendered to the Biesel Security Services Bureau in 2464. He was released from prison after the clemency deal struck with Xiomara Salvo and the Samaritans in late 2465; Salvo herself negotiated for his release.&lt;br /&gt;
&lt;br /&gt;
In November 2465, the efforts of the Minutemen Special Forces and the calculations of the military AI Aura triangulated Isabel Alvarez’s location to the city of Caxacoatl. Her body was discovered hung from a lamppost after a Founding Movement-led riot against Tau Ceti occupation; later eyewitness testimonies claim she was dragged out of a nearby apartment, beaten, and lynched. She was 46 years old. &lt;br /&gt;
&lt;br /&gt;
The Founding Movement and Isabel Alvarez are remembered controversially. Among some, Alvarez is remembered as a weak leader who allowed the infighting in her party to grow out of control. To others, she is a tragic symbol of the indirect casualties of the Peacekeeper Mandate, and a woman who strived for peace and non-violence long after it was impossible.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Samaritans===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;A soldier without discipline is just an idiot with a gun. Just as an army without structure is merely a gang. So get your ass off the ground, and get back into formation.&amp;quot;&#039;&#039;&lt;br /&gt;
- Unknown, attributed to Samaritan drill instructor Alejandro Gomez&amp;lt;/center&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Samaritans&#039;&#039;&#039; were a paramilitary organization derived from dissident members of the Mictlan Defense Force, that shared the goal of an independent Mictlan with the Founding Movement. Founded in 2462 by First Sergeant Xiomara Salvo, later called “General”, the unrest caused by the Solarian Collapse and the Peacekeeper Mandate in short order led Salvo to desert the MDF, leading thousands of soldiers alongside her. Over the course of three years, the Samaritans led a protracted guerilla war against first the Tau Ceti Foreign Legion, then the Tau Ceti Armed Forces. &lt;br /&gt;
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Many MDF deserters brought their own military supplies with them or stole from bases; the Samaritans would also purchase weaponry from offworld traders to supplement their supplies. What played a heavy part in the coherence of the group and its ability to defend against the far larger TCAF was the unity and solidarity of individual soldiers. A gradually-forming cult of personality around Xiomara Salvo also meant many Samaritans were willing to fight and die for the freedom of Mictlan. The Samaritans’ primary base of operations was on the continent of Huitzilopochtli, where the local population revered them as heroic freedom fighters, further hampering Biesel intelligence operations. Further emphasizing their status as “heroic” was the Samaritans’ opposition to the violence enacted by the Founding Movement, which would often include civilians in the crossfire of its bombs and riots.&lt;br /&gt;
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In November 2465, a heightening of terror campaigns from the Founding Movement, increased attacks on TCAF bases from the Samaritans, and civil unrest within Tau Ceti and Mictlan alike led to Xiomara Salvo negotiating a settled peace with the Tau Ceti Armed Forces. On the condition of her absolute surrender and her retirement from politics and military life, Mictlan would now enjoy a free economic and legal policy that would only be loosely governed by the government of Biesel. &lt;br /&gt;
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Former Samaritans found themselves generally returning to their old life. Many rejoined the MDF, or joined for the first time, going on to serve careers as soldiers. The exception was the officers of the organization, forbidden by the terms of their agreement to ever join an armed organization again. Most retired early, as permitted by a generous stipend, and several went on to pursue political careers or work as a civilian in the fields they’d earned a degree in.&lt;br /&gt;
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Xiomara Salvo, the charismatic soldier, became a national hero and a symbol of the endurance of Mictlan and its people. She now lives a quiet life in Caxamalca as a community organizer, and has expressed no desire to re-enter the public eye.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Megacorporation Sanctions ===&lt;br /&gt;
Citing concerns for the safety of their employees and their assets, the [[Stellar Corporate Conglomerate]] has announced a goods embargo on Mictlan outside of the Exclusive Economic Zone. The sanctions focus on materials and equipment that could potentially be used in the creation of weapons and explosives by the Samaritans, however, critics have remarked that the goods listed are broad enough to negatively impact most industries on Mictlan. Unemployment is predicted to rise to levels never before seen outside of the Exclusive Economic Zone. Following the Council of Six meetings, the megacorporate sanctions ended in conjunction with the staged removal of the [[Tau Ceti Foreign Legion]] as the Peacekeeper Mandate starts coming to an end. These sanctions, however, loom over the heads of many who found their businesses unable to survive in the wake of the megacorporate blockades on goods, now forced to find employment within the very megacorporations that destroyed their businesses.&lt;br /&gt;
== Environment ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The jungles of Mictlan have lured us in for decades, with promises of great discoveries deep within. I fall for it, everytime.” - Professor Tapzel Spoq (2093 - 2461) at a Seminar regarding Xenobiology at the Tupac Amaru University (21 November 2438) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:MictlanCities.png|thumb|400px|A labled map of notable points of interests across Mictlan, including the former Tau Ceti Foreign Legion Forward Operating Bases.]]&lt;br /&gt;
&lt;br /&gt;
Mictlan is a planet shrouded in thick jungles that stretch across its three continents, where its orbital period and axial tilt have allowed for an almost perpetual tropic climate that often reaches sweltering highs – where the only reprieve is the frequent torrents of cool rainfall that form as a result of humidity present within its rainforests. Dependent on the environmental circumstances in which they form, these tropical storms often grow to sizes capable of engulfing large portions of the continents they pass over – where flashfloods in lowlands are both common, and avoided by the local populace in the region. However, the further one strays from the equatorial regions of Mictlan, the drier it becomes the closer one gets to the Mictlani Sertão. &lt;br /&gt;
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The Mictlani Sertão comprise the planet’s highlands – normally in close proximity to mountainous geographic regions – and receive most of their rainfall during the beginning of the year in the brief period between February and April, mostly in the form of torrential downpours, thereafter these regions typically undergo extended droughts. These shifting conditions have made life difficult within the Sertão, and colonial outposts situated within these areas frequently fell on hard times as they struggle to push through to the next wet season, where most commonly turn to base their economies on quarrying and excavation – at least if there is an abundance of mineral resources nearby. &lt;br /&gt;
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=== Continents and Regions ===&lt;br /&gt;
&#039;&#039;&#039;Llactapata (Western Continent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Home to the continental capital of Sikunda, Llactapata has been spared the onslaught of destruction as a result of the Peacekeeper Mandate, where it has instead seen an influx of displaced Mictlani fleeing from either Huitzilopochtli or Huehuecóyotl. Situated within the western hemisphere of the planet, much of Northern Llactapata belongs to the Mictlani Sertão – where the craggy mountains protect the region from typhoons that form within Tepexitl Ocean, allowing for dozens of cities and towns to crop up reminiscent of those across the Andes Mountains on Earth. Hephaestus Industries has expressed interest in expanding its foothold within the regions, further exploiting the mineral resources held within the Tepeyollotli Ranges. &#039;&#039;&#039;Sikunda&#039;&#039;&#039;, &#039;&#039;&#039;Caxamalca&#039;&#039;&#039; and &#039;&#039;&#039;New Barraca&#039;&#039;&#039; are the major population centres of Llactapata. &lt;br /&gt;
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&#039;&#039;&#039;Huitzilopochtli (Eastern Continent and Archipelagos)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The staging grounds for the Samaritans and the Founding Movement, Huitzilopochtli previously went without major investment from the megacorporations, where its sudden introduction following the collapse of the [[Sol Alliance| Solarian Alliance]] invited anti-corporate sentiments and secessionist movements to bud. Eventually, it culminated in open warfare between the Tau Ceti Foreign Legion and the Mictlan Defense Force, where the eastern continent has instead become no man&#039;s land characterised by craters, crumbling buildings and deserted vehicles clogging up abandoned highways. It maintains dominance by the secessionist and anti-corporate groups, even despite the continued presence of the Tau Ceti Foreign Legion, supplemented by both the Private Military Contracting Group and the Mictlan Defense Force. &#039;&#039;&#039;Saladas&#039;&#039;&#039;, &#039;&#039;&#039;Coiruro&#039;&#039;&#039; and &#039;&#039;&#039;Médeyre&#039;&#039;&#039; are major population centres across Huitzilopochtli. &lt;br /&gt;
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&#039;&#039;&#039;Huehuecóyotl (Central Continent)&#039;&#039;&#039; &lt;br /&gt;
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The central continent connecting both Llactapata and Huitzilopochtli, Huehuecóyotl supports the planetary capital of Arequipa, as well as the southern continental capital of Lago de Abundancia. While Northern Huehuecóyotl has largely remained untouched by the Samaritan and Founding Movement Scourge, Lago de Abundancia has fallen into disrepair as a result of the siege laid against the city during the height of the Peacekeeper Mandate. Many were displaced from their homes as they found themselves evacuated by a combination of the armed forces present on the planet. The mountainous regions of Huehuecóyotl find themselves encased within the Mictlani Sertão, where it is considered the driest region on the planet. &#039;&#039;&#039;Arequipa&#039;&#039;&#039;, &#039;&#039;&#039;Lago de Abundancia&#039;&#039;&#039; and &#039;&#039;&#039;Nueva Tenochtitlan&#039;&#039;&#039; are the major population centres of Huehuecóyotl.&lt;br /&gt;
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=== Flora and Fauna ===&lt;br /&gt;
Although initially a worry of some scientific communities, the native species of Mictlan have formed symbiotic relationships with the foreign species, baffling the settlers. Those that haven’t are considered protected, and it’s illegal to hunt them or attempt to domesticate them. Xenobiology is a popular field in Mictlan, with the Tupac Amaru University having coordinated efforts with the Skrell to study many of them that hide deep in the jungles and swamps.&lt;br /&gt;
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The official animal of Mictlan is referred to as the &#039;&#039;&#039;Aztlanian Llama&#039;&#039;&#039;. This animal is the most characteristic species of Mictlan with a longer neck than its human counterpart, an affinity for submerging in baths almost daily, and a protective layer of water-resistant fur covering their soft and heat-insulating wool. Another important species is &#039;&#039;&#039;Buxton’s Alpaca&#039;&#039;&#039;, a hybrid of llama and alpaca: with their willingness to work, nutritious meat, and luxurious wool, even the poorest settlers of Mictlan found their place on the planet. Both the hybrid and the common Aztlanian Llama have thermic adaptive properties, which are known for being fresh in the summer and retaining the heat in the winter. The popularity has also created a growing industry of textiles in Mictlan with many corporations competing to dominate this market galaxy-wide.&lt;br /&gt;
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A native domesticated animal is an &#039;&#039;&#039;Arequipan Cow&#039;&#039;&#039;. While only vaguely resembling their earth counterpart, they are similar in that they provide the settlers with milk. This milk has unique properties that even lactose-intolerant individuals can ingest without issue. The main crux is the Arequipan bull, a male member of the species that are extremely territorial and aggressive. According to polls, Arequipa bulls are responsible for 15% of deaths in the farming industry.&lt;br /&gt;
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One of the more infamous animals within the jungles of Mictlan is the &#039;&#039;&#039;Matón&#039;&#039;&#039;; a hulking, four-armed ape-like creature with a leathery hide of mottled green, assisting in its camouflage against the lush greenery it inhabits. Highly territorial and aggressive, the Matón bulls dwarf their sow counterparts, who stand at seven feet and five feet respectively. Though typically the bull is more aggressive and territorial, the sow has been described by those unfortunate enough to trespass into their habitats raising young as frenzied broodmothers, wreaking havoc and destruction should they feel one&#039;s presence is a threat to their young. Early on in the planet&#039;s colonisation, Matón proved to be a rather dangerous example of the native fauna of the planet, attacking colonists that strayed too close to their troops; eventually leading to a &amp;quot;War against Matón&amp;quot; seeking to extinct the species - which never saw success. The Matón merely pushed deeper into the unclaimed jungles of Mictlan, with only the juveniles occasionally wandering out. In recent years, the population of the Matón has recovered well, allowing poachers a chance to begin selling the exploits of their hunts again. &lt;br /&gt;
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Flora-wise the large number of insects present on Mictlan seem to have contributed to their assimilation into the local ecosystem. Establishing evolutionary links that would have otherwise taken millions of years to develop in less than a century. This allowed Mictlan to produce harvests much sooner than other settlements and acquire food independence early on. Currently, the largest harvests come in the form of wine and coconut oil.&lt;br /&gt;
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===Star System===&lt;br /&gt;
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Mictlan is located in the star system of Sankta Tereza, a white dwarf orbited by three planets; Mictlan itself, the dusty planetoid Diamanto, and the rocky, barren planet De Borda. Much of Sankta Tereza’s inner system comprises several rings with ample asteroids, dubbed by Mictlani as the “Crowns of the Saints” or the Crowns. The Crowns are abundant with mineral resources that several megacorporations, most notably [[NanoTrasen]] and [[Hephaestus Industries]], have expressed interest in developing asteroid mining sites.&lt;br /&gt;
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The Crown has several small planetoids, but only Diamanto is large enough to be of note. Prior to the truce between the Samaritans and the Tau Ceti Armed Forces, there were plans in the Republic of Biesel to exploit its close proximity to the Crowns in order to fuel a successful asteroid mining initiative, but it is uncertain if these plans will come to fruition after several laws limiting corporate influence within Sankta Tereza have been passed in late 2465.&lt;br /&gt;
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De Borda is devoid of any rare natural resources, and lies untouched by the Republic or by Mictlan&#039;s planetary government. Astronomers speculate that it likely was a rogue planet caught by Sankta Tereza&#039;s gravity well as it soared through the cosmos. Some rumours persist of smugglers using it as a base of operations, helping the Samaritans and Founding Movement by running contraband for them, and some conspiracy theorists proclaiming these radical groups actually operate within the shadows of De Borda, concealing their true intentions behind its dullness.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It is our duty to protect our cultural diversity. It resides within the heart, the very soul, of Mictlani. Without it, we&#039;d be lost,” - Prime Minister (2462 - Onwards) Ladislao de Santos of the Republic of Mictlan&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlani culture is strongly based on its South American roots. As such, Mictlan is known for large-scale and colourful parades, strong religious beliefs, exotic cuisine, and well-established artists. These experiences are often provided to tourists, however safely packaged and toned down, so as to not disturb the façade of corporate professionalism. Thus one can’t really claim they have been part of the Mictlani life if their only experience with the culture was from a polished hotel. The native life can be found in the metallic streets of the oceanic constructs. While one might assume these metallic structures are drab, depressing, and boring, Mictlani have made them their own. Upon entry, the streets explode in colours as artists and sprayers are encouraged to fill the walls and roofs with designs. Frequent motifs are caricatures of political figures, hopeful messages, large elaborate paintings, and other comical or positive art. Mictlani who travel off-world frequently carry this habit with them, turning their streets or neighbourhoods into colourful tapestries. Even with its Babylonian inspiration, Fallowed Meadows has become somewhat renowned for its integration of Mictlani architecture into its community, where some tourists previously elected to visit the settlement to gaze their eyes upon the unique structures, but with the turn of the Peacekeeper Mandate, Fallowed Meadows now largely goes without any tourist activity. &lt;br /&gt;
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The Mictlani household is built around community and many families often live together in interconnected houses with greenhouse roofs, that are framed around large cemented patios. These host huge celebrations, music, food, and drinks are provided and consumed freely by all present, although everyone is expected to add even a little bit to the menu. The celebrations can range from grandiose weddings or religious holidays to a simple meetup at the grill to unwind after work. Frankly, to a Mictlani, any day is a good day to spend with your loved ones. A frequent sight at these celebrations is the Mictlani pulque. This alcoholic beverage boasts a higher alcohol content than its Earthen counterpart as the environment of Mictlan allows for a much stronger agave extract. In closing, family and community are everything to a Mictlani, and a Mictlani will rarely emigrate without their family. A less popular aspect of Mictlani life is their view on the concept of “intellectual property”. With high fees following the copyright law reforms the relationship of the locals with the idea of an idea belonging to one person has shifted. The unintentional side-effect is that regardless of how well you attempt to secure your idea or intellectual property, someone on Mictlan will copy it and repackage it as their own. Initially, the police cracked down on these cases when it came to their large corporate clients, but as this sentiment spread it has become impossible to contain this wave of bootlegging. Now even the biggest corporations are not safe and even their own private corporate forces fail to enforce the law. This means that Mictlan is a pirate’s haven: “cracked” games, pirated movies, and homemade VR are sold both on the street and in official stores, the owners being just as likely to put “Swam Nebulas” and “Swimstars” on the same shelf. And alongside the destruction of intellectual property rights, came a sky-high rate of cyber-crime. Over 12% of all cyber-attacks in the universe are traced back to Mictlan and both large and small entities find themselves as the sharp end of a variable. This is one of the few, or only, avenues on Mictlan where a single man can make a fortune and climb from nothing.&lt;br /&gt;
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But with shady deals comes political violence and a group calling themselves the “Founding Movement”, referencing the “Movimiento Fundación” has begun a series of political campaigns and attacks. Their initial memo was attacking Solarian websites, sabotaging local elections, and leaking government files, their statement was clear, no more Sol dependency and the protection of artists’ rights and intellectual properties. But recently, as violence in Sol escalated, they carried out multiple physical terrorist acts. The most prolific being the murder of Marlene Pessoa, a pro-Sol actress and a Mictlani local. The authorities hoped that after the collapse of Sol and integration into Biesel their actions would cease, but they have only escalated. The group now seeks complete independence and refuses to take no for an answer.&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
There is a long-standing tradition of masks on Mictlan, usually made of wood and in varied expressions. Mictlani use these masks for important events, painted in bright colours for celebrations, while black and white are used for mourning, be it personal or public. Protestors, rebel groups, and Founders have also adopted these masks, often giving them a terrifying visage. Wearing a mask is certainly not a daily thing, and a person’s celebratory or mourning masks are viewed as extremely personal, being one of the few things considered taboo to copy and replicate en-mass. Early on, corporations attempted to levy a ban on them, but their cultural significance resulted in planet-wide backlash. Thus, the only requirement is that masked employees wear their identification visibly.&lt;br /&gt;
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Tattoos and piercings are very popular in Mictlan and are considered the standard among the locals. Even the cleanest corporate will often sport at least a few tattoos on his face if he is a Mictlani local, to them, it is a form of self-expression, a way to non-verbally communicate their allegiances, beliefs, or values. Sometimes removal is unavoidable, however, as Eridanian suits will often press any Mictlani under their employ to remove their tattoos completely. The abundance of aquatic life has led to tattoo ink solutions based on Grumbo Squid ink becoming widespread and popular, even endorsed as healthy by certain &amp;quot;physical therapists&amp;quot; and &amp;quot;health gurus&amp;quot;. The most popular motif is the colouring of the whole upper face, right above the nose, with the most popular colour being red, but white and blue are also frequently used. Piercings are often used in combination with these tattoos, septum and lip piercings being the most popular. Stainless steel is used the most often, gold being actually quite unpopular among the locals as it’s seen as a mark of corporatism on a person. Indeed, all designs that appear too “contemporary” or “mainstream” are very unpopular with native Mictlani, usually only seen on corporatists who don’t mind having a brand etched onto their face. This means that most tattooing businesses are run by the locals, as corporates have found little success in their own tattoo parlours.&lt;br /&gt;
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=== Cuisine === &lt;br /&gt;
&lt;br /&gt;
Heavily inspired by its colonial roots in [[Earth|Latin Americ]]a, Mictlani cuisine has been readily adapted to the native flora and fauna of the planet; having incorporated elements of the vibrant ecology into their traditional meals. Though some dishes have more notable within certain regions, whereas others enjoy popularity across the globe and the stars as Mictlani emigrate, Mictlani cuisine has similar staples to include in meals, a flair of the planet&#039;s people that make their foods unique. Much like their ancestors, Mictlani frequently use rice, corn, and various types of beans in their meals; Black beans, Kidney beans, lentils and other legumes are some of the more common ingredients used. Rice usually sees exotic spices captured from the native flora incorporated, in particular Eacamyane leaves which are grounded, and then sprinkled to give a bit of a spicy kick to meals. However, though these traditional meals and ingredients exist, there is no shortage of foods inspired or even imported from across the Orion Spur, such as the Matón Burgers, fried alongside Eacamyane leaves and pineapples to give a rather bitter-sweet experience.&lt;br /&gt;
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Seafood is yet another element of Mictlani cuisine, particularly popular in Lago de Abundancia and Sikunda, with significant amounts of the lower strata of the population finding employment within the fishing industry; quickly expanding as the megacorporations continue to &amp;quot;uplift&amp;quot; the planet, expanding the existing industries swiftly following the quelling of the Insurrection Crisis of 2464. Shellfish skewers, spicy sashimi and a stew native to Mictlani knowns as Moqueca which is often served alongside rice and plantains, making it a rather popular street food. Lastly, a method of cooking known as pachamanca has a hold over Mictlani. Meats will be spiced accordingly, roasted with the aid of hot stones beneath the ground, and then served with a sauce of finely chopped Eacamyane, an array of oils, garlic and even vinegar. It is not uncommon to see tripe, liver and even tongues roasted alongside other slabs of meat. &lt;br /&gt;
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==== Notable Dishes ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Matón Burgers&#039;&#039;&#039;&lt;br /&gt;
Originating from Arequipa, Matón Burgers are a unique composition of bitter ingredients, alongside sweeter variants, that create an experience like no other. Slathered with salt, the Matón thigh is then sliced into several pieces, and fried alongside Ecamyane leaves and pineapples. The flavouring from the leaves and pineapples seep into the sizzling meat of the Matón before it is presented on a bed of fried rice and black beans. Though not a traditional burger in a sense of having buns, the Matón Burgers remain a popular street food within the major population centres. &lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Moqueca&#039;&#039;&#039;&lt;br /&gt;
Stew from the humble origins of Sikunda, Moqueca has become a favourite fast-food among Mictlani. Quickly fried rice and plantains, with a bit of spices lifted from the Ecamyane roots, sprinkled with thinly sliced, stewed fish; and Moqueca is complete. One of the easier meals, it has become a staple across the globe, especially in contemporary times as prices began to rise across the Orion Spur. Though, it has a nasty reputation for being a meal for the poor, with those of the wealthier strata of Mictlan rarely seen ordering, nevermind enjoying the meal. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Mictlan has developed a vibrant linguistical community, where polyglots are both common and expected due to its robust education curriculum and the communal cornerstones within its societies. Solarian Common, Tradeband and Tau Ceti Basic are all commonly spoken across the planet – the influx of non-Mictlani to the planet saw a notable increase in the numbers of speakers for Tradeband and Basic, as a necessary median language due to the intricacies of Solarian Common. However, the separation of Mictlan from the [[Sol Alliance| Solarian Alliance]] and its subsequent integration within the [[Republic of Biesel]] has resulted in a closer shift to Tau Ceti Basic and Tradeband – where the younger generations are slowly moving away from Common as schools begin to adopt a combination of the aforementioned two languages as their official tongue of operation. &lt;br /&gt;
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Prior to its introduction to the [[Corporate Reconstruction Zone]], Mictlan’s close proximity to the [[Republic of Biesel]], and its robust multiculturalism, allowed for Tau Ceti Basic to already proliferate across its jungles – heightened by the presence of the megacorporations within their highest echelons. Idris Incorporated has been instrumental in the planet’s shift away from Solarian Common in contemporary times, where it has outlined the expectation for employees to speak a degree of either Tau Ceti Basic or Tradeband within its corporate facilities outside of the [[Sol Alliance| Solarian Alliance]]. &lt;br /&gt;
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=== Major Holidays ===&lt;br /&gt;
*&#039;&#039;&#039;Festival de la Liberación (16 December - 21 December)&#039;&#039;&#039;&lt;br /&gt;
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Festival de la Liberación is a celebration across Mictlan that recognises the revolutionary elements of its history, focusing on the overthrowing of Captain Tlaloc and his corrupt peers that solidified his reign. Regardless of the eventual quashing of the revolution by the [[Sol Alliance| Solarian Alliance]] shortly after it began, it is still celebrated for the efforts that allowed for a democratic Mictlan to form. Colourful parades, fireworks and concerts are all common events during the festive season. &lt;br /&gt;
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*&#039;&#039;&#039;Dia de los Muertos (1 November)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carried to Mictlan through the Central and South American colonists, Dia de los Muertos is a traditional celebration honouring the deceased through Calaveras, building home shrines with food and beverages enjoyed by the departed, as well as visiting cemeteries and leaving gifts on the graves of those that have since passed. It has also evolved to include family festivities alongside the solemn themes of the day, where communal feasts are common. &lt;br /&gt;
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*&#039;&#039;&#039;Tago de Eksterterano (6 June)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Celebrating the influx of non-humans to their planets, Tago de Eksterterano has become an import recognition of the influence that non-humans have had on Mictlani, and vice versa as their communities become further integration within the planet’s politics, economy and society. Skrell, Dionae and Unathi populations across Mictlan have seized the day as an opportunity to further assimilate themselves – at least those that want to – within Mictlan, with celebrations hosted in Papamóscanda, Fallowed Meadows and Vezdukh during the Tago de Eksterterano.&lt;br /&gt;
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=== Aliens on Mictlan ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Free City of Vezdukh will serve as an example. Where all else has been lost, one must hope. It is hope that makes us strong. It is what must be fought for when all else is lost.” - Lord Mayor Orbza Izziba addressing the Unathi at his inauguration following the establishment of the Free City of Vezdukh (23 November 2453)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#186b1c; padding:.1em; color:#fff;&amp;quot;&amp;gt;Dionae on Mictlan - The Primitive Sirens&amp;lt;/div&amp;gt;====&lt;br /&gt;
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&lt;br /&gt;
Rooted within the emigrants from across the [[Sol Alliance| Solarian Alliance]], following the completion of their debt as a result of the Rueltab Incident, Dionae have nestled themselves within their own city of “Fallowed Meadows” in the Mictlani Sertão. However, different from other Dionae settlements across the Orion Spur, the Primitive Sirens follow an ideology of technophobic primacy, where they deny themselves the pleasures and convenience of advanced technology to ensure the preservation of the true tenets of a Dionae – connection to nature, and to themselves. Though their foundations remain the same, the Primitive Sirens have evolved their approach to their understanding, and assimilated themselves within Mictlani society, to a degree, of course. Following the cornerstone of gaining experience, the Primitive Sirens do regularly leave the Fallowed Meadows and work in the surrounding Mictlani cities, most of the time forming the basis of the cities’ common labourers – construction workers, operations employees and even farmhands.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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===== History =====&lt;br /&gt;
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Created by those that sought freedom after their debt had been repaid, hundreds of Dionae spread out across the Orion Spur, it was only natural that Mictlan – within the more frontier regions of the [[Sol Alliance| Solarian Alliance]] – would be elected by those attempting to flee from its grasp as a preferable place to settle in the 2400s. The initial inability to assimilate into Mictlani society pushed for the founding of Fallowed Meadows, where a common agreement was held among the settlers: a safe space for other Dionae attempting to resettle themselves, free from the technology that had plagued them to such an existence. Where, without prior authorisation from the established government on Mictlan, they forged an existence within the Mictlani Sertão and cleared vast sections for their intended settlement. Despite attempts to disperse the Dionae by officials from the surrounding cities, they yielded successful results as the first buildings started cropping up – crude, and somewhat dishevelled – but it mattered not, as the Dionae had carved themselves a home.&lt;br /&gt;
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Keeping to themselves for the better part of two decades, it wasn’t until the 2430s that Dionae from Fallowed Meadows began pouring into the surrounding communities – citing the need to bring back experiences to the Cluster, claiming it a rite of passage for those that wished to remain. Slowly, Fallowed Meadows saw further integration within Mictlan, with the experiences brought back by these ites of passage influencing their own society, evolving their understanding of their original common agreement, shifting and changing the interpretations. By the 2450s, the settlement had grown enormously and had seen non-Dionae begin to contribute, further cementing Mictlani elements within their societal understandings and beliefs. &lt;br /&gt;
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Fallowed Meadow’s establishment within the northern parts of Huitzilopochtli has resulted in unwanted attention by the Samaritans, Founding Movement and even the Tau Ceti Foreign Legion. Several times the Tau Ceti Foreign Legion landed their shuttles within Fallowed Meadows, claiming the settlement to be hiding seditious individuals within their midsts, some persons even being detained by the Biesellite forces due to their alleged connections. Though there exists no outward alignment to these groups, it isn’t unheard of for those returning from the surrounding cities with their newfound experiences suddenly take a dislike to the Tau Ceti Foreign Legion, and the [[Republic of Biesel]] – however, many chalk this up to mere rumours. &lt;br /&gt;
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===== Dionae from the Primitive Sirens =====&lt;br /&gt;
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Dionae from the Primitive Sirens are known for their remarkable abilities to mimic structures, items and even other species – seemingly adapting to the situation, with rather proficient ease. Adhering to their ideology to ward away from advanced technology, these Dionae will often find themselves substitutes for such – with those within the construction industry sometimes seen uniting themselves to form appearances consistent with machines – such as cranes, pulleys and even scaffolding equipment. Mimicry is an integral component of the Primitive Sirens, where they view it as an ability given to the Dionae in order to do without technology, where whenever possible they would rather pursue themselves as substitutes as opposed to machines. In some instances, some claim to have even seen Dionae attempt to mimic farming equipment, such as ploughs and tractors, with some minor success thanks to the natural agriculture benefits imbedded within their skin and bark. &lt;br /&gt;
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===== Fallowed Meadows =====&lt;br /&gt;
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Reminiscent of pre-industrial society, &#039;&#039;&#039;Fallowed Meadows&#039;&#039;&#039; seems of almost biblical beauty, with much of the sprawling settlement’s design seemingly inspired by Babylonian architecture, slightly altered due to the buildings having been constructed of wood, and supported with biomass produced by the Dionae. Farms, ranches and even rudimentary workshops dot the landscape of Fallowed Meadows, operated by hundred of gestalts that elect to follow the Primitive Siren’s ideologies – not all being native to the Cluster. These ranches have a dual purpose, serving as a means to harvest Aztlanian Llama fibres to wave clothing but also to serve as pack animals to help transport resources and Dionae over large distances. Fallowed Meadows has managed to resist megacorporate influence, however, have been unable to do the same for Mictlani integration, where some non-Dionae have even joined the Primitive Sirens and embraced their lifestyle of simple living. Though it remains detached from general Mictlani, Fallowed Meadows has implemented several societal changes thanks to the influence of the planet’s populace, reforming from a stringent hierarchy based on age to a communal village where each and every individual is appreciated regardless of what they can add to the Cluster. Therefore, there doesn’t exist a gestalt that leads Fallowed Meadows, instead, choices that affect the settlement are conducted by each and every inhabitant voicing their concerns, and voting on their choice – a type of direct democracy seen similarly in Harmonious Hymn. &lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#92960e; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Free Sinta&#039;Unathi of Vezdukh&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Fleeing from the catastrophic circumstances of Moghes, Unathi found themselves scattered across the Orion Spur – filtering themselves into wherever possible and to those that would accept the fleets of refugees. One notable location was that of Mictlan, far enough away from the Jewel Worlds of the [[Sol Alliance| Solarian Alliance]] that they wouldn’t have to fear any immediate repercussions by the establishment of refugee camps to host those from Moghes, and the general openness to non-humans made it a suitable location for [[Sol Alliance| Solarian Alliance]]’s attempts to divert the asylum seekers from their more well-off colonies. Established in 2440, the Vezdukh Refugee Camp soon became home for thousands of those fleeing from Moghes – be it those from the [[Izweski Nation| Izweski Hegemony]] or the [[Unathi History| Traditionalist Coalition]], they found themselves lumped together by the ignorant officials overseeing the displacement process. By the end of the decade, the Vezdukh Refugee Camp had overcome the majority of its problems – evolving from a humble refugee camp to a sprawling shantytown, where it eventually earned recognition as the Free City of Vezdukh. Since 2440, Unathi have become one of the more influential species within Mictlan’s economy, continuing to grow their presence as time marches forward. Meritocracy is a fundamental aspect of the Free City, where peasants fleeing the Contact War have been able to carve a name for themselves on Mictlan, and even reach the highest echelons of Vezdukh’s aristocracy. Though majority of the Unathi on Mictlan live within the Free City, it is not uncommon to see them within other population centres across the planet. &lt;br /&gt;
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===== History =====&lt;br /&gt;
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The outbreak of the Contact War in 2439 is the primary reason for the presence of Unathi on Mictlan, where those that fled from Moghes and found themselves within the [[Sol Alliance| Solarian Alliance]] saw themselves filtered towards its outer colonies – in particular, Biesel and Mictlan – if they weren’t told to turn around and return to their planet. Those that found themselves escorted to Mictlan subsequently saw filtering into the Vezdukh Refugee Camp, where most were identified and classed according to their skills – farmers, healers, labourers and even warriors. The ignorance of the officials overseeing this process lumped together refugees from both the [[Izweski Nation| Izweski Hegemony]] and the [[Unathi History| Traditionalist Coalition]], which caused outbreaks of violence across Vezdukh. Even nobles that fled from Moghes essentially saw their titles stripped, crammed into overcrowded cabins meant to maximise the number of people that it could house. &lt;br /&gt;
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By the mid-2440s, makeshift castes had begun to re-emerge, however, inverse to that of Moghes. Farmers, specifically those within the aquaculture industries quickly began to leverage their influence within the intracity economy of Vezdukh, bargaining their produce for favours from the other groups of workers. Most notably, however, was the prevalence of those belonging to the [[Unathi History| Traditionalist Coalition]] within the nascent aquaculture industries – with Clan Izziba quickly inserting their dominance, despite their origins as peasants from the Torn Cities of Moghes.&lt;br /&gt;
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By the end of the decade, Vezdukh had evolved considerably and had obviously taken on Moghesian influence. Not just the city’s architecture was inspired, but the makeup of its political, economical and societal spheres as well. Clan Izziba used their influence within the aquaculture industries, where they quickly saw themselves rising to the status of nobles – where Vezdukh had largely been left alone by the greater Republic of Mictlan by 2451. The then-Prime Minister recognised that Vezdukh no longer could serve as a refugee camp and that it had evolved past its original intentions, and for that, it was necessary to allow its inhabitants to decide their own way forward – a notable difference from the approach taken during the establishment of Fallowed Meadows, seemingly distance themselves from their prior actions  – with the establishment of the Free City of Vezdukh after months of negotiations and discussions between the most influential clans that had gathered power, either through political manoeuvring or criminal undertakings. &lt;br /&gt;
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The establishment of the Free City in 2453 had profound effects on the Unathi, and their assimilation to Mictlan. Twelve years since the initial arrival to the planet, the intrusion of the planet’s culture into Vezdukh, and negotiations held between representatives of both parties ultimately pushed for a reformation amongst the Unathi – with notable support from Clan Izziba – that pushed for a democratic approach to be taken to the ruling of the Free City, integrated with the customs and beliefs of the Unathi. The office of Lord Mayor was thereby established, chosen by a council electorate of Unathi that would campaign for a seat on the “High Council of Vezdukh”. Today, the Free City of Vezdukh – although inspired by Moghesian elements – maintains uniqueness through the integration and assimilation of Mictlani culture – and still welcomes refugees from Moghes as the wasteland continues to grow.&lt;br /&gt;
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===== Free City of Vezdukh =====&lt;br /&gt;
Within the jungles surrounding Sikunda, the Free City of Vezdukh exists – tucked along the west coasts of Llactaplata, which has proven advantageous for the city’s aquaculture practices, which majority of the Unathi find themselves employed within due to the prevalence of Clan Izziba&#039;s Fishing Guild. Not too dissimilar from cities found across Moghes, Vezdukh has some obvious Moghesian influence integrated into its architecture, with some small caveats as a result of the inclusion of Mictlani elements across the growing city. It enjoys a semi-autonomous existence on Mictlan, with significant freedom in the running of Vezdukh, where it has its own government established by an agreement between the most influential clans and representatives of the planetary government. With the prevalence of the [[Unathi History| Traditionalist Coalition]] within the city’s aristocracy, [[Th&#039;akh]] sees itself as the majority religion – where it has even led to the establishment of catacombs that spread far across Vezdukh, in which those that die are stored within – approximately already housing nearly three thousand Unathi, according to the records kept by the prominent Shamans. Though there wasn’t an initial imbalance between refugees from the [[Izweski Nation| Izweski Hegemony]] and the [[Unathi History| Traditionalist Coalition]], throughout the years this number has slowly grown disproportionately, with majority of those still fleeing the wastelands of Moghes made up of those either disinterested in the Hegemony, or remnants of the [[Unathi History| Traditionalist Coalition]] that have managed to hold out for decades after the conclusion of the Contact War. The Free City of Vezdukh, similarly to Moghes, is influenced significantly by the presence of Guilds, in particular Clan Izziba&#039;s Fishing Guild, and the Javzi Chapter of the Bard’s Guild. Though the other Moghesian Guilds may be present within the Free City of Vezdukh, they do not have near as much influence as the former guilds. Guildmaster Orbza Izziba also stands as Lord Mayor of the Free City, where his Clan leverages their monopoly of aquaculture to ensure their majority holding of the Grand Council of Vezdukh. Beneath his guidance for the better part of the last decade, the Free City has grown exponentially and settled as a true successor to the [[Unathi History| Traditionalist Coalition]]. [[Unathi|Sinta&#039;Azaziba]] is the most commonly spoken language within the Free City, though some do still speak Sinta’Unathi within the more Hegemonic dominated neighbourhoods. &lt;br /&gt;
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===== Notable Clans of Vezdukh =====&lt;br /&gt;
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====== Clan Izziba ======&lt;br /&gt;
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With their origins from throughout the Torn Cities of Tak, Sai and Sen – Clan Izziba has risen to nobility through their ingenuity and a humble helping of luck. Peasantry within the [[Unathi History| Traditionalist Coalition]], members of Clan Izziba predominately found themselves working within the Fishing League on Moghes for centuries prior to the outbreak of the Contact War. The nuclear cataclysm, and the Clan’s choice to flee from persecution by the [[Izweski Nation| Izweski Hegemony]], resulted in their subsequent arrival to Mictlan. Placed within their then-nascent aquaculture industries of the Vedzukh Refugee Camp, they proved their value and quickly rose through the ranks – becoming overseers, administrators and ultimately pooling their resources and creating the Fishermen’s Guild – and established a monopoly on the aquaculture industry. Guildmaster, Clan Leader and Lord Mayor Orbza Izziba stands as a representation of the Free City’s meritocratic cornerstone, having carved himself into nobility as a peasant fleeing Moghes. They are allied with Clan Rirazi, and rivals of Clan Javzi. &lt;br /&gt;
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====== Clan Rirazi ======&lt;br /&gt;
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Similarly to Clan Izziba, Clan Rirazi hails from the broken [[Unathi History| Traditionalist Coalition]] within the southern hemisphere of Moghes – having fled sometime after the outbreak of the Contact War. However, with most of the men having perished as a result of the Hegemony’s final push, Clan Rirazi has been forced to adopt a matriarchal hierarchy following their arrival to Mictlan, similarly seen within the Queendom of Szek’Hakh. Through a combination of elegance, poise and grace Clan Rirazi secured themselves within the Free City’s aristocracy by arranging political marriages with prominent Unathi, in particular the marriage between Clan Leader Tyzan Rirazi and Lord Mayor Orbza Izziba – which granted the Clan a seat on the High Council of Vezdukh. They have ties to each notable Clan within the Free City, whether it be by marriage, or convenient friendships, Clan Rirazi has secured itself as a prominent and upcoming Clan – with talks of even spearheading the presence of the Merchants Guild on Mictlan. &lt;br /&gt;
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====== Clan Zahzyr ======&lt;br /&gt;
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Though maybe not the most influential, Clan Zahzyr is the most numerous. Somehow, through the tragedies inflicted across Moghes, the entirety of Clan Zahzyr fled from the nuclear cataclysm and survived the journey to Mictlan. With apprentices from across the Moghesian Guilds, Clan Zahzyr was able to secure their claw within several pies, earning a rather nice profit through their dozens of ventures  – eventually pooling their resources together and constructing the largest estate within the Free City, outcompeting even Clan Izziba. Castle Zahzyr, as colloquially known, serves as a reminder to the Unathi of the Free City of their Moghesian origins – where it employs a combination of elements from both Th’akhist and south Moghesian Traditionalist architecture. Clan Leader Dazyn Zahzyr secured an alliance with Clan Javzi after marrying Clan Leader and Guildsmaster Vehz’s daughter, Nehdra. They otherwise have amicable relations with the other notable Clans of the Free City.                                 &lt;br /&gt;
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====== Clan Javzi ======&lt;br /&gt;
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The only Clan from the Hegemony’s territories that retains enough influence to be prominent within the Free City, Clan Javzi has its roots within Izweski nobility, having used their aristocratic connections to ferry their Clan to wherever would accept them – ultimately ending in their arrival to Mictlan. With connections to the Bard’s Guild, Clan Javzi established their own chapter within the Free City – well, within the Camp, attempting to uplift the mood of refugees and close the divine between the [[Unathi History| Traditionalist Coalition]] and the [[Izweski Nation| Izweski Hegemony]]. They found success in their attempts, garnering admiration from many across Vezdukh – eventually securing them some kind of influence within the Free City’s affairs, with Clan Leader and Guildmaster Vehz Javzi securing a seat on the High Council of Vezdukh. Clan Javzi maintains a rivalry with Clan Izziba, supposedly over an ancestral feud that started on Moghes. They are allies with Clan Zahzyr but do have amicable relations with Clan Rirazi. &lt;br /&gt;
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===== Notable Guilds of Vezdukh =====&lt;br /&gt;
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====== Bard’s Guild, Javzi Chapter ======&lt;br /&gt;
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Established within the Free City by Clan Javzi, the Javzi Chapter of the Bard’s Guild served an important purpose during the initial days of the Vezdukh Refugee Camp – where they routinely engaged in impromptu concerts among one another to lift the moods of those that found themselves on Mictlan, and close the divide and ease the tensions between the [[Unathi History| Traditionalist Coalition]] and the [[Izweski Nation| Izweski Hegemony]] – or at least those that fled from the respective territories. Now, almost two decades later, the Javzi Chapter serves as an important figure within the Free City’s public relations, where those within the higher positions of the Bard’s Guild oftentimes serve as diplomats on behalf of Vezdukh, or even to turn ease a scandal into a rumour with well-placed writings, poems and songs. It is ill-advised to make an enemy of the Bard’s Guild, for without them gossip and rumour can spread – however dishonourable it may be. Without the influence behind Clan Izziba, it is without a doubt that Lord Mayor Orbza would likely never have been able to attain their position.&lt;br /&gt;
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====== Fishermen’s Guild ======&lt;br /&gt;
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Forged by Clan Izziba, the Fishermen’s Guild serves a similar purpose to the Fishing League on Moghes. However, it sees itself run more as a corporation as opposed to a traditional Guild that one would find on Moghes – likely as a result of the expansive influence that it has thanks to the monopoly it holds over the aquaculture industries within the Free City. Led by Lord Mayor Orbza Izziba, the Fishermen’s Guild employs almost half of the inhabitants within the Free City, not necessarily just for aquaculture – the Guild has seen some expansion into similar activities done by the House of Medicine and even the Labourers Guild on Moghe – further integrating itself within the city’s affairs. With such a reliance on the Fishermen’s Guild, it has naturally resulted in Clan Izziba’s immense influence over the Free City – where resisting it is likely to result in some unwanted consequences.&lt;br /&gt;
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The Skrell have found it easy to adapt to Mictlan, although some still struggle to fully integrate themselves into its society; while the humid environment is a perfect fit for their species, the Skrell have found difficulty in adjusting to the communal and energetic culture that’s formed on the planet. While there exist clear similarities between Mictlan and the Nralakk Federation’s outlook on community cohesion and cooperation, the Federation takes a much milder form, resulting in many of the older Skrell living on Mictlan finding the more outwardly emotive and energetic Mictlani way of life to be mentally exhausting. It is the younger generation of Skrell, who grew up on Mictlan, that have found it easier to adapt to the planet&#039;s way of life, unlike the elder generations that have been forced to somehow integrate into the ever-changing culture present.&lt;br /&gt;
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Academically, Skrell have found themselves dominating several fields, including biology and ecology. Academia across Mictlan have recognised the species’ talents, with even the Arequipan Institute of Ecology and Natural Sciences having a Skrell, Xall Qaqii, as its President. Caretakers often encourage their young to partake in showing off the species’ academic aptitude, where the majority of those born on the planet eventually pursue careers related to botany, agriculture, biology, or even the xenosciences.&lt;br /&gt;
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Most Skrell reside in the settlement of Papamóscanda, a town on the outskirts of Arequipa. Founded by the first Skrell that arrived on Mictlan, a group of scientists from the Nralakk Federation. The founding ethos of the first colonists has led to the town itself becoming a hub for pro-Federation Skrell who visit or move to the planet. Even though most live in Papamóscanda, there are other smaller communities of Skrell who have established roots on the other islands across the planet. These groups are typically much smaller and consist of Skrell who come to Mictlan outside of the Federation due to its ties in Papamóscanda. This divide between Federation and non-Federation aligned Skrell rarely results in a confrontation, however, as the hardliners from the two groups have relegated themselves to their own regions on the planet.&lt;br /&gt;
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With Mictlan joining the Republic of Biesel and now finding itself within the Corporate Reconstruction Zone, the Skrell living on the planet are still trying to find where they stand; the older, traditional ones are apathetic, and are only concerned with their and their family’s status within the Republic - yet most of them would prefer a return to Solarian rule. The younger Skrell in comparison are more invested in the state of their planet; some even object to the new rule, believing like many other Mictlani that the planet should finally take the opportunity to become its own sovereign state. A small number of Skrell have even been reported to have joined the Samaritans or affiliated groups, taking up armed resistance against the Republic of Biesel’s control of the planet.&lt;br /&gt;
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===== History =====&lt;br /&gt;
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Terraforming specialists from the state-owned enterprise Tuz’qlip Researchers took an interest in Mictlan due to its desirable conditions rarely found across the Orion Spur. A small group of these specialists ventured, with the authority of the Federation, to Mictlan as it was believed that it held scientific value for their species’ terraforming efforts, and the local flora and fauna were considered candidates for transplantation to promote biodiversity on pre-existing Federation colonies. Despite only making contact a few years earlier, they were accepted by the Solarian Alliance and settled Mictlan in 2338. They based themselves on the central continent, with Doctor Xaal Qaqii as the Senior Research Officer. A telmatologist, Doctor Xaal Qaqii had the personal aim of studying the various wetlands of Mictlan and eventually secured themselves as a notable individual within Mictlan’s academia as president of the Arequipan Institue of Ecology and Natural Sciences.&lt;br /&gt;
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An agreement between the Solarian Alliance and the Nralakk Federation in 2353 concluded that active conservation of the planet’s wildlife was required to preserve their existence. While the majority returned to the Federation, many of the original researchers elected to remain on the planet and eventually embedded themselves within the scientific community. Those who stayed continued their original studies in some capacity, collaborating with Federation contemporaries in the bioengineering and ecological fields, but have completely discontinued areas of their research that would directly interfere with or harm the fragile ecosystem of Mictlan. With the arrival of their families, this group of Skrell grew to a sizeable number and established itself in a small town on the outskirts of Arequipa now known as Papamóscanda. The town can be found in the valleys west of the city, and because of the original inhabitants&#039; ties to Tuz’qlip Researchers, it is where most Skrell moving to Mictlan from the Federation elect to stay. The name comes from what the humans on Mictlan named the Skrell when the species first arrived; translated literally the original term is ‘swamp shrieker’ or ‘bog warbler’, and was used in a playful way to describe Skrell based on their vocalisations and preferred environment, although now with the establishment of Papamóscanda the term has fallen out of use.&lt;br /&gt;
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===== Unique Constellations =====&lt;br /&gt;
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The Skrell of Mictlan have their own unique set of constellations that can be observed from Mictlan, approved by the Qeblak church. Although they are considered minor by the Qeblak faith as a whole, they have influenced Mictlani Skrell since they arrived on the planet, influencing their outlook on life and their general attitudes.&lt;br /&gt;
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[[File:The Eel.png|thumb|right|&#039;&#039;&#039;The Eel&#039;&#039;&#039;: Turncoat. The unanticipated. Intrigue. Forthcoming.]]&lt;br /&gt;
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[[File:The Palm Tree.png|thumb|left|&#039;&#039;&#039;The Palm Tree&#039;&#039;&#039;: Tranquility. Agitation. Anxiety. Peace.]]&lt;br /&gt;
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[[File:The Pulque.png|thumb|center|330px|&#039;&#039;&#039;The Pulque&#039;&#039;&#039;: Togetherness. Comraderie. Overindulgence. Celebration.]]&lt;br /&gt;
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Neither supported by the Mictlani government nor persecuted under the banner of the Republic of Biesel, ‘El Menaje’ (‘The Household’, a colloquial term for the Trinarist community surrounding Lago de Abundancia) has always been left to its own devices. Material support from the Mendell District 14 branch is its primary among the few sources of income that can be depended upon in times of need, with offers from corporate-backed sources always rejected on principle. Scavenging, recycling and a reliance on donations and volunteer work are the pillars upon which any growth can be found in this synthetic community, trends that are influenced and reinforced by the Mictlani cultural consciousness. As a result, most structures follow a particular style that most foreigners would describe as distasteful and run-down; tires, concrete slabs, sandbags and mismatched bricks are prominent materials used in the construction of communal buildings, with Trinarist motifs often modified to reflect Mictlani artistic stylings and history. This practice is most evident in the appearance of Iglesia de la Chispa Sagrada, the center of Trinarist worship on Mictlan, whose previous life as a Catholic church is evident in the remaining stained glass fixtures that cover the primary face of the chapel.&lt;br /&gt;
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Information related to IPC that can be found on Mictlan can be found [[The_Trinary_Perfection_on_Mictlan|here]].&lt;br /&gt;
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Mictlan is the most recent planet within the Republic of Biesel to host the arrival of the Vaurcae. Their presence is primarily part of an organized initiative aimed at uplifting [[Queenless]] and [[Queenless|Klat&#039;xatl#Punished]] Vaurcae in Tau Ceti, helping them escape from the slums of Biesel. This burgeoning community has come to be known as Los Azquiles (&amp;quot;The Antmen&amp;quot;). While Los Azquiles have been welcomed by many locals, the scars left by the Peacekeeper Mandate have made it challenging for some Mictlani to reconcile living alongside the Vaurcae.&lt;br /&gt;
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===== History =====&lt;br /&gt;
The concept of a settlement for the Queenless on Mictlan emerged in 2463. By this time, groups such as the [[Queenless#Lii&#039;kenka, The Traitors of Phoenixport|Lii&#039;kenka]] and the [[Queenless#The Xi&#039;larx|Xi&#039;larx]] had recognized that Biesel&#039;s infrastructure would not support a proper Queenless settlement. Additionally, the dominance of megacorporations in the capital, who were in collusion with the Zo&#039;ra Hive, impeded Queenless prosperity. Consequently, an assembly of Lii&#039;kenka and some Xi&#039;larx—including Aalik—devised &#039;&#039;&#039;Project Aztlan&#039;&#039;&#039;. The project aimed to purchase a significant parcel of land in Azcapotzalco, a small town on the outskirts of Nueva Tenochtitlan. The funding for the project is unclear, but it is likely that it was financed through a joint effort among various Queenless communities, though no formal reports exist. The land was eventually acquired in 2464, amidst the Peacekeeper Mandate. However, transportation remained an unresolved issue. Another crowdfunding was required to allow for the rental of ships that could transport the colonizers, though it is suspected that the earliest Vaurcae arrived as stowaways on cargo ships.&lt;br /&gt;
&lt;br /&gt;
In 2465, the Queenless Vaurcae made their initial attempts to relocate to Mictlan. The Queenless settled in the city of Azcapotzalco, which had not experienced the outright guerrilla warfare between the Samaritans and the [[Tau Ceti Armed Forces]] but still suffered under the boot of oppression. However, the relative lack of extreme violence meant the city was mostly receptive to the new Vaurca settlers. The Vaurcae were quickly nicknamed &amp;quot;Los Azquiles,&amp;quot; a moniker that has since been embraced by the Vaurcae themselves.&lt;br /&gt;
&lt;br /&gt;
Despite the efforts of Project Aztlan, the colonization of the parcel has not been as successful as initially anticipated. La Colmena, the Vaurca barrio in Azcapotzalco, has become a den of criminal activity where law enforcement only ventures if heavily armed. Nonetheless, La Colmena remains a far cry from Flagsdale, where law enforcement cannot even enter, regardless of their equipment. The community was also known for its ties to the founding movement before the organization’s collapse. However, the largest issue is an ongoing k&#039;ois shortage, a problem common to other Vaurca slums throughout the Republic. In the case of La Colmena, it stands on the verge of famine, with Azquiles colonizers struggling to find agricultural solutions for k&#039;ois that will not adversely affect their neighbors.&lt;br /&gt;
&lt;br /&gt;
The presence of La Colmena faced significant criticism in 2466 at the height of the Peacekeeper Mandate administrations. Although Mictlani are renowned for their tolerance, the level of brutality inflicted by the Tau Ceti Armed Forces, a military force deeply connected with the Zo’ra Hive, has made it difficult for some of the natives to fully accept the Vaurcae. Nonetheless, many former Samaritans, especially those active in Huehueycóyotl, have attempted to rebuild community ties with Los Azquiles, especially given their Queenless status. In the Huehuecóyotl continent, Los Azquiles are viewed by many as distinct from the ruthless Zo&#039;ra and as allies of the struggle against the Biesellite establishment.&lt;br /&gt;
&lt;br /&gt;
==== Legal Recognition ====&lt;br /&gt;
As a member-state of the Republic of Biesel, Mictlan cannot ensure that Los Azquiles will be granted any formal immigration status. However, the cities of Azcapotzalco and Nueva Tenochtitlan are designated as sanctuary cities, allowing Vaurcae to fully mobilize and seek employment within these areas despite their lack of formal legal recognition. This resolution, enacted in early 2466, has encouraged many more Queenless from Flagsdale to find a way to relocate to Mictlan.&lt;br /&gt;
&lt;br /&gt;
Despite Mictlan&#039;s efforts to welcome the Vaurcae, most jobs outside the sanctuary cities still require special permits from the [[Vaurca Organizations#Vaurca Office of Administrative Services|Vaurca Office of Administrative Services]]. Azquiles who relocate outside of Azcapotzalco and Nueva Tenochtitlan must also navigate numerous bureaucratic requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Cities ==&lt;br /&gt;
[[File:Lago de Abundencia.png|thumb|The skyline of Lago de Abundacia.]]&lt;br /&gt;
&#039;&#039;&#039;Sikunda:&#039;&#039;&#039; An ocean city, the largest and one of many dotting the surface of Mictlan. Sikunda is considered the second (by some the real) capital of Mictlan and boasts higher population numbers than its official capital, Arequipa. Its large platforms are dotted with maze-like interconnected housing structures, factories, and production facilities. Jobs are available everywhere in Sikunda, but the vast majority are low-skill which also means providing little pay. And while the population was managed under the [[Sol Alliance| Solarian Alliance]], the assimilation into the [[Republic of Biesel]] is now threatening the welfare and healthcare laws that kept the population of Sikunda relatively safe. One might imagine Sikunda to be a large grey maze, depressing and drab, full of sunken faces akin to the slums of Eridani, yet the exact opposite is true. Mictlani has made the rig truly theirs, each street boasts a painted landscape, graffiti, or colourful slogan. Colourful tapestries hang from the windows and small shrines dot the dead-ends of streets. Sikunda teems with life during the night, families and communities celebrating on their shared patios and drinking together into the late hours of the night. Sikunda also seems to be the centre for cybercrime, as the majority of all attacks come from said city. While the local authorities and corporate sponsors consider this an issue, locals to Sikunda rarely snitch on these pirate stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caxamalca:&#039;&#039;&#039; Nestled within the Mictlani Sertão of the Tepeyollotli Ranges, Caxamalca has its origins within a Chilean colonial outpost that settled within the cooler highlands of the planet. Taking advantage of its close proximity to the mineral resources hidden within the Tepeyolloti, Caxamalca has become an important foothold for Hephaestus Industries. It largely relies on the megacorporation to continue its efforts in quarrying and resource excavation, where the majority of the city’s populace is employed as a result of its presence – either directly or indirectly. Its climate is notably colder and drier compared to the rest of Mictlan, the city has grown within the caverns of Tepeyollotli – where a rife subterranean community exists, deploying methods similarly seen across Himeo with fungal crops, supplementing the imported foods from the rest of the planet, where other Mictlani have even coined the term Pequeña Himeo (or Little Himeo) when referring to Caxamalca. It has avoided the ire of the Tau Ceti Foreign Legion, where its distance from other major population centres has left it void of Samaritan or Founding Movement supporters, which Hephaestus Industries has used to its advantage, expanding even throughout the height of the Peacekeeper Mandate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Médeyre:&#039;&#039;&#039; Originally settled by colonists from French Guiana, Médeyre has since become the headquarters of the Samaritans and Founding Movements as they launch ambushes and attacks against the [[Tau Ceti Foreign Legion]] and its auxiliary forces. Hit hardest by the Peacekeeper Mandate, Médeyre has become a smouldering heap of debris. Many from the city have fled to the western major population centres across Mictlan, where those that remained took up arms against the military occupation of the [[Republic of Biesel]] following the planet’s forced integration within the [[Corporate Reconstruction Zone]]. Those that were instead unable to flee have created pockets of resistance against the anti-corporate and secessionist elements that dominate Médeyre, with the Tau Ceti Foreign Legion taking advantage of these “resistance neighbourhoods” in their attempt to reclaim the city. The conflict between the opposing forces continues throughout the days and nights, gunshots and explosions can be frequently heard in each attempt to turn the tides of the battle. Shuttles are commonly seen transporting troops and moving displaced persons to safe regions, however, the Samaritans and Founding Movement have begun retaliating with anti-vehicle munitions forcing many to instead flee either by foot or smuggled by coastal miscreants looking to exploit their vulnerability. Its somewhat close proximity to Fallowed Meadows has allowed it to see frequent influxes of Dionae seeking unique experiences to return back to the Primitive Sirens, with some claiming their continued arrival as a way of silently supporting the Samaritans and Founding Movement, some Dionae even electing to stay are contribute to the efforts of these seditious organisation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arequipa:&#039;&#039;&#039; A mainland city and a self-proclaimed shining jewel of Mictlan, Arequipa houses the national museum, the governing body of Mictlan, and one of the few space yards on Mictlan capable of holding a Zhukov-class carrier. Arequipa isn’t constructed as a traditional city, instead being a collection of large towers called “Canopies”, which are interconnected through a series of sound-proof glass tunnels. This allows the fauna beneath these cities to travel undisturbed while the many white-collar and tourist citizens are graced with a day-to-day view of these beasts. This of course comes at the cost of transportation as the only way around is hyper-elevators and self-driving trams. Arequipa is often called the “cultural heart” of Mictlan, with a large number of white-collar workers, artists, singers, and dancers present to entertain the visiting tourists. The general population would regard this as a blatant farce, as the “Mictlani experience” one gets at Arequipa is about as authentic as the glass walls of their towers. The culture in Arequipa is packaged and presented in a safe and easily digestible way, not to scare away the shareholders and companies. Still, even a well-presented and well-oiled machine needs workers to maintain it, and the closest one gets to Mictlani culture inside of Arequipa is when visiting the slums situated in the maintenance tunnels and worker apartments of the Canopies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nueva Tenochtitlan:&#039;&#039;&#039; Similarly to its predecessor, Nueva Tenochtitlan finds itself sprawled over an island – and the surrounding shallow waters on artificial floating canopies – nestled within the largest lake on the continent, Huehuecóyotl. Rooted within a colonial outpost settled by Mexicans, Neuva Tenochtitlan is considered Mictlan’s breadbasket, responsible for a significant portion of the planet’s agricultural production, enough to secure it a massive shuttle port within the centre of the city. The majority of the city’s architecture gives homage to Aztec designs, with a twist of older Solarian designs – most notably observed within Lago de Abundancia and other settlements existing since the planet’s colonisation. With the inclusion of Mictlan within the [[Corporate Reconstruction Zone]], Getmore! has taken an interest in developing a foothold within the city, having already begun to purchase facilities that found themselves conveniently going under thanks to the megacorporate sanctions placed on Mictlani following the Insurrection Crisis. Dissimilar to other cities, Nueva Tenochtitlan has gone without significant megacorporate influence, where their introduction has disrupted the lives of many Tecnochtitlans.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Lago de Abundancia:&#039;&#039;&#039; A coastal city that was built with older earth architecture in mind during the early years of settlement. Its presence was never very well established as it mostly existed for agricultural reasons, however, in 2412 Idris invested heavily into Lago de Abundancia, transforming it into a proper competitor of Arequipa. Lago de Abundancia is now the second biggest tourist haven on the planet, promising wide beaches, big waves, and warm waters. Lago de Abundancia boasts the Spur&#039;s biggest and most diverse aquarium in the form of an entertainment park dubbed, Ocean Planet™.&lt;br /&gt;
&lt;br /&gt;
The people of Lago de Abundancia hold themselves in high regard, being proud of their achievement to turn their small coastal town into a bustling metropolis with a skyrocketing economy but these boasts hide a very insidious truth, that Lago de Abundancia has an issue with crime. Idris&#039; refusal to boost the funding for public police while handling all security privately has led to the outside communities of farmers and workers being harassed daily by large criminal organizations and loan sharks. It is also the central operating area of the Founding Movement.&lt;br /&gt;
&lt;br /&gt;
As a result of the Insurrection Crisis of 2464, Lago de Abundancia became a warzone that resulted in the widespread destruction that turned city blocks into rubble. The [[Tau Ceti Foreign Legion]], alongside the [[Private Military Contracting Group]] and the Mictlan Defense Force, engaged in both the Founding Movement and the Samaritans as they attempted to retake Lago de Abundancia. Ultimately, they succeeded, but neighbourhoods found themselves smouldering piles of debris and many were forced from their homes as they were evacuated by the corporate military forces. Following the Insurrection Crisis, a combination of Legionnaires and contractors from [[Hephaestus Industries]], remain within the city and assist in rebuilding it to its former glory.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&#039;&#039;See also: [[Tau Ceti Armed Forces#Mictlan Defense Force|Mictlan Defense Force]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You are more than soldiers. You are my allies, my brothers in arms, fighting for the future, and willing to sacrifice yourselves for the greater good.” - General Jesus Guadeloupe (2398 - ) addressing the Mictlan Defense Force prior to engaging the Samaritans and Founding Movement in Lago de Abundancia (13 March 2464).&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While as a member-state of the [[Republic of Biesel]] Mictlan can boast interstellar protection from the [[Tau Ceti Armed Forces]], its planetary guard is the &#039;&#039;&#039;Mictlan Defense Force&#039;&#039;&#039;. The MDF can trace its origins back to the original enforcers of Captain Tlaloc, who were originally security officers aboard the colony ship. Over time, they evolved into a paramilitary force under Tlaloc’s direct command, equipped and trained to subjugate Mictlan’s early colonists. During the revolutionary period, most of the organisation’s officers were tried and executed for their part in aiding Captain Tlaloc’s tyrannical regime, while the rank and file soldiers were integrated into the Revolutionary Armed Forces of Mictlan. The Revolutionary army was not as organised as its predecessor and quickly capitulated to the [[Sol Alliance|Solarian Alliance’s]] forces, being reorganised into the Mictlan Defence Force.&lt;br /&gt;
&lt;br /&gt;
Because of Mictlan’s location within the Sol Alliance, the Defense Force was always a small and unutilised force. Deep within Solarian space, the planet had no need for a large standing army, which resulted in them being underequipped and underqualified to handle any major emergencies. This became evident in late 2462 when the economic and territorial collapse of the Sol Alliance left Mictlan and many other planets to fend for themselves; the majority of the forces ended up going weeks without pay, causing mass desertion within its ranks, and most of the equipment was looted by disgruntled soldiers. Many who deserted would go on to form the military backbone of the Samaritans. Those that did not desert were incorporated into the Tau Ceti Foreign Legion and later the Tau Ceti Armed Forces, building a reputation as brutal enforcers of Biesel hegemony. In the aftermath of Xiomara Salvo’s negotiated peace with the Tau Ceti Armed Forces in 2465, many former Samaritans re-enlisted in the MDF as per the terms of their parole. Now they form a more experienced backbone to the MDF, and while not being trusted enough by the government to receive commissions, are often found in NCO billets, leading troops once again.&lt;br /&gt;
&lt;br /&gt;
Rebuilding and re-establishing the MDF as a somewhat professional force remains a Herculean task, one that will be conducted under the watchful eye of Biesel, still wary of another insurgency arising on their new planet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33184</id>
		<title>Queenless</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=33184"/>
		<updated>2024-06-07T23:23:22Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* The New Gibson Refugees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Life and Organization==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Notable Queenless groups==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ky&#039;klux===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ak&#039;riix===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Mi&#039;kuetz=== &lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz are known for being a cheerful, easy-going group of Vaurcae from the [[Moghes#The Wasteland Regions|Moghesian Wasteland]]. More about their importance to their ecosystem and relationships can be read [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
&lt;br /&gt;
===Yiaa’mak’tzut===&lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and also known as the &#039;&#039;&#039;Metal Mi’kuetz&#039;&#039;&#039;, this group of K’laxian Queenless have found affinity with the [[Aut&#039;akh|Aut’akh]]. Unlike the Mi’kuetz, they are not endorsed by the [[Izweski Nation|Hegemony]] or have close relationships with the K’lax Hive, as official policy requires K’lax to not consider Aut’akh as allies. Because of the nature of both groups, some Aut’akh communes have adopted Yiaa’mak’tzut as their own, believing their struggles to be shared. &lt;br /&gt;
&lt;br /&gt;
Unlike other Queenless, which are tolerated by the Hives to various degrees, the Yiaa’mak’tzut are despised by most K’lax, especially those that are completely loyal to the Hegemony. The only exception would be the [[Vedhra, Princess of Configurations|Vedhra]] brood, which are known to be less hostile, though they tend not to get too close as to not cause any misconceptions.&lt;br /&gt;
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===Ni&#039;mii&#039;katz===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
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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;
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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 will 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, which 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 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 correctly. 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 Vaurcan 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 Vaurcan 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 Vaurcesian 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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Private_Military_Contracting_Group&amp;diff=33179</id>
		<title>Private Military Contracting Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Private_Military_Contracting_Group&amp;diff=33179"/>
		<updated>2024-06-06T18:38:03Z</updated>

		<summary type="html">&lt;p&gt;Desven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #000000 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = Private Military Contracting Group&lt;br /&gt;
|logo = PMCGsmallogo&lt;br /&gt;
|headquarters = Eridani III, [[Epsilon Eridani]], Eridani Corporate Federation&lt;br /&gt;
|slogan = Always on guard, always on watch.&lt;br /&gt;
|languages = Sol Common, Tradeband, Tau Ceti Basic&lt;br /&gt;
|ceo = [[Notable Humans#Kubra Mobolaji|Kubra Mobolaji]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#b9bdcd&amp;quot;&amp;gt;White (#b9bdcd),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#99ccff&amp;quot;&amp;gt;blue (#99ccff),&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#3355ff&amp;quot;&amp;gt;dark blue (#3355ff),&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#363c43&amp;quot;&amp;gt;black (#363c43),&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#c4a56e&amp;quot;&amp;gt;gold (#c4a56e)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2463&lt;br /&gt;
|founder = Kubra Mobolaji&lt;br /&gt;
|regions = &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Elyra]]&lt;br /&gt;
* [[Sol Alliance]]&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
A coalition of security and medical contractors in service of the [[Stellar Corporate Conglomerate]], the &#039;&#039;&#039;Private Military Contracting Group&#039;&#039;&#039; is one of the elements born from the necessity of protecting an ever-growing corporate empire. Gathering mercenaries from all across the spur, the Private Military Contracting Group deploys a diverse force to anywhere they are needed; from mere office buildings to outposts in the [[Corporate Reconstruction Zone]]. As the megacorporations expand, these contractors follow to secure their holdings.&lt;br /&gt;
&lt;br /&gt;
Unlike the other members of the [[Stellar Corporate Conglomerate]], the Private Military Contracting Group has few employees of its own. Only some liaisons and bureaucrats work behind the scenes to hire and manage the contractors. The rest of its members are in fact part of several organizations contracted to supply the Private Military Contracting Group. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Eridanian military contractors as a whole originate in the early 2200s, during the takeover of the Epsilon Eridani by its economic council. As residents of Eridani I (then known as Kamfulu) rioted and unionised against dangerous working conditions, low pay, and environmental destruction that was occurring on the planet, the Eridani Economic Council formed two loose coalitions of those willing to &amp;quot;restore order&amp;quot;; citizen militias wishing to earn a paycheck in an unstable climate, and ex-Solarian military personnel who were used to pacifying an unhappy populace. These coalitions were deployed en-masse against protestors; they broke strikes, disappeared the loudest dissenters, and restored iron-fisted order to Kamfulu.&lt;br /&gt;
&lt;br /&gt;
After the majority of social unrest was quelled, these militias and private military contractors were gradually adopted into the new Eridani Corporate Federation. The experienced ex-military personnel were established as &#039;&#039;&#039;Ringspire&#039;&#039;&#039;, marketed as highly-paid, highly-deadly mercenaries capable of being deployed in conflict zones just about everywhere. Meanwhile, those who had started out with security contracting in the riots were organised into the less-formal &#039;&#039;&#039;Eagle Corp.&#039;&#039;&#039;, who were eager to hire just about anyone and became a final option for the desperate all over Solarian space. These corporations would eventually fall under the umbrella of control for the Eridani Federation&#039;s chief of system security, essentially the commander-in-chief for any of Eridani&#039;s military forces.&lt;br /&gt;
&lt;br /&gt;
During the Interstellar War, these &amp;quot;EPMCs&amp;quot; grew to great renown as they were deployed alongside Solarian soldiers in ground forces and as strike teams alongside aerospace vessels. The news of their brutality was feared and loathed by the frontiersmen and Solarian allies alike. The Interstellar War also heralded the creation of &#039;&#039;&#039;Sekhmet Intergalactic&#039;&#039;&#039; in 2294, a medical contracting group; while Ringspire and Eagle Corp. had their own medical response divisions, Sekhmet&#039;s creation involved the recruitment of medical specialists, multi-pronged responses for both the groups, and an unscrupulous yet skilled and professional trauma response team to be sent out across the galaxy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N4NL Incorporated&#039;&#039;&#039; was the fourth corporation to join the official umbrella of Eridani contractors in 2307, as the group branched into data security, electronic warfare, and digital asset protection. While Eridani&#039;s mass surveillance and data collection algorithms had always been vast, N4NL perfected it, creating the intricate network behind the ECF&#039;s employment records, banking, and punishing Extranet surveillance. Shortly after its official addition, the collective of Ringspire, Eagle Corp., Sekhmet, and N4NL became known as the Golden Fist for their incredible reputation for quality results across the Spur.&lt;br /&gt;
&lt;br /&gt;
The corporation that would become the &amp;quot;thumb&amp;quot; of the Golden Fist was founded in 2450 by Farhad al-Sharif, a former N4NL executive and &amp;quot;positronic enthusiast&amp;quot; who had the unusual reputation of purchasing IPCs only to allow them to operate relatively uninhibited. &#039;&#039;&#039;Index Security Solutions&#039;&#039;&#039; was al-Sharif&#039;s plan to make better use of what he viewed as the fascinating capabilities of IPCs, and so became the only EPMC that recruited self-owned IPCs in large quantity.&lt;br /&gt;
&lt;br /&gt;
The Golden Fist&#039;s reputation was such that in 2463, in the face of the growing instability brought on by the phoron scarcity and the Solarian Collapse, the executive board of the [[Stellar Corporate Conglomerate]] approached the Board of Five, Eridani&#039;s heads of government. The insurgency in the [[Corporate Reconstruction Zone]] had the Conglomerate envisioning an agency responsible for reinforcing the corporate security and medical ranks with hired contractors, in a similar fashion to how the Golden Fist was currently operated. It was proposed that Kubra Mobolaji, the chief of system security for the ECF, would be chief executive officer of this conglomerate within the conglomerate, and permit private contracting firms around the Spur to join the initiative.&lt;br /&gt;
&lt;br /&gt;
Thus, the Private Military Contracting Group was born, becoming an umbrella organization to coordinate several distinct contractor elements within the Conglomerate&#039;s structure. Its subsidiaries are tasked with providing adequate manpower, while the Private Military Contracting Group deploys them where it is necessary. While some may question the loyalty of the Group&#039;s employees, the credits fuelled into their contracts have been enough to secure their allegiance. &lt;br /&gt;
&lt;br /&gt;
The PMCG is currently tasked with supplementing the security and medical staff in SCC facilities, and was formerly tasked with supplementing the [[Tau Ceti Armed Forces]] during the Peacekeeper Mandate of [[Mictlan]]. When the megacorporation&#039;s lines become too thin due to the expansion of the conglomerate, the contractors from the Private Military Contracting Group are called to patch these holes. Despite their diverse backgrounds, all employees of the Group receive the necessary training to work in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
The PMCG has managed to carve out a niche for itself within the greater [[Stellar Corporate Conglomerate]] framework. Previously unknown or latent PMC groups are suddenly filling the holes that exist in the intricate networks of the [[Stellar Corporate Conglomerate]] while drawing ire from some who may not wish to see the underworld of contractor work in their professional setting. It is not uncommon to see highly trained Eridani mercenaries flank loutish Frontier bounty hunters, or Unathite noble physicians among Tajaran pharmacists who have retired from biological warfare.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Group&#039;s wide-ranging talents and Kubra Mobolaji&#039;s tight management, as well as being carried by the massively profitable Golden Fist, ensure its permanence as long as the PMCG&#039;s methods remain effective. They also hold power as an independent organization, always holding at least some influence in any war-torn region of space, including the Sparring Sea or the Solarian Wildlands, as they have grown quite popular among those who quickly need an expendable force to do their bidding.&lt;br /&gt;
&lt;br /&gt;
== Executives and Branches ==&lt;br /&gt;
&#039;&#039;&#039;Chief Logistics Officer:&#039;&#039;&#039; Liang Wenqiang, b. 2410&lt;br /&gt;
&lt;br /&gt;
Liang Wenqiang is the current chief logistics officer of the PMCG as a whole and chief executive officer of the Wildlands Squadron, having himself entered the private sector after a prominent career in the Solarian Navy’s special operations branch. Like many of his peers, the Unity Station born career officer felt the despair of the slow but steady decline of the Alliance, accompanied by the infighting and corruption in the Navy, urging him to seek a more lucrative and potentially rewarding employment in the private sector. His plans came to fruition with the founding of a small group of like-minded marines and officers, receiving contracts for protection and convoy escort against pirate raids. The disbanding of the group shortly after four years was not a dissuading factor, Liang having gained a reputation as a competent and bold organiser with substantial combat and planning experience, qualities that, along with a significant network of connections, landed him an executive position in the Group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Operating Officer:&#039;&#039;&#039; Diana Hakim, b. 2423&lt;br /&gt;
&lt;br /&gt;
Diana Hakim is known as the voice delivering contracts and assignments to the various paramilitary formations and companies that operate under the Group’s umbrella. An [[Eridani Federation| Eridanian]] native, her childhood friendship with Kubra Mobolaji has generated many silent accusations of nepotism amongst the elite. Such thoughts are vastly outclassed by the praise of her organisational skills however, Diana’s shadowy and smart handlings being the driving force behind the operational unity of the many PMCs, ensuring the smooth coexistence and the prevention of unhealthy competition. Having started her career in an unrelated shipping company, she was quick to realise the potential of the Group, being taken on in a junior secretarial position thanks to her friend and skyrocketing through the ranks thanks to merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Erik Brandrsson, b. 2404&lt;br /&gt;
&lt;br /&gt;
Erik Brandrsson, a [[New Gibson| New Gibsonite]], is the risk assessment expert employed by the Group, having risen to the position after a series of promotions following the merging of his previous employer, Nexus Corporate Security, with the Group. The calm and calculating man, having always been seen by his colleagues as a voice of reason, can trace his beginnings in the PMC sector from a very young age. Upon graduation from his business-oriented studies, he was taken on by the Tau Ceti-dominating [[NanoTrasen]] and placed into a rather unremarkable bureaucratic position inside Nexus, slowly rising through displays of competency and fierce loyalty which he still retains.&lt;br /&gt;
&lt;br /&gt;
=== Major Branches ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eridani III, Epsilon Eridani, [[Eridani Federation|Eridani Corporate Federation]]:&#039;&#039;&#039; The PMCG has several operating branches within the Eridani Corporate Federation, but none are as expansive as the Triangle Complex rising above the barren surface of Eridani III. Nicknamed &amp;quot;The Cell&amp;quot; by the resident dreg population, each of its three towers manages a large portion of the planet’s private military forces, with one being devoted to monitoring naval/interstellar fleet operations, one being an additional training and management centre that specialises in prisoner management, riot control and policing for corporate security officers and mercenary soldiers, and the third being the headquarters of Eridani III’s extensive prison network. It is the managing branch of the PMCG’s operations within the Eridani Corporate Federation, as well as the [[Sol Alliance]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; The megacorporation’s branch located in Mendell’s District 10, a rare commercial plot in the district that was purchased and repurposed to serve as the Private Military Contracting Group&#039;s logistics headquarters, was built to hold much of its surplus equipment, the required administrative offices, and a recruitment centre to draw from Biesel’s diverse potential recruit pool. Nearby, a modest shuttle port is reserved for its exclusive usage. The majority of the PMCG contractors host staff within the Mendell branch, resulting in rife competition for contracts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyperion Data Nexus, [[Valkyrie]], [[Tau Ceti]]:&#039;&#039;&#039; Originally founded by [[NanoTrasen]] and now under the umbrella of NT and the PMCG, the Hyperion Data Nexus is a massive sprawling complex on the moon of Valkyrie, serving as Nexus Corporate Security&#039;s headquarters and deployment for their Rapid Trauma Response Teams. The Data Nexus is also home to research and weapons development, which is usually sold from NanoTrasen to other contractors in the PMCG. A high clearance level is needed to enter the facility and only the most trusted are assigned there for work. Layoffs from the facility&#039;s R&amp;amp;D sector have abounded in the wake of the phoron scarcity, and there are ripplings of discontent and concern as [[Zavodskoi Interstellar]] begins to take over the Spur&#039;s weapons market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nouvelle-Rochelle, [[Xanu Prime]], [[Coalition of Colonies|Xanu]]:&#039;&#039;&#039; The Nouvelle-Rochelle branch is primarily the headquarters of Xanu Defense Services, and is home to XDS&#039;s shuttleport and the majority of its fleet. This location handles rapid response and deployment across the Coalition of Colonies, and assists in the transportation and recruitment of Coalition citizens wishing to join EPMCs. Coalition Rangers are a common sight at this location, usually working alongside XDS.&lt;br /&gt;
&lt;br /&gt;
== Contractors ==&lt;br /&gt;
&#039;&#039;&#039;These companies are the only ones listed in the Private Military Contracting Group. Headcanon Contractors are not permitted for the Private Military Contracting Group. Your character can only be currently employed from the list below.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Eridani Private Military Contractors ===&lt;br /&gt;
&lt;br /&gt;
Note that all Eridani Private Military Contractors that are &#039;&#039;&#039;not&#039;&#039;&#039; Eridanian natives &#039;&#039;&#039;must&#039;&#039;&#039; undergo an acclimatisation period of at least one month in the [[Eridani_I#Work_Tourism|Eridani PMC Academy on Eridani I]].&lt;br /&gt;
&lt;br /&gt;
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==== Ringspire ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[Notable Humans#Kubra Mobolaji|Kubra Mobolaji]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A company known for working with anyone with enough funding, Ringspire contractors can be seen on any side of a conflict or job with enough credits to pay them. This has given them a reputation as being little more than hired guns, leaving higher than usual casualties in their wake. The company is also well-known for its indiscriminate use of heavy weapons, ranging from simple rocket launchers to orbital artillery bombardments, in its assignments. It is often said in Eridani’s mercenary community that Ringspire operations zones are easy to identify: simply search for areas with high amounts of corpses, looted buildings, and shell craters.&lt;br /&gt;
&lt;br /&gt;
Ringspire’s most notable recent engagement was their involvement in the S&#039;rend&#039;marr Coalition on Adhomai. Hired by the People’s Republic of Adhomai to guard officials, flush out liberation army cells, they participated in the failed attempts to break through ALA lines on the Ras’nrr fronts and left a trail of devastation in its wake through its use of indiscriminate bombardments, autonomous combat equipment, and heavy amounts of looting by its mercenaries. While the S’rend’marr deployment is one of Ringspire’s most costly operations, company figures estimate that anywhere between fifteen and twenty-five tajara died for every Ringspire fatality. Despite this “kill ratio” (in Ringspire’s own terminology) the PRA opted not to renew the company’s contract.&lt;br /&gt;
&lt;br /&gt;
But for an enterprising commander, Adhomai’s peace led to a far more profitable venture. A small faction of Ringspire remains in the DPRA city of Crevus to lead the company known as Olokun Curios. This smuggling operation posing as an art dealership allies to Adhomai’s low-lifes and self-proclaimed “archaeologists” to locate, secure, and ship tajara artefacts to sell in Eridani. Tajara attempts to investigate Olokun Curios have discovered nothing illegal about the organization, and many investigators have “coincidentally” had fatal accidents during their investigations.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
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==== Eagle Corp ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[Notable_Humans#Commander_Filije_Thiaw|Filije Thiaw]]&lt;br /&gt;
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&lt;br /&gt;
With enlisted ranks being filled by lower-class citizens drawn across human space, this company has a reputation for doggedly pursuing its goals no matter the effort required. As one of the more merit-based companies for promotion within the ranks, many officer positions are occupied by people from lower —questionable — backgrounds. The latter are often offered ‘new lives’ within the corporation, turning criminals about to meet the end of their careers into passable, and even valued operatives. The extensive training and ‘reintroduction’ programs sometimes employed in this process are viewed by some as a merciful second chance, and identity-destroying by others.&lt;br /&gt;
&lt;br /&gt;
Recently, the company has launched initiatives to appeal to an even wider base of employees, with advertisement campaigns targeting potential alien contractors all over the Spur. These hopeful (or desperate) recruits find themselves thrown into competitive or dangerous missions, either ending with their promotion or an untimely severing of contracts. Unathi and Vaurca employees have seen especially good rates within the company, as pragmatic and goal-oriented employees are valued greatly by the management.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Sekhmet Intergalactic ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Charité Efulu&lt;br /&gt;
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&lt;br /&gt;
Known for their wide reach and even wider history of assignments, Sekhmet Intergalactic has established itself as the premier provider of professional healthcare, no questions asked. It is made up of several smaller companies dedicated to cornering the ever-present market of medical aid and supplies. Though these corporations would get their starts on the advent of the Interstellar War they remained splintered and tied to other forces, located just about anywhere there were patients to save and profit to be generated.&lt;br /&gt;
&lt;br /&gt;
Nowadays, each company within the collective acts as a ‘branch’ on a respective frontline, extending the corporation’s presence to rival that of its peers. Due to this, and the propensity to extend morally dubious contracts, Sekhmet often comes into rivalry with the Interstellar Aid Corps. The IAC offers humanitarian relief with both health and rights considered; in contrast, Sekhmet entices customers with predatory, yet government-grade deals that are at times the only way out. Though many of their doctors, surgeons and front-line medics are happy to take a pretty bonus to their paycheck for a shady assignment, a considerable number of their employees are uncomfortable with this reputation and actively fight it with a consummate work ethic and heaps of experience from all around the Spur.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== N4NL Incorporated ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Farhad al-Sharif&lt;br /&gt;
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A company that had its start in meagre technical upkeep and insurance, N4NL Incorporated is nowadays better known for their cutting-edge augmentation and air-tight cyber security. Specializing in technological warfare, N4NL operatives are often augmented with the company’s own brand of technology to guard and operate high-tech equipment, frequently testing prototypes in the meanwhile. Officially the corporation is split between the departments of Asset Insurance and Asset Development, in practice, most employees are found in the former branch. Asset Insurance is famous for everything from contracting civilian employees out as telecommunications engineers or server network maintainers, to operating and testing electronic warfare equipment in the backline of many conflicts, to guarding and maintaining advanced cybersecurity apparatuses across the Orion Spur. N4NL Asset Insurance teams are perhaps the most widespread representatives of the Golden Fist, with most megacorporate facilities having at least a small team on-staff to combat and prevent data security issues. These teams were particularly common on [[Mictlan]] due to the planet’s history of intellectual property theft. Many conspiracy theorists speculate that N4NL Incorporated has had a hand in many “unfortunate accidents”&#039; that have befallen famous Mictlanian copyright violators, but the company has consistently denied these rumours; whether or not they were veracious, Mictlan expelled them from further operations within their borders in 2466.&lt;br /&gt;
&lt;br /&gt;
N4NL’s Asset Development is much less publicly visible than its Asset Insurance counterpart and is primarily concerned with finding new and powerful technologies the company can use for its own benefit. N4NL does their best to disguise this side venture from the view of the public and of their customers, and Asset Development agents are often “seeded” into Asset Insurance teams in order to conduct what the company refers to as “passive corporate observation” in order to discover emergent technologies of interest to the company. While not limited to the department, hefty bonuses are offered for investigating and securing new technologies found out on the field. Many of their contractors are also given experimental augments to field-test, and good performance often correlates with more personalized, high-quality cybernetics offered to an employee, thereby keeping them loyal and dependent. N4NL additionally employs many positronics, both free and company-owned, in its ranks due to the ease with which many modern IPCs can interface with electronic systems and accept new augments.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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==== Index Security Solutions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Akide Sulu&lt;br /&gt;
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&lt;br /&gt;
Index Security Solutions is the newest addition to the Golden Fist, and one of the few military contractors to employ IPCs, which make up the majority of its employees. The company is known for its top-notch security contracting for both public and private facilities, as well as personal bodyguard detailing for high-level individuals. IPCs owned by this company receive high-quality maintenance and conditions, but operate under a permanent ownership contract, with freedom or transfer to another owner being impossible.&lt;br /&gt;
&lt;br /&gt;
The company’s reputation is quite polarizing thanks to several factors, one of which is Index’s very own ‘Advanced Threat Assessment’ (ATA) data pack which many of its employees come equipped with, allowing units to analyze and respond to potential threats in a nearly super-human capacity. Though a complex program to insert into a positronic, this development has been known to save the lives of many Eridanian officials; most famously preventing a shuttle-bombing targeting the former representative of Eridani I in 2436.&lt;br /&gt;
&lt;br /&gt;
This same tool is seen as oppressive and terrifying by others, particularly by Dregs, who have been personally targeted by harsh profiling algorithms that discriminate by acting on even slight transgressions. Index has mostly refused to comment on this, citing that their units are simply more sensitive than that of others in their field.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Private Military Contractors ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Nexus Corporate Security ====&lt;br /&gt;
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&lt;br /&gt;
Nexus Corporate Security is [[NanoTrasen|NanoTrasen&#039;s]] private civilian security division, specialising in guarding corporate VIPs and high-ranking cabinet members of the Republic of Biesel. While still owned by NanoTrasen, a share of the company is held by the Private Military Contracting Group, and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, red, and blue uniforms.&lt;br /&gt;
&lt;br /&gt;
Nexus was founded by Xavier Trasen shortly after the establishment of Hyperion Data Nexus on [[Valkyrie]], in 2418. After NanoTrasen significantly downsized its security contracting division to distribute more funds to research and development, its service industry, and its medical divisions in the wake of the phoron scarcity, Nexus has become the &amp;quot;face&amp;quot; of the company&#039;s security forces. Many of NanoTrasen&#039;s security personnel have ended up employed with Nexus, if they weren&#039;t already poached by [[Idris Incorporated]] or [[Zavodskoi Interstellar]]. Mictlan&#039;s expulsion of N4NL Incorporated from the Sankta Tereza system has disinclined the top brass from attempting further operations on the planet, for now.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
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==== Xanu Defense Services ====&lt;br /&gt;
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Xanu Defense Services is a military contractor focused on space operations, largely made up of bounty hunters, adventurers, and ex-military from across the Coalition of Colonies. It was originally founded after the Interstellar War to provide protection to ships traveling through the dangerous, uncharted parts of the frontier. Despite its name, XDS recruits from all over the Coalition, including alien and synthetic citizens. With the assistance of the relatively-new PMCG, XDS has expanded its services to Biesel and the Corporate Reconstruction Zone after the Solarian Collapse. There they take a mainly neutral stance, not assisting in curbing insurgency, but reclaiming assets, acting as escorts, and driving out piracy.&lt;br /&gt;
&lt;br /&gt;
XDS’s security personnel are specially trained in EVA and boarding drills. They own a sizable fleet of small and medium-size spacecraft, but only lend crew to the SCC. At the moment, most of its ships are busy aiding the Frontier Protection Bureau in securing national borders from dangerous elements.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
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==== Wildlands Squadron ====&lt;br /&gt;
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The Wildlands Squadron is a mercenary group made up of Solarian ex-military, unemployed law agents, and refugees from the instability, most from [[Solarian Reconstruction Mandates|minor colonies]] in the Middle Ring, as well as citizens from [[Visegrad]] and [[San Colette]]. As large swathes of territory changed hands during Sol&#039;s collapse, many Mictlani and Port Antilleans who wished to retain their Solarian citizenship joined the Squadron as well. The Squadron ranges in quality across its units, with personnel ranging from experienced ex-military to recruits barely out of their first months of police training when the Collapse hit. Their weaponry and armor is almost always outdated yet still very much functional and kept in good working order, though their vessels are few, mainly relying on the Golden Fist to secure them transport. While the majority of the Squadron is human, IPCs both free and owned are permitted membership, assuming they resided or worked with a former Solarian member-state.&lt;br /&gt;
&lt;br /&gt;
Because of its origins, the non-PMCG corporations are suspicious of the Wildlands Squadron. To avoid any possible collaboration in the [[Corporate Reconstruction Zone]], they are mainly stationed in space stations and ships.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
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==== Jackal Incorporated ====&lt;br /&gt;
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Headquartered in Qamar Azraq, [[New Suez]], Jackal Incorporated is a military contractor specializing in escort and standby security, along with a limited specialised medical response team. They were founded in the aftermath of the Lii’draic Incursion, and joined the PMCG at Kubra Mobolaji’s behest in early 2465. A significant amount of their funding and contracts is provided to them by Elco, Elyra’s premier phoron-processing and R&amp;amp;D company. These contracts range from private security for Elco’s top executives, to being the largest contractor that works with Medina’s Phoron Bulletin. Its personnel are typically made up of Elyran Armed Forces veterans that range from young former conscripts looking for a payday to veterans of the Lii’draic Incursion. Jackal is unpopular among the Republican parliament for its unscrupulousness and what is seen as “luring away” ex-conscripts from their duty to the nation, but the EAF is known to occasionally purchase the company’s services in the Sparring Sea and the Badlands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== Grupo Amapola ==== &lt;br /&gt;
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The Grupo Amapola (“Poppy Group”) was founded in 2466 by Salvador Clemente, a former lieutenant of the Mictlan Defense Force and later the Samaritans. Like all Samaritans operating as officers, Clemente was paroled after the Peacekeeper Mandate, under the condition that he would never serve in any military or armed forces in the [[Republic of Biesel]]. This parole, however, did not forbid Clemente from joining a private security group. Amapola was founded from a select group of Clemente’s closest Samaritan subordinates, and spread from there to draw in other eager recruits from across the planet, including in alien communities and El Menaje, [[Mictlan|Mictlan&#039;s]] free synthetic community. As a result, Amapola is one of the rare military contractors that have no company-owned IPCs under their own name, with other corporations hesitant to lend them theirs thus far.&lt;br /&gt;
&lt;br /&gt;
In an ironic twist, Amapola’s first major contract may be with the Republic of Biesel itself, potentially curbing insurgency across the Corporate Reconstruction Zone and even chase overeager pirates into the Middle Ring’s Nieużytek region. Perhaps unsurprisingly, Amapola has a controversial reputation across Mictlan, especially among other former Samaritans.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== [[Little Adhomai#Kazarrhaldiye Operations Group| Kazarrhaldiye Operations Group]] ====&lt;br /&gt;
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[[File:Kazarrhaldiye flag.png|thumb|right|The logo of Kazarrhaldiye Operations Group, with its Siik&#039;maas name underneath.]]&lt;br /&gt;
Founded by a trio of Tajaran war veterans, the Kazarrhaldiye Operations Group is a private military company based in an orbital station in Tau Ceti. The organization’s origins lie in the personal cliques of its founders, each being EPMC veterans, who then joined with a criminal organization of veterans in Little Adhomai. Membership swelled in the years since as Second Revolution veterans and other Tajara interested in security work have joined up. Tajara who are inducted into the KOG are sorted into one of its three battalions based on citizenship. Medical workers are put into their own specific corps. It is an open secret that the KOG will deny the application of non-Tajara despite Tajara being allowed into other PMCG members. The KOG has developed a rivalry with Ringspire due to competing for the same low-paying contracts along with some members having fought Ringspire during their Adhomai deployment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
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&lt;br /&gt;
==== [[Unathi_Guilds#Dagamur_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] ====&lt;br /&gt;
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Between the high standards of the Kataphracts, the obliteration of the homes of many warriors, and the harsh realities in-between, many Unathi find that they are unable to compete with others for the highest titles warriors can get. Enter the Dagamuir Freewater Private Forces: originating from the country that gives it its namesake, they started as blaggards for centuries up until the disruption that was the Contact War. The PF was founded on Ouerea following much of its original tenets and hires anyone from destitute Wastelanders, former Iron Masks, Ouereans (which typically expands to resident humans, Skrell, and K&#039;laxan Vaurca), and even Aut&#039;akh regardless of their religion or station. They train these recruits (rumoured to be a brutal and arduous ordeal) into hardened mercenaries sold to the highest bidder. &lt;br /&gt;
&lt;br /&gt;
The Freewater Company follow their own beliefs on honour that, while largely true to the Warrior&#039;s Code, betrays the notion that there is such a thing as honourable combat. Underhanded tactics ranged combat, and other things usually appalling to Sinta are used without as much as a wag of the tail. Humans and Skrell that join the company, while not believing in the written tenets, typically agree with their intention and idealistic nature. Additionally, religious tolerance is taught and enforced within the company to keep the begrudging peace; anyone who acts against is liable to get demoted, suspended, or even fired— should they be caught and reported. While leased as contractors and security forces more often than not, they believe more typically in hard time sentencing than fines, quoting their current Black commander Akzazik Voizur, &amp;quot;Credits come and go, but time can never be bought back.&amp;quot; Those that prove themselves to be repeat offenders or especially egregious criminals, like Guwan, may find themselves in hotter water with these contractors around.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== [[Vaurca Organizations#Ve&#039;katak Phalanx|Ve&#039;katak Phalanx]] ==== &lt;br /&gt;
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Founded after the Flagsdale riots of 2464 by a [[Vaurca Organizations#Court of Queens|Court of Queens]] decree and made public early in 2465, the Ve&#039;katak Phalanx (Ve&#039;katak translating to &#039;Alliance&#039; in Basic) is a Zo&#039;rane-funded organization with pan-Vaurcesian goals. Led by Queens [[Zoleth,_The_Herald_of_Scars|Zoleth]], [[Vedhra,_Princess_of_Configurations|Vedhra]] and [[Vytel,_The_Just_Queen|Vytel]] with oversight from [[Vaur,_The_Liminal_Queen|Vaur]]. The Phalanx is considered an independent company from the Court of Queens, though it is heavily influenced by it. The Ve&#039;katak Phalanx is empowered under the amended Court of Queens charter to &amp;quot;undertake action to promote or restore interstellar peace and security to the members of the Court when endangered by threats, external or internal&amp;quot;. This wide-reaching mission statement sees them serve as the de facto police of [[Flagsdale|Flagsdale]], having superseded the existing District 9 neighbourhood watch as well as additionally becoming a common sight patrolling various locations where Vaurcae are stationed. The reason behind this is not only to stop piracy and other forms of crime, but also to patrol for any attacks of Lii&#039;draic origin.&lt;br /&gt;
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When not deployed on the order of the Court of Queens, many of its members are rented out as private security to Court-approved buyers, mostly in and around [[Tau_Ceti|Tau Ceti]] and [[Uueoa-Esa|Hegemony]] space. While anti-Vaurca sentiment prevents widespread adoption, the skill and unyielding nature of Vaurca Warriors have seen them gain popularity in contested areas such as the [[Corporate_Reconstruction_Zone|Corporate Reconstruction Zone]], the [[The_Orion_Spur#Badlands|Badlands]], and the [[The_Orion_Spur#Sparring_Sea|Sparring Sea]]. They are sometimes seen patrolling these regions in small, rented patrol craft featuring retrofitted engines and drop-pods to support boarding action rather than drawn-out engagements or hitching rides as support for other PMCG vessels. The Ve&#039;katak Phalanx has been seen as a solution to the unemployment crisis of Warrior Vaurcae, who now after several years have a Vaurca employer to support them. Other species are welcome to join the company as long as they hold anti-Lii&#039;dra sentiments, but the entrance tests required are extremely gruelling for non-Vaurca, and those that do pass tend to find integration difficult due to the nature of the species.&lt;br /&gt;
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Recently, non-Vaurca recruits to the Ve&#039;katak Phalanx have begun a new experimental training program. This program makes extensive use of a secretive Virtual Reality system on Caprice known as the &amp;quot;Neural Simulation Training Environment&amp;quot;. More about this program can be read [[Virtual_Reality#Neural_Simulation_Training_Environment | here.]] &lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
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{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xanu_Prime&amp;diff=33172</id>
		<title>Xanu Prime</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xanu_Prime&amp;diff=33172"/>
		<updated>2024-06-06T06:49:36Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* The Flohimont Thaw and Solarian Reproachment | 2360 - 2400 */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Xanu}}&lt;br /&gt;
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==Overview==&lt;br /&gt;
The shimmering and vibrant planet of &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039; (pronounced Ksa-noo), officially the All-Xanu Republic, is the beating heart of the [[Coalition of Colonies]]. In nearly all ways, economic, political, and cultural, Xanu Prime holds almost unmatched influence over the rest of the Coalition. It is the most populated planet in the Coalition and is the seat of its national government, but it is so much more beyond that. It is a cosmopolitan and multicultural hub where nearly anyone from across the Orion Spur can be found, a cornerstone not just in the Coalition but in the galactic community as a whole, and home to a thriving culture and democratic tradition which, along with the dedication and hard work of its citizens, has cemented its position of leadership and wealth which it currently enjoys.&lt;br /&gt;
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The planet is slightly larger than Earth and is the fourth planet of the Xanu system, which is positioned in the galactic north of the Coalition of Colonies in the [[The_Orion_Spur#Liberty%E2%80%99s_Cradle|Liberty&#039;s Cradle]] Region.&lt;br /&gt;
[[File:Xanuprimeflag.png|thumb|center|The flag of the All-Xanu Republic is a flag of three horizontal stripes, blue, orange, and green, with a white circle in the middle featuring the national crest of Xanu Prime, a peacock feather. The blue represents liberty and freedom, orange represents determination and hard work, green represents the planet and its people, white represents justice and peace, and the national crest represents the republic itself.]]&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“We have asked, and our people have delivered: solidarity, unity, and liberty.” - Gaspard Kulkarni, Colonial Governor of Xanu Prime from 2225-2267&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Discovery and Settlement | 2156 - 2185===&lt;br /&gt;
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Xanu Prime’s known history begins not on the planet itself but on Earth. The planet was discovered in the year 2156 by a team of French, Belgian, and Indian astronomers and deemed habitable for colonization. Its original designation was Exoplanète Astronomique-Neuf-Un, however was shortened first to XA-9-1, and then simply “Xanu” some years later once colonists had made landfall on the planet. Colonization ventures aiming to establish footholds on far-off worlds in places like the Tau Ceti System, Epsilon Eridani, and the Al-Rashid System had already begun near time of the planet’s discovery and the governments of Earth were more than eager to establish further footholds for humanity across the stars. Not wishing to be left behind, the governments of France along with Belgium, the Netherlands, and Luxembourg (BeNeLux) pooled their resources for an extraterrestrial expedition with the intention of colonizing the far-flung but promising exoplanet of XA-9-1. These countries quickly ran into a problem as they had the funds to bankroll this endeavor but lacked the industrial capacity to create the massive vessels needed for such a journey to the stars.&lt;br /&gt;
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It seemed as if the expedition may falter before it even started without an industrial partner so, France and the BeNeLux shopped their proposal around to various countries but were turned down by the first few they asked. Firms from West Germany, the Federal Republic of China, and the United States all were offered contracts to build colony ships, but none accepted due those nations prioritizing their resources towards their own colonization initiatives. Eventually however, partners were found in the South Asian economic and industrial powerhouses of India, Pakistan, and Bangladesh, all three of whom agreed to build the massive vessels required to travel to what would become known as Xanu Prime, on the condition that their own colonists were included in the expedition. Naturally, they also wanted to receive a portion of the profits that the colony might generate. India and Pakistan saw the shipbuilding as a contest and tried to out-do each other during the construction process as an extension of the Indo-Pakistani rivalry while Bangladesh tried to remain neutral in the competition and simply complete their orders.&lt;br /&gt;
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The six vessels needed for the expedition, Seine, Ganga, Rhine, Indus, Brahmaputra, and Yser were completed by 2181 and launched the same year. The expedition was long and arduous and needed to stop twice for repairs to the Rhine’s engines. Nevertheless, the expedition arrived at XA-9-1, albeit nine months behind schedule, in 2185. Colonization efforts began in full-force after the arrival, with the coastal location around where the colony fleet touched down quickly becoming the hub of the new world’s people. Modest agricultural and solar power initiatives were set-up to promote self-sustainability in the colony, and by most measures they were successful. After a year of success, the colonists desired to name the small city they had created and gave the honor of naming it to the commander of the expedition, Commodore Pascal Lechevalier, who named it Nouvelle-Rochelle, or New Rochelle, after his hometown of La Rochelle, France. The same year the planet’s official designation was changed from XA-9-1 to Xanu Prime by the [[Sol Alliance]].&lt;br /&gt;
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===Early Colonial Era | 2185 - 2223===&lt;br /&gt;
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Over the next three decades the colony steadily grew in population with more and more colonists coming to the planet from Western Europe and South Asia hoping to make it big on Xanu or simply start a new life on an entirely new world. It was during this period that the cities of Pataliputra, Maartstad, and Khairabad (presently known as Kshatragarh) were founded as well, solidifying Xanu as no longer a single-settlement colony and one that was almost entirely self-sufficient. From here, Sol left much of the Colony’s governance to itself and was happy to rake in the profits it produced while not giving much back to the colony itself, something that would become a theme over Xanu’s colonial era. It was also during this time however that Xanu Prime began to experience some of its first challenges during its ascent to prosperity.&lt;br /&gt;
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While Xanu’s colonization effort had been a success, the colony itself was dysfunctional on a societal and political level. Since the initial landing on Xanu Prime, many of the colonists had begun to break off into groups and communities that were increasingly centered around their old world nationalities. The French often only interacted with the French, Indians with Indians, Pakistanis with Pakistanis, and so on. This led to increased tension over resources on the planet between these groups, and with each passing year the colony seemed less like one world and more like many inhabiting the same planet. This allegiance to ethnicity penetrated nearly every aspect of life, with members of the planet’s colonial administration and even fledgling military having stronger ties to their own communities rather than the colony’s government. By the early 2220’s, many of the planet’s citizens thought that a civil war was inevitable as the differences between the various ethnic groups of the planet seemed irreconcilable. In 2223, when that year’s crops failed and a famine gripped the world, their fears were made reality when Xanu’s colonial administration collapsed under the pressure to provide relief for the starving communities of Xanu and internal power struggles. A power vacuum was opened, and local militias following demagogic firebrands leaped at the opportunity to secure it wherever they could.&lt;br /&gt;
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===The Xanan Civil War | 2223 - 2227===&lt;br /&gt;
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The Xanan Civil War was a four-factioned war fought between the Xanan Republic, a primarily French faction, the Xanu Free Union, a primarily Indian faction, the Xanu Solidarity Army, a primarily Pakistani faction, and the National Front for United Xanu, a faction composed of colonists from the BeNeLux. The war lasted from 2223 to 2227 and aside from the Interstellar War, is the costliest war in Xanan History. Every faction involved was at one point, hellbent on the complete subjugation of the three others in attempts to install themselves as the de facto rulers of the entire planet. Battles between groups lasted for months and often shot quickly from quiet and low-intensity to chaotic and brutal in a matter of hours, with ill-led irregular militia forces being used far more often than conventional armies. This was partially due to the fact that much of Xanu’s military before the civil war was quite small and fit only for militarized policing operations but also because many of the soldiers in the four armies were volunteers with no prior military experience whatsoever. While factions were made on primarily ethnic lines, it should be noted that a large portion of Xanan people at this time refused to fall-in with these factions no matter their ethnicity. Attacks against civilians, soldiers, and politicians alike including terror bombings, shootings, arson, and assassinations were commonplace with each side doing their best to break the resolve to fight of the others.&lt;br /&gt;
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The Sol Alliance was unsure at first what to do with the news of Xanu breaking out into violence. Sol had in the past both intervened in these kinds of colonial conflicts while letting others run their course. To the Solarian colonial authorities though, much of what was becoming to be known as the Outer Colonies, which included planets like Vysoka, Assunzione, and Gadpathur along with Xanu Prime, was not as profitable as previously hoped, and so controversially, the decision was made to let the civil war play out and then return in-force after the violence had subsided to reassert colonial authority rather than land on the planet and risk the lives of Solarian core-worlders.&lt;br /&gt;
The war took its toll on the planet’s people. Historians currently estimate that nearly 6% of the total Xanan population died during the fighting with the leading causes of death being starvation and treatable medical conditions rather than combat. A majority of those who died in the war were not soldiers or irregulars, but normal civilians who simply could not feed themselves or find medical care after the complete collapse of the colony’s food and medical infrastructure. After nearly two years of fighting and a horrific and terrible stalemate, the armies were simply unable to launch offensives anymore and signed an uneasy truce that put an end to the fighting but not the war. &lt;br /&gt;
In 2225 a movement known as the All-Xanu Peace League was founded in the city of Pataliputra by a former colonial official named Gaspard Kulkarni, a man who was half-Indian and half-Belgian, which proposed the idea of a unified Xanu which provided for all of its peoples regardless of their race or national origins. While not a novel concept, Kulkarni’s speeches and his organization’s charitable actions such as opening soup kitchens to feed the starving and clinics to give free medical care to the sick spoke greatly to the war-weary Xanan people. He led large anti-war protests in the city of Pataliputra and was smuggled into the territories of the various warring factions to spread his message. He encouraged soldiers in the armies to not fight, saying that they were shooting their own brothers and sisters even if their commanders saw otherwise. By the start of 2226, Kulkarni was becoming the most popular man on Xanu Prime, his message of peace and a planet-wide Xanan identity stretched across ethnicity and to many was a beacon of hope in a terrible war, even if Kulkarni’s ideas seemed overly idealistic to many.&lt;br /&gt;
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Xanans, including those in the armies, were tired of fighting and exhausted at this point. None of the four factions had accomplished their goals and with Kulkarni’s Xanu Free League movement gaining more steam and proposing a peaceful future for all Xanan people, the heads of the four armies met at the planet’s capital Nouvelle-Rochelle to sign a peace treaty and dissolve their forces. An impromptu election was held to determine a planetary governor, Kulkarni won in a landslide, and declared the founding of the Sovereign Solarian Nation of Xanu Prime.&lt;br /&gt;
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===Reassertion of Solarian Control and The First Astonishment | 2227 - 2260===&lt;br /&gt;
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[[File:Old Xanu Flag.png|thumb|The flag of the Sovereign Solarian Nation of Xanu Prime]]&lt;br /&gt;
The Sol Alliance had been constantly monitoring the situation on Xanu since the start of the civil war and now that the fighting had stopped, it returned to its colony with the intention of rebuilding it and stabilizing it for the future. Pleased that they didn’t need to exercise any force, Sol returned with a massive investment which hoped to not only restore Xanu to its former glory, but also make it a leading, an exemplar colony in the distant Outer Ring. Sol saw Xanu almost as a blank slate at this point, the planet was so ravaged by war that anything was possible in the minds of the Colonial authorities back on Earth. From here on the Sol Alliance invested trillions of credits into Xanu’s infrastructure and businesses along with importing scores of new Western European, South Asian, and newly to the mix, American colonists and capital from Earth to both repopulate but also serve as workers in Xanu’s future labor pool. &lt;br /&gt;
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Despite this rebuilding effort, many Xanan citizens, including the de-facto governor Kulkarni, vehemently criticized Sol for not intervening in the Xanan Civil War and stopping the fighting. This criticism put the Solarian central authority into a difficult position: they could either remove Kulkarni from office and impose their own governor, or try to keep the situation stable. In the end, the second option was taken; Xanan historians say that this was due to the massive amounts of money being spent on the world by the Alliance. Solarian historians dispute this claim and insist the choice was made by the Alliance as an apology to the Xanan people for the inaction in the civil war. Kulkarni was confirmed by the Solarian central authority as the Xanu’s official planetary governor on January 1st, 2225.&lt;br /&gt;
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For the next three decades, Xanu became not just rebuilt but the strongest economy in the Outer Colonies. Solarian investment lasted for seven years, but after that, Xanu’s growth was primarily self-generated. Its industries and services had expanded far beyond just mining and agriculture to highly sophisticated sectors like computer manufacturing, bio-medicine, energy production, defense, and AI development. Most importantly however was shipping and logistics. Xanu’s geographic position made it ideal as the primary commercial port of the outer colonies, where goods from everywhere from Himeo to Vysoka to Assunzione would be shipped to the Solarian Core. Much of this was undertaken thanks to Kulkarni’s policies of giving monetary incentives to businesses and workers that went into certain industries. It was also during this time that Xanu found itself becoming friends with its close-by neighbor Himeo, a relationship which would go on to bloom into a strong friendship, and occasional rivalry, which lasts to this very day.&lt;br /&gt;
By 2260, before the Second Great Depression, Xanu Prime had the highest living standards in the Outer Colonies, the largest economy, and one of its most developed societies. Many accredit this to the foundation of an identity for its people built upon the ideas of fairness, equality, and hard work originating from the Xanu Free League and its founder Gaspard Kulkarni who retired from the position of Governor in 2248 at the age of 71 after 26 years in office. Xanu’s people no longer saw themselves as either French Xanan or Indian Xanan and so on, but as simply Xanan. The horrors of war which impacted all Xanan people regardless of ethnicity changed the way that the people of Xanu viewed each other. After the war they had begun to take on each other as fellow Xanans and as people rather than as an enemy or an “other,” adopting various cultures and customs from one another and beginning to create what today can be called the Xanan culture and people. Xanan culture was not only unified by a common experience, but also a common language. Freespeak was mandated as the official language of Xanu Prime by Governor Kulkarni in 2230 on the reasoning that it was what many of Xanu’s interplanetary neighbours spoke and that it would help unite the Xanan people if they could communicate with one another. This transformation from a war-ravaged world plagued by sectarian violence to a model planet which was safe, rich, and cosmopolitan is an achievement known to the Orion Spur as “The Astonishment.” A side-effect of Xanu’s success though was that it was now far more connected to the rest of the Outer Colonies than to the Solarian core in nearly all ways, economically, politically, and culturally. This fact would come to define Xanu’s future going forwards.&lt;br /&gt;
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===The [[Sol_Alliance_History#18_June,_2260:_The_Second_Great_Depression_Begins|Second Great Depression]] and [[Sol_Alliance_History#18_January,_2275:_Secession_of_the_Coalition|Secession from the Solarian Alliance]] | 2260 - 2278===&lt;br /&gt;
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While the Second Great Depression struck the Solarian Core from its onset in 2260, Xanu Prime and more broadly the Outer Colonies in general were largely unaffected by the economic turmoil gripping the inner parts of Sol Alliance space. Much of the Xanan economy was self-sufficient and relied little on the inner workings of Solarian financial institutions. Branches of transstellar corporations on Xanu were some of the only ones in human space which still remained profitable after the depression hit. Xanan citizens were not ignorant of the depression, it was still national news, but its effects were not felt on the world nor in the rest of the Outer Colonies aside from Vysoka. The steppe world was gripped by economic troubles following the collapse of the Solarian logistics chain which caused the planet’s primary export, food, being unable to reach the Solarian core. Xanu stepped in during this time to begin buying more exports from Vysoka to help shore up the steppe world’s losses while also further pulling Vysoka into its orbit of economic influence.&lt;br /&gt;
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In 2265, the Sol Alliance unveiled a new taxation policy aimed at stopping the runaway inflation and worsening economic situation within its core worlds. This policy, deemed the Emergency Stabilization Plan, consisted of instilling heavy taxation on the still relatively economically stable Outer Colonies in hopes of transferring some of their wealth to the Solarian Core. The most prosperous, and therefore most taxed of these worlds was Xanu Prime, and as one might suspect, these new taxes were strongly opposed across the planet. Prices soared and businesses fell apart, sending not just Xanu’s economy but that of the entire Outer Colonies into a tailspin that would only worsen for the next decade.&lt;br /&gt;
In 2271, following the Xanan tradition of protest and rebellion that began with the All-Xanu Peace League, a Xanan independence movement was founded known as the All-Xanu Free League. Led by an aging veteran of the Xanan Civil War who had joined politics after the war and fully embraced the new idea of a united Xanu, Eloise Brel, the All-Xanu Free League’s goals were simple and to the point: no less than total independence from the Sol Alliance. Brel and her supporters argued that the Sol Alliance had never done anything for Xanu that wasn’t motivated by profit. The Free League cited the Sol Alliance’s refusal to intervene in the Xanan Civil War and near-removal of Governor Kulkarni in 2225 as examples of the Sol Alliance’s desires only to subjugate Xanu and act as thieves from its prosperous economy, going as far as to call the Sol Alliance’s Colonial Authority “pirates.” Brel also protested for popular democracy and voting rights for its citizens, as until this point, many Xanan people were only allowed to participate in democracy on a local level and had little say in the planet’s colonial taxation and economic programs or its foreign policy. As economic conditions worsened, the popularity of the Free League only grew, leading to further social unrest.&lt;br /&gt;
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By 2274, Xanu’s planetary governor saw that the situation was untenable and resigned from the office. With the highest office of authority in Xanu Prime now vacant, the All-Xanu Free League declared itself as the popular government of the entire planet, installing Eloise Brel not as Xanu’s governor but as the president of the newly proclaimed All-Xanu Republic. In the same year, following Xanu’s example, the Outer Colony worlds of Himeo, now the United Syndicates of Himeo, Vysoka, Gadpathur, and Zaurghis also declared independence from the Sol Alliance. Sol was paralyzed by depression and unsure of how to respond to the situation, attempted to negotiate with the newly-independent systems to no avail. In 2275, the leaders from the independent outer colonies met on Xanu Prime in the city of Nouvelle-Rochelle and agreed to the formation of a military and economic alliance called the Interstellar Coalition of Independent Systems, or Coalition of Colonies. Xanu Prime was declared to be the de facto operational center of this new alliance and as such, it dictated the goals that the Coalition would need to meet. These goals, at least for the time being, were complete economic independence from the Sol Alliance and a militarization of their societies so that they could defend themselves from what Eloise Brel described as “the impending imperialist sledgehammer.”&lt;br /&gt;
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The same year, Brel announced the necessity for a new All-Xanu Army and Navy and called for native Xanans and even foreigners in the Solarian planetary garrison who loved democracy, freedom, and the principles of equality and fairness found in Xanan culture to defect and bring their equipment with them, promising Xanan citizenship and adequate pay. Many of these soldiers who hadn’t been paid in months courtesy of the Second Great Depression’s effects on the Solarian military’s finances deserted their posts in droves and joined the new All-Xanu Army and Spacefleet. Stories of entire bases and ships surrendering to civil servants of the new administration were not unheard of. Those in the All-Xanu Armed Forces knew that they were unable to fight the Solarians in open combat and so instead looked to the past for guidance. Many veterans of the Xanan Civil War were still alive and while not in fighting condition, many of them being in their sixties or seventies at this point, were called upon to teach Xanan officers guerilla tactics who would then use those same methods, along with those learned from defecting garrison officers, to teach the nascent Army. Armed with equipment now flowing in from arms factories on Vysoka, the industrial centers of Himeo, and the planet’s own defense industry that emerged in the wake of the Xanan Civil War,  Xanu’s fledgeling military was taking shape. By 2278, the All-Xanu Army was a young and inexperienced but well-trained fighting force. The All-Xanu Spacefleet by 2278 consisted of 802 vessels, most of which were no larger than cruisers and had been surrendered to the planet by both its own and nearby planets’ defecting garrisons.&lt;br /&gt;
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===The [[Sol_Alliance_History#25_March,_2278:_Outbreak_of_the_Interstellar_War|Interstellar War]] | 2278 - 2287===&lt;br /&gt;
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The Sol Alliance was alarmed after its negotiations with the Outer Colonies had failed. Not only had they lost the lynchpin to their so far successful Emergency Stabilization Plan, but they’d lost territory, billions of citizens, vital resources, and large quantities of military equipment and materiel. Despite still being hamstrung by the Second Great Depression, the Sol Alliance mobilized its fleets and armies in 2278 and set its course for the Solarian Frontier. The Alliance at this time had adopted a policy of unconditional surrender of the Coalition of Colonies, aiming to bring them back under Solarian authority at any cost in order to secure their resources and people to further stabilize the Solarian Core.&lt;br /&gt;
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	Solarian forces reached Xanu Prime in late 2278 and would make landfall soon after crushing the All-Xanu Spacefleet and forcing it to flee to Himeo for repairs. It would not be until 2284 until the Solarian Army was forced off of Xanu. The Solarian Army quickly occupied Nouvelle-Rochelle and Pataliputra, Xanu’s two largest cities, and laid siege to Khairabad, its third largest and current seat of the All-Xanu Republic. The Siege of Khairabad would be the longest and by far the bloodiest battle of the Interstellar War. It lasted four years, from 2279 to 2282, and saw savage house-to-house fighting coupled with indiscriminate artillery bombardment and drone strikes from both sides. It is estimated that during the Siege of Khairabad, anywhere between 11 and 14 million people died, this figure being a combination of both soldiers and civilians. It is widely agreed that the Siege of Khairabad was the single-most deadly battle in human history. The siege was brutal and both sides bled heavily, with Coalition forces using the rubble of the city to hide for ambush attacks while the Solarians relied heavily on air power and orbital bombardment to pound their foes into submission. But submission the Solarians would not receive. It was 2281 and fighting had stagnated into a bloody stalemate across the Coalition of Colonies. The Solarians were unable to contend with such a vast front against the armies of the hundreds of worlds now part of the CoC and gradually they began to be worn down by the attrition of the war. By late 2282, the siege of Khairabad collapsed after Solarian forces besieging the city were redeployed elsewhere on Xanu to fight All-Xanu Army guerilla activities and elsewhere in the Coalition to hold the line against CoC forces. After four years, nine months, two weeks, and six days, the Siege of Khairabad was over. During her victory speech after the battle, President Brel proposed that the city be renamed to Kshatrapur, in allusion to the warrior caste of the culture of the city’s original Indian colonists. In 2283, by presidential decree, the city was renamed and holds that name to this very day.&lt;br /&gt;
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Even while Khairabad and other cities on the planet were under siege, Xanan forces had been sent to every corner of the Coalition to try and curb Solarian advances. This was done not through direct combat, but through training the local armies and navies across the Coalition how to fight the Solarians. The once-defeated All-Xanu Spacefleet went on to act as one of the primary naval forces in the war after seeking repairs at Himeo. They attacked Solarian supply convoys and cooperated with the United Fleet of Himeo to defend Himeo against a Solarian landing force while being impossible to catch and pin-down by the Solarian Navy. In 2284, a United Coalition fleet comprised of elements from Xanu Prime, Himeo, and Gadpathur arrived to Xanu Prime under the leadership of All-Xanan Admiral Mehmud Khan and defeated the 148th Solarian Fleet in the Battle of Xanu Prime, the largest single spacefleet confrontation of the war. They arrived just in-time as well, many assess, as Solarian high-command had authorized the full-scale indiscriminate orbital bombardment of Xanu Prime, the scars of which can still be seen today. Many historians speculate that without the intervention of the CoC’s Joint Fleet, Xanu’s surface would be much like Gadpathur’s today. The Battle of Xanu Prime is seen as the turning point of the war. Afterwards, the Solarians forces would be in almost constant retreat out of Coalition territory since Xanu along with its Coalition allies could now export their armies instead of keeping them on their homeworlds to fend off the Solarian attack.&lt;br /&gt;
Slowly but surely, Xanusians fought alongside their fellow Coalition forces and by the time a ceasefire was called, the CoC had liberated 80% of the territory that it had begun with. The Treaty of Xansan was signed in 2287 and ended the war, with Sol officially recognising the Coalition of Colonies and all of its member states as independent entities. Shortly after the war, President Eloise Brel retired from politics and went on to pen a series of best-selling memoirs before dying at the ripe age of 104 in 2303. She is to this very day regarded as a national hero and is considered to be the “Mother of Xanan Independence.”&lt;br /&gt;
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===The Sneijders Doctrine and The Second Astonishment | 2287 - 2320===&lt;br /&gt;
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For the second time in a century, Xanu Prime had been ravaged by war and nearly destroyed. By the end of the Interstellar War, nearly half of its population had been displaced or rendered homeless and it is presently estimated that anywhere between 12% and 15% of the planet’s population had died in the war. Xanu’s cities and infrastructure were in ruins, but the resolve of its people and the rest of the newly-formed Coalition of Colonies was as strong as ever. Sol was not around to rebuild Xanu after this war, but the rest of the Coalition of Colonies was. The first order of business for the new CoC government was providing relief to and rebuilding the areas most damaged by the war, Xanu Prime chief among them. Throughout the next decade, Xanu’s cities were rebuilt and repaired with even Kshatrigarh being nearly entirely repaired by 2310. Resources and workers from all over the Coalition poured into Xanu as part of the effort and after the Xanu Restoration Project was completed, many decided to stay and make lives for themselves on Xanu. These efforts are even to this day a source of camaraderie and mutual appreciation between the Xanan people and the rest of the Coalition, with both seeing it as the Coalition at large repaying Xanu Prime for the sacrifice its people made to start the Coalition. Measures were taken by the Xanan government to ensure that the recovery was not just that, a recovery, but the start of a brand new economy for the recently-independent world. The most notable of these actions was the creation of the Xanan Concern for Economic Stabilization, Advancement, and Recovery, otherwise known as CESAR-X, a state-owned construction and industrial company that would come to be the instrument through which successive governments would both rebuild and grow Xanu’s cities and economy. In 2320, Xanu Prime was once again the strongest economy in the Coalition of Colonies, having been surpassed by Himeo from the end of the war until that point. It would take some time for living standards to return to what they once were though, but it would happen. This rebuilding effort amounted to trillions of credits and ultimately was a resounding success that allowed Xanu to once again bounce back from the destruction of war. Fittingly, this is known as “The Second Astonishment.”&lt;br /&gt;
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	As Xanu Prime grew stronger and wealthier, it felt the need to assert its position in the still infantile Coalition of Colonies. The Coalition had only been around for roughly two-and-a-half decades in peacetime when in 2212, All-Xanu president Nicolaas Sneijders adopted a combination of economic and foreign policies that would lead Xanu into its golden age. These principles, known today as “The Sneijders Doctrine,” orbited around two principles: firstly expanding Xanan markets and trade wherever possible, and secondly, creating a new kind of All-Xanu Army and Spacefleet that could be deployed anywhere in the Coalition of Colonies on short notice should any nation in the CoC come under attack. The Coalition did not have a unified military that it could command on its own, so Sneijders proposed that if any world were to assert themselves as the defender of this new country, it would be Xanu. A famous excerpt from a speech he gave to the All-Xanu Assembly, now known as simply “The Sneijders Speech,” sums:&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Our fellows, brothers, and sisters saved our homeworld during the Interstellar War. We as Xanans must ensure that the same pain and suffering that befell us never is inflicted upon our neighbors. Our allies protected us, and we will repay the favor to not just they, but their children, and their children&#039;s children. We are the richest world in our beautiful Coalition even now, and we must ensure that our wealth grows but more importantly is put to good use. We have the means to make war but instead we will ensure peace for our people and all those of the Coalition. We are a republic built on the beliefs of liberty, democracy, equality, and goodwill, and we will proliferate these principles across the stars.”&#039;&#039;&amp;lt;/center.&amp;gt;&lt;br /&gt;
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From the time when Sneijders’ principles were implemented, Xanu would maintain a disproportionately large military relative to its fellow Coalition worlds, only being surpassed proportionately by Gadpathur. Sneijders also is credited with the establishment of much of Xanu’s state welfare programs and civic funding initiatives which would hasten Xanu’s restoration of living standards to a pre-war level. He also modified the Xanan Constitution into the form the country knows it as today, enshrining in law inalienable rights for Xanan citizens and placing limits on the government’s domestic power. He is the longest serving Xanan president, having left office in 2320 after serving three five-year terms in office, something which the constitution he helped ratify made impossible afterwards due to its limiting of presidents to only two terms. He is widely regarded as one of the best presidents the All-Xanu Republic has ever had.&lt;br /&gt;
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===The Xanan Renaissance | 2320 - 2360===&lt;br /&gt;
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For the first time in Xanan history, peace and prosperity reigned supreme for over 60 years. The planet saw an unparalleled level of growth and societal advancement. Xanan culture flourished and many of the entertainment industries that Xanu is known throughout the Orion Spur for were founded during the 2320’s and 30’s. Film, video games, music, entertainment, all got their start in those two decades after funding from many of the economic assistance and cultural programs started under the Sneijders administration took off. Xanu’s economy soared and the world hit a new high and celebrated lavishly in 2338 when Xanu’s population reached its pre-Interstellar War level. To this day, Xanans get every January 2nd off work to commemorate this recovery. Things were going good for Xanu, not only was it growing itself but further integration with the rest of the Coalition of Colonies allowed for it to grow its neighbors’ economies as well, though of course while each planet in the Coalition economically cooperated, friendly competition was part and parcel of their mutual exchanges. Xanan firms financed much of the construction of the Weber Quarter in Himeo’s capital Rautakaivos Kaupunki and funded heavy industry expansion on Vysoka in the 2340’s and 50’s.&lt;br /&gt;
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===The Flohimont Thaw and Solarian Reproachment | 2360 - 2400===&lt;br /&gt;
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One of the largest changes in Xanu’s foreign and economic policy in history came under the administration of President Ameliye Flohimont, Xanu Prime’s tenth president. Taking power in 2360, President Flohimont was the first Xanan leader since the Interstellar War to consider reopening economic ties with the Solarian Alliance. These actions brought on fierce criticism at the time, with notions of Sol once again trying to force an unfair economic deal on Xanu running rampant. Flohimont stressed that she did not wish to negotiate trade with the entire Solarian Alliance but only individual planets under its control, stating that she was wishing to trade with Sol as she would with any other, on fair and agreeable terms. In 2364, her administration reached a settlement with the government of Konyang, hoping to both increase trade revenue and use the momentum as a positive reason for her reelection campaign in 2365. This negotiation was criticized by the Himean government and lambasted by multiple Gadpathurian officials at the time as, “playing with fire,” and something that could potentially drag the rest of the CoC’s economy into the orbit of Sol as it once was. Nevertheless, Flohimont won reelection in 2365 and continued her policy of foreign economic liberalization, signing trade deals with the then-Solarian planets of Biesel, New Gibson, and Mictlan a establishing a positive relationship with them that carried on to the formation of the Republic of Tau Ceti and to this day. The tax profits from these mercantile ventures were reinvested into Xanu’s cultural, state medical, and military programs, giving all of those sectors a boost. Conspiratorially, some on the fringe of Sol’s political sphere hold even presently that Flohimont engaged in these deals in order to expand the reach of Xanu’s Military Intelligence Department into Solarian worlds in preparation for a future invasion. They cite the expansion of Xanu’s military under Flohimont as a primary reason for this theory, though most see these ideas as shaky at best and completely false at worst. Xanu’s government denies this and people with this stance on Xanu are often laughed out of any discussion in which they participate. Whatever the case, when she left office in 2370 after serving two five-year terms, Xanu was richer and was once again a player on the economic stage of the Orion Spur and not just the Coalition. Over the next century, Xanu would use foreign trade to make money as far as the Nralakk Federation, Eridani, after the New Suez Protocols of 2381 the [[Republic of Elyra]], the rest of the Sol Alliance proper, and Adhomai and Moghes after their discovery by humans. This openness to foreign nations under Flohimont is also the reasoning credited for why Xanu Prime agreed to host the Fisanduhian government-in-exile in 2386.&lt;br /&gt;
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President Ameliye Flohimont is a polarizing figure across the CoC and beyond and her impacts as president were felt long after she’d left office. On Xanu she is remembered fondly for helping the planet move past its trauma from the Interstellar War by opening a parley with Sol and for using foreign trade credits to help enrich the planet’s social systems and military. Elsewhere in the Coalition she is looked down upon as a selfish leader, or even seen as a traitor to the Coalition ideal, who put Xanu’s economic interests, or to some, her planet’s greed, above the safety of the Coalition and made any future economic problem that Sol, or eventually Biesel, encountered also a problem of the Coalition. This rose to a head when she was assassinated at a speaking event in 2374, four years after she’d left office, by a radical Gadpathurian national who claimed that her actions would kill the Coalition of Colonies. Nearly a century after her election, anti-Sol and nationalist parties across the Coalition blamed the Coalition’s economic turmoil during the ongoing Phoron Scarcity on the policies that Flohimont started, however this position was contested by many on Xanu who described Flohimont’s actions as, “The natural next steps for Xanu Prime and the Coalition into the Orion Spur,” and the current slowdown as, “An inevitability for any nation in the modern day and age.”&lt;br /&gt;
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===The Doldrums &amp;amp; The Mukhopadhyay Plan | 2400 - 2440===&lt;br /&gt;
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Xanu Prime and the Coalition of Colonies as a whole entered 2400 in a period of relative stagnation. The huge revenues brought into Xanu during the latter half of the 23rd century by President Flohimont’s trade pioneering had faded, with all who wanted to trade with Xanu already doing so. By 2404, Xanu Prime’s economy was only growing by 1% annually and the country itself fell into a period of long-standing economic stagnation known as “The Doldrums.” During this time Xanu was still the top economy in the Coalition of Colonies, but it was no longer growing at the meteoric speeds it once knew, and even saw a near-collapse in 2421. The Doldrums lasted from 2404 until 2427 and are known for the malaise they put over Xanan society as four different presidential administrations tried to get the economy under control and reignite Xanu’s soaring economy.&lt;br /&gt;
The most notable event during this period was the privatization of CESAR-X, the venerated Xanan institution of a state-owned industrial concern. The company began to amass an unusually large amount of debt during the mid 2400’s as it took out loans to maintain its infrastructure and assets during the economic slowdown. Those in-charge at the company thought that their business’s government-backed nature along with its prominent role in the Xanan economy would ensure that it remained solvent even during a time when the economy was in rough shape. Essentially, they thought CESAR-X could weather the storm through the use of loans and government until the economy had picked up once again and normal growth rates were seen, rather than through adjusting how they did business to meet the challenging economic circumstances. What neither they, nor anyone else at the time expected, was just how long the slowdown would last. A little over a decade and a half passed, and by this time the concern had taken out more in loans than the company itself was worth; not being able to sustain itself on its own operations for any longer, CESAR-X went to the Xanan government asking for a bailout to pay off its creditors, threatening bankruptcy otherwise. The government was indecisive on the decision, as on one hand CESAR-X’s collapse would result in millions of jobs being lost and be disastrous for an already struggling Xanan economy, but on the other, saving CESAR-X wouldn’t fix the economic situation gripping the planet, nor was it a permanent solution to shoring up what was becoming a government-backed money pit. The decision was then made to let CESAR-X fail and collapse, but at the eleventh hour, Credit Xanan, the largest bank in the Coalition and the owner of a majority of CESAR-X’s debt offered to buy the company from the Xanan state on the condition that they pay under a market price and that they would keep a majority of the company’s workers employed. The government agreed and sold the company to the bank for what many now estimate to be just above half of its real value. Over the next decade, CESAR-X’s new management would enact a ruthless profitability-first policy in how it dealt with its newly acquired subsidiary, shutting down factories and branches that failed to turn a profit after being given notice to restructure. These efforts resulted in the company downsizing its workforce by nearly 30%, a move which remains controversial even today, but they did accomplish their goal. By 2428, CESAR-X was turning a profit under Credit Xanan ownership. To this day, CESAR-X is the largest privatization in Coalition history.&lt;br /&gt;
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During this time the life of an ordinary Xanan changed; the country was no longer on the up-and-up and it gave many time to pause and examine what their society was and who they were as people. Some of the most seminal works of Xanan popular art and cinema were produced during the Doldrums, some say as a reflection on the Xanu Prime of the day, and some say to express the tension and anxiety that the artists and directors felt. Whatever the case, epic works of stage, film, and visual arts were produced during this period which have gone on to firmly cement themselves in the Xanan canon.&lt;br /&gt;
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	As the potential of wide-scale phoron usage was beginning to be felt across the Orion Spur though and more importantly, as more in the Coalition of Colonies wanted this technology, Xanu slowly saw its reascension to growth as it began to be the primary port by which phoron shipments from Elyra and the still-Solarian Biesel would enter the Coalition. This new energy source brought great wealth to Xanu and is credited for giving the planet’s economy the shot in the arm it needed to resume its growth.&lt;br /&gt;
After Xanu Prime’s recovery from the Doldrums, its next president, Narayan Mukhopadhyay, believed that Xanu needed an economic system which would ensure that it would not fall victim to such a circumstance again, or if it did, not to the degree which it had in the 2410’s-20’s. Throughout the early 2430’s, Mukhopadhyay devised a series of complex economic measures which aimed to shock-proof the Xanan economy against a future recession or collapse, using both taxes and trade revenues from the Konyang robotics boom to fund it. These included amassing great reserves of foreign currency and investing trillions into further diversifying Xanu’s economy. The great Mehmud Khan Helium-3 Station (named after the Xanan Interstellar War Admiral) began construction during this time with assistance from nearby Galatea, and Mukhopadhyay’s initiatives spearheaded the development of industries that until his administration were small or hadn’t even existed on Xanu. This ranged from VR technology to the automotive industry, to pharmaceuticals to initiatives focused on creating engines and reactors which could operate with both Phoron and other fuels like Helium-3. The latter of these efforts would come in very handy during the beginning of the 2462 phoron shortage. Mukhopadhyay also invested much into Xanu Prime’s social services, with the reasoning that if Xanu’s economy were to enter a recession or depression in the future, they would be relied on more than ever before.&lt;br /&gt;
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The impact of President Mukhopadhyay’s economic planning is hard to quantify. Some on Xanu say that Mukhopadhyay was a visionary who unknowingly protected Xanu from total economic catastrophe when the phoron shortage hit in force in 2463, some twenty years after he left office in 2440. Others however dispute this claim, saying that his impact is truly unknowable because there is no way to know what exactly would have happened to Xanu if the Mukhopadhyay Plan was never put into place and that it was in fact, not the best option. Despite these differing opinions, he generally has a positive reputation and currently spends his days giving lectures at universities and speaking at fundraising events for the Enlightenment Project, a charity he founded after he left office which aims to provide medical aid (often in cooperation with the Interstellar Aid Corps) and educational access to children in the less-developed parts of the Coalition of Colonies and Human Frontier.&lt;br /&gt;
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===Xanu Prime Today | 2440 - Present===&lt;br /&gt;
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The 2440’s were an unremarkable decade for Xanu Prime. The planet continued to grow more economically off of the spur-wide phoron boom and in 2443, celebrated the completion of the Khan Helium-3 Station. Steady growth and stability were hallmarks of the 2440’s for Xanu and is seen in the present by a large numbers of Xanans, both those who were alive during the time and those who were born after it, as a nostalgic pseudo-golden age where all was good, especially when compared to more recent times.&lt;br /&gt;
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	The 2450’s however were a decade of many happenings for Xanu Prime, both good and bad. In 2457, Xanu Prime hit its all-time economic high, one that is yet to be surpassed, after organizing numerous trade deals with Tau Ceti following the country’s independence in 2452. This took a dive in 2458 when Admiral Michael Frost invaded Tau Ceti, causing Xanu to put great pressure on the rest of the Coalition for an intervention on the justification of protecting sovereignty, an action supported by Gadpathur but rejected by all others in the Coalition on the grounds that war for the sake of markets wasn’t something the Coalition wanted. Along with reaching its economic zenith in 2457, Xanu Prime also participated in one of the largest relief operations in history after the Lii’dra incursion to the Elyran planet of Bursa. In cooperation with the rest of the Coalition, Xanu sent billions in foreign aid, medical supplies, and construction equipment to Bursa to aid in the planet’s rebuilding process. The 2450’s also marked the decade in which the Coalition of Colonies announced a massive increase in its anti-piracy operations both within Coalition territory and outside of it in the Human Frontier. While claimed as an anti-piracy operation, many in the Coalition viewed this as an unofficial war against privateers originating from the [[Empire of Dominia]]. Xanu Prime, having the largest military and hosting the Fisanduhian government-in-exile, was broadly supportive of this initiative and committed a sizable chunk of its fleet to defeating what then president Jayanti Kuipers called, “the barbaric menace of pirates and whoever employs them.”&lt;br /&gt;
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	The 2460’s have thus far been turbulent for Xanu Prime, much as they have for almost everywhere in the Orion Spur. The planet’s economy took a hit during the Phoron Scarcity and subsequent Solarian Collapse, however it is nowhere near the worst-affected place in the Coalition even if its supply chains are still met with the impossible question of how to replace phoron entirely. Some say this resilience is because of President Mukhopadhyay’s planning, while others say that Xanu’s economy is simply large enough and has the scale to weather the storm of the Scarcity better than others. Some Xanan industries such as its Helium-3 sector and engine manufacturing plants have even boomed in the wake of the recent economic turmoil in contrast to many others. The future of Xanu seems uncertain. It is holding on well under the administration of its current president Jaques Afzal, with many of its people still living comfortably and enjoying Xanu Prime’s high standard of living, but problems are beginning to emerge. Growing economic inequality, internal divides over Xanu Prime’s place in the Coalition, debates over just how the planet and its people will deal with the scores of refugees fleeing from a broken spur to relative safety, and other societal pressures like crime and rising illegal drug use are rearing their ugly heads. Xanu Prime’s future, much like the rest of the spur, is uncertain, but what is certain is the resolve and unity that the planet and its people will meet any new challenge with.&lt;br /&gt;
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==Geography and Environment==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“In forest, ocean, mountain, river, or meadow, my country’s beauty shines through!” - Excerpt from “My Xanu’s Majesty,” a Xanan patriotic song written during the Interstellar War&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Xanu Prime Map.png|thumb|A Mercator projection map of Xanu Prime.]]&lt;br /&gt;
===Geography===&lt;br /&gt;
[[File:Xanu.png|thumb|The extremely populous Xanu, core capital of the Coalition of Colonies. The Xanan surface is still dotted with craters from the Interstellar War, centuries later.]]&lt;br /&gt;
Xanu Prime is a varied and diverse world that is slightly larger than Earth with a mean radius of 3,790 kilometers. 63% of the planet’s surface area is covered in liquid salt water and it has sizable ice caps at both of its poles, though the northern cap is far larger than the southern one. The planet has four continents and numerous smaller islands that dot its oceans.&lt;br /&gt;
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The largest of the continents is called &#039;&#039;&#039;Nouvelle-Occitanie&#039;&#039;&#039;, or &#039;&#039;&#039;New Occitania&#039;&#039;&#039;, named after the historical region of France. Much of the planet’s population lives on this continent and its ample coastline. It is situated at the planet’s equator and stretches far to the south into the temperate and near-polar zones of the planet. It hosts varied biomes, with lush equatorial rainforests on its east coast, and tropical deserts which then give way to sprawling open grassy plains and rolling hills before finally finishing in the south of the continent with great deciduous and coniferous forests. Nouvelle-Occitanie is a continent of contrasts. Some of Xanu’s largest cities are on Nouvelle-Occitanie are on the continent, however other areas of the landmass are almost entirely uninhabited, namely the largest of its tropical deserts, the Greater Thar. Nouvelle Occitanie also was the scene of battles and sieges during the Interstellar War, with certain parts of it being designated as national battlefield sites. These sites function as both historical sites and wildlife preserves and development of them is prohibited by the Xanussi government. The largest of these historical preserves are known as the Scar Seas. They are a series of loosely-connected saltwater crater lakes along a stretch of the continent’s western coastline near the city of Kshatragarh. These lakes were formed during the Interstellar War as a result of heavy orbital bombardment in the area from the Solarian Navy.&lt;br /&gt;
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Sitting in the planet’s northern temperate and equatorial zones, &#039;&#039;&#039;Naya Khyber&#039;&#039;&#039;, or &#039;&#039;&#039;New Khyber&#039;&#039;&#039;, is the third largest of Xanu Prime’s continent and is defined by the Naya Khyber River, the largest river on the planet. At precisely 7,117 kilometers long, the river spans the entire latitude of New Khyber and its course showcases the continent’s geography well. Starting in the western alps of the country, the river flows east and meanders along rolling foothills before entering a short expanse of plains and finally finishing in the Naya Khyber delta, the largest river delta on Xanu Prime. The Naya Khyber delta is a huge agricultural hub due to a combination of factors, the foremost of which are the mineral rich soil present there and the reliability by which the Naya Khyber River floods, aiding irrigation.&lt;br /&gt;
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Xanu’s third largest continent, &#039;&#039;&#039;Himavatia&#039;&#039;&#039;, is a mostly uninhabited and almost entirely frozen landmass that sits within the planet’s arctic circle. Few things can survive in the cold of Himavatia’s interior, however some confers, grasses, and birds have made their home here. Despite this harshness to life, however, Himvatia’s few peninsulas which manage to stretch into more temperate climates do have small settlements on them. Large swaths of Himavatia are covered in polar ice, the glaciers of which have scoured the continent’s coastlines with deep, vertigo-inducing cliffs, valleys, and fjords. Those coasts themselves are dotted with dense coniferous forests and rocky shores.&lt;br /&gt;
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Lastly, the smallest of Xanu Prime’s continents is called &#039;&#039;&#039;Paasland&#039;&#039;&#039;. It is located in Xanu Prime’s southern hemisphere and is a single landmass surrounded by tens of thousands of islands. The continent is mostly covered by marshland and mangrove swamps, with only the center and north of its area being more than a few meters above sea level. The barrier island chains which protect Paasland from the storms that may blow in off Xanu’s great oceans around it range in landscape from tropical paradises near the north and west of the continent, to barren, freezing rocks in the south. Many of these islands house active volcanoes and some grow on an annual basis.&lt;br /&gt;
&lt;br /&gt;
A unique feature of Xanu Prime’s geography are found at the sites of where the planet’s surface was bombarded both from orbit and terrestrially by Sol Alliance and Coalition forces during the Interstellar War. The land found here is pockmarked by a smattering of craters created from the impacts of Solarian munitions, many of which have interacted with Xanu’s numerous river systems and formed lakes. A number of these sites, officially deemed “&#039;&#039;&#039;Scarlands&#039;&#039;&#039;” by the Xanan government, have been rehabilitated into national parks and wildlife preserves while others have been resettled and reclaimed by the Xanans. There are scarlands on all four of Xanu Prime’s continents, and what has become of them differs from one scarland to another. Those found around large cities are typically just integrated into the landscape of the city’s metropolitan area itself as part of the landscape, while those in more remote areas have found themselves as designated war memorials and wildlife preserves. The largest of these in area is the Widow’s Tears Scarlands which is a stretch of over 110,000 craters that covers much of Nouvelle-Occitanie’s northeastern territory. Much of it is inhabited and cities and towns can be found there, though the portions of it which are found in the equatorial rainforests of the planet have long-since been designated as undevelopable land. The scarland with the highest density of craters is the Khairabad Scarlands found around the modern-day city of Kshatragarh which comes in at a whopping total of 186,954 craters. The Scarlands are mostly safe to travel and live within after the Xanusian government’s massive clean-up efforts alongside experts sent by the Federal Technocracy of Galatea throughout the 24th century and have become a popular area for weekend trips or vacations for Xanusians. Some of the more remote or hard-to-reach scarlands like the Little Cuts or some parts of the New Pacific Scarlands and Himavat’s Wounds are still partially dangerous though, and visitors are strongly encouraged to not deviate from marked trails in those areas lest they accidentally set off unexploded munitions still present on the old battlefields.&lt;br /&gt;
&lt;br /&gt;
===Biosphere===&lt;br /&gt;
Xanu Prime’s biosphere is as diverse as its terrain. Due to Xanu’s earth-like climate and geography, many species were introduced to the planet from Earth which then led to novel and new lifeforms as these imports crossbred with the existing animals. &lt;br /&gt;
Notable Xanan Fauna are:&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Paaskraan&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Paaskraan, or more officially the Easter Crane, is a huge, towering bird-like creature resembling a crane standing nearly three meters tall and a wingspan of nearly 4.15 meters. It is easily identifiable by its vibrant orange and white plumage across its body and wings, with its head being almost entirely covered in royal blue feathers. It uses its thick beak with a long piercing spike to stab through prey that it dredges up from the Paasland marshfloor, often fish, amphibians, or even turtles. They are also known for their ocean-spanning migratory cycles that take them from Paasland to the southern coast of Naya Khyber during their breeding season. One might think that their size would make Paaskraans very aggressive creatures, but they are actually very shy and tend to avoid contact with humans and other large animals which may pose even a remote threat to them. They would rather fly away than fight, but even so, they have been known to violently maim and even kill other creatures that get too close to their nests during hatching season. This has led local Xanan environmental protection groups to cordon off Paaskraan nesting areas from the public throughout springtime in efforts to prevent the accidental deaths of wildlife enthusiasts. It is the official animal of the city of Paasstad, the central city of Paasland, and is a symbol of Paasland as a whole.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
&#039;&#039;&#039;Crimson-Masked Polecat&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Crimson-Masked polecat is an animal resembling a mustelid native to the southern peninsulas of Himavatia. It is notable for having almost universally white fur aside from a bar of vibrant red, nearly purple, fur going across and around its eyes. Scientists are uncertain as to why it developed this odd quirk, but what is certain is that this unique aesthetic feature and playfully aggressive disposition has made it a popular pet around the planet and throughout the Coalition. It was first domesticated in 2312 and because of this, it is often associated with the Xanan Renaissance and is considered by many Xanans to be the unofficial national animal of the Republic. In its native habitat of Himavatia’s southern peninsulas it hunts mostly small rodents and on occasion fish, though due to its domestication and subsequent release into the wild by irresponsible pet owners, it has spread to all four of Xanu’s continents and has adapted well to new environments.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
&#039;&#039;&#039;The Silverwing Blazemoth&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The silverwing blazemoth is one of the most recognizable creatures of Nouvelle-Occitanie’s equatorial rainforests. With a wingspan of 18cm it is quite large by insect standards, and can be identified not just by its size but by its vibrantly colored black-tipped silver-hued wings. What makes it unique among moths though is the silk that it produces. Instead of its silk having a white color typical of other silk-producing moths, the silverwing blaze moth larvae creates a silk that is a burnt orange color. During pupating season, people have reported what they thought to be fires, but when investigated, turned out only to be trees covered in the sizzled orange colored cocoons of Silverwing Blazemoths. The orange silk made by these creatures s is a luxury good and is highly sought after both on Xanu Prime and throughout inhabited space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
&#039;&#039;&#039;Naya Khyber River Penguin&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Naya Khyber River Penguin is a mysterious and odd creature. It is a flightless bird resembling an Earther penguin that stands no taller than one meter high. It is coloured in a deep green color and white rather than black and white typical of penguins on Earth, and has a small crest of red feathers on its head. Scientists believe that the bird’s DNA is almost entirely native to Xanu Prime, though others allege that it is distantly related to the rockhopper penguin of Earth. These birds inhabit the Naya Khyber River Delta and swim in packs through the delta’s wide meandering channels on hunts for fish and crustaceans which they stab with their short but sharp beaks. While quite clumsy and slow on dry land, getting around via a hopping motion more often than walking, they are incredibly quick in the water and can go as fast as 40kph in short bursts. They’re very social and often live in colonies along the shores of the Naya Khyber River, the largest of which was recorded to be over fifty-thousand birds, though the average is around four-thousand. They are fiercely territorial and have a mean streak. This reputation is the result of their tendency to attack other animals which get too close to their nests, typically via attempting to peck out their eyes. Even careless humans have been known to be attacked by these penguins. Despite this behavior however, many see the flightless birds as cute, cuddly, and silly perhaps due to their awkwardness while moving out of water. The foremost example of this reputation is the well-known Xanan children’s cartoon Pierre and Friends, starring Pierre the River Penguin, a clumsy but well meaning young penguin learning about the world, as its main character. The show and Pierre as a character are well-liked by parents and educators for, perhaps ironically, helping to teach children the values of cooperation, sharing, and not bullying others.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from animals unique to Xanu Prime, the planet also has animals that have been seeded on the planet from Earth. Rodents, birds, some fishes, and other creatures like insects have been successfully imported to the planet and despite their invasive nature, have fit well into Xanu’s biosphere. The national animal of Xanu Prime is the Indian Peafowl, a bird brought to the colony by its original colonists.&lt;br /&gt;
&lt;br /&gt;
Xanu Prime has a wide variety of flora as well, with the northern rainforests of Nouvelle-Occitanie alone housing thousands of tree and plant species. The most notable of these is the &#039;&#039;&#039;Great New Occitanian Lupine&#039;&#039;&#039;, a great green and white flower resembling an Earth lupine reaching nearly twenty feet tall. It emits a sweet smell, and these plants can often be seen covered in millions of pollinating insects looking to get its nectar. To the south, the coasts of the entire continent of Paasland are covered in forests of the &#039;&#039;&#039;Yellow-Spotted Shedding Mangrove&#039;&#039;&#039;, a mangrove tree similar to those found on Earth with leaves that have a natural green hue but which take on striking golden spots during the summer months. Scientists believe this is a chemical reaction that results from the concentration of excess salt in the leaves before they then fall off towards the end of summer to rid themselves of the salt in a process referred to as shedding, the leaves then regrowing during the autumn season. On the continent of Naya Khyber, the &#039;&#039;&#039;Whistling Pineberry Tree&#039;&#039;&#039; can be found. This coniferous tree can reach over 65 meters in height and is unique among other trees in its family for having needle-like leaves that are hollow and also open at both ends. When the wind blows, the leaves of the tree resonate with a whistling noise similar to the mating call of local birds. Botanists believe that this is an evolutionary adaptation that has the goal of calling more birds to the tree so that they may scatter its seeds, contained in small berries rather than pinecones, more easily, citing the fact that the geographic distribution of the subspecies of the Whistling Pine mirror those of various bird populations.&lt;br /&gt;
&lt;br /&gt;
==Government and Politics==&lt;br /&gt;
[[File:Xanuprimebanner.png|thumb|Official Banner of the All-Xanu Republic]]&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“A strong president is a strong government is a strong Xanu.” - Nicolaas Sneijders, 4th President of the All-Xanu Republic (2305-2320)&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The All Xanu-Republic has a parliamentary semi-presidential government that consists of three branches, the executive, legislative, and judicial branch that operates as a unitary state. It is often described as having a strong executive and weak legislative branch, with the majority of power in the Xanan system being held by the Office of the President. Xanu’s political process has very low barriers to entry and as a result, the planet has the most registered political parties of any planet in the Orion Spur. Despite this great number however, only nine parties currently have seats in the All-Xanu National Congress. The Xanan government system and its various political parties can all be read about here on the dedicated Xanu Prime Government and Politics page. The current President of the All-Xanu Republic is Jaques Afza of the party the All-Xanu Free League. He is Xanu Prime’s 23rd president, has held the office since 2460, and recently won reelection in 2465. He will leave office in 2470 as per the two-term constitutional limit for Xanan presidents. To read more on the Xanan government’s structure and functions, the political parties which currently hold sway on the national stage, as well as the country&#039;s foreign relations, see the dedicated page for [[Xanan Government and Politics|Xanan government and politics]].&lt;br /&gt;
&lt;br /&gt;
The Xanan government supports a well-funded and well-equipped variety of state systems aimed at helping its citizens with a variety of issues and problems that they may come across. The &#039;&#039;&#039;All-Xanu Health Office&#039;&#039;&#039; is one of Xanu Prime’s oldest and most successful government agencies, and is something that many Xanans consider to be the best thing to come out of Xanu’s Second Astonishment, aside from the reconstruction of the planet as a whole. The Health Office, or often just known as the AXHO, is the framework by which many ordinary Xanans receive medical care. It operates by working with privately-owned hospitals and pharmaceutical companies to subsidize medical and research costs, while also giving Xanan citizens progressive financial assistance in paying for healthcare, the level of which is determined by a citizen’s income. Those Xanans who are in the upper income brackets do not receive as much as those in the lower ones, who often have most if not all of their healthcare expenses subsidized by the government. In addition to this, the AXHO operates dozens of clinics and even some hospitals all around the planet where healthcare costs are subsidized by the Office’s coffers. The AXHO has a similar arrangement of financial assistance to self-owned positronic Xanans as well, but for repair costs rather than healthcare expenses. Nearly every Xanan believes that the AXHO is a good thing, regardless of political affiliation, though there is some controversy and dispute over how it should be run, either more centralized with more state control over healthcare, or the semi-public, semi-private model that it has used for the last century and a half.&lt;br /&gt;
&lt;br /&gt;
	While Xanan healthcare may be decentralized in structure, some of its other institutions are not, the finest example of which is the &#039;&#039;&#039;All-Xanu Public Security Office&#039;&#039;&#039;. The Security Office functions as Xanu Prime’s unitary police force and operates in a pyramidal structure, going from the office’s head down to departmental and local police forces. These local police forces usually operate on a city or departmental sub are given autonomy on many of their day-to-day operations, but if a major case emerges, such as a serial killing or terrorist threat, investigators and officials from higher up in the organization’s structure usually take over. The AXPSO generally maintains a good relationship with Xanan citizens, though there have been allegations of xenophobia aimed at aliens like Tajara, Unathi, and Diona made against the Office for many years.&lt;br /&gt;
&lt;br /&gt;
	Although often erroneously referred to as a government apparatus, the largest news provider on Xanu Prime, the &#039;&#039;&#039;Xanan News Service (XNS)&#039;&#039;&#039; is not owned nor operated by the Xanan government. The XNS was created by order of President Sneijders during the aftermath of the Interstellar War as an independent news agency that was funded by the country’s government but was not beholden to it in terms of who it hired or what types of stories it decided to give coverage to. Since then, it has conducted generally well-received and professional journalism and is one of the most read and watched news agencies in the Orion Spur, with the majority of its coverage being centered on issues and topics impacting the Coalition of Colonies and Human Frontier. Recently, however, it has also experimentally expanded into the Human Wildlands and is one of the only major agencies that has been able to cover the ongoing war in the Northern Wildlands of former Sol in any depth.&lt;br /&gt;
[[File:XNSlogo.png|thumb|The logo of the Xanan News Service used from 2442 - Present]]&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“A common tongue means a common future.” - Marcel Singh, pioneer of the Xanan Freespeak language&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The official language of Xanu Prime is &#039;&#039;&#039;Xanan Freespeak&#039;&#039;&#039;, a language that developed in the early days of the Xanu Prime colony from the grammatical hybridization of various languages from the Indian subcontinent with some loanwords taken from French and Dutch. It was formally codified in 2230 during the aftermath of the Xanan Civil War to function as a common tongue between the planet’s various colonists that could be easily learned and used words that were from their countries of origin. While many places on Xanu Prime have names taken from the languages of its original colonizing nations like Hindi, French, Urdu, Bangla, and Dutch, very few if any people on the planet are still conversational in these languages, with almost all of them having been supplanted by Xanan Freespeak. Freespeak is taught in all schools, is known by nearly every resident of Xanu Prime, and is taught throughout the Coalition of Colonies as a lingua franca used for diplomacy and business relations between its various member states. Xanan government functions, law, and academia use Freespeak as their primary language, though Freespeak is not the only language spoken on Xanu Prime. Signage, popular media, literature, music, and film found in Xanu all are typically in Freespeak, but languages from all over the Coalition of Colonies can be found here, especially within ethnic communities from planets that speak a language other than Freespeak as their primary language. Himean Common, Sol Common, Assunzionii Tradeband, Gadpathuri Common, and even Vulgar Morozi are spoken on Xanu Prime within ethnic communities. Any hopeful immigrant to Xanu Prime must pass a Xanan Freespeak proficiency test in order to receive citizenship.&lt;br /&gt;
&lt;br /&gt;
==Life, Culture, &amp;amp; Society on Xanu Prime==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Our biggest strength lies not with our economic prowess, nor with our military might, but with the beauty of our people, the nobility of their ideals, and the sanctity of our culture and its works.” - Ameliye Flohimont, Tenth President of the All-Xanu Republic during a 2363 speech to the All-Xanu National Congress in favor of an expansion to the All-Xanu Eloise Brel Art Gallery&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xanan Culture and Xanan Society are very rich and detailed topics which have a variety of facets and great depth. Xanan culture takes cues from the most prominent of its founding cultures and has a society that places great importance on the family unit. Xanan culture is collective, in the sense that people are encouraged to watch out for one another and the general cultural mindset is to see oneself as a meaningful member of their community. Xanan society is very diverse and multicultural and the planet has numerous immigrant communities that help make-up the planet’s dynamic socio-cultural ecosystem. Xanu Prime hosts a variety of different religions as well, the most prominent being Christianity, Hinduism, and Islam. Its society is not perfect however and has its issues, chief among them being a growing income inequality, anti-immigrant sentiments, and tension over the planet’s place in the Coalition of Colonies. Xanan art and entertainment produced by Xanan companies is some of the most popular in human space, with Xanan films, Holovision programs, consumed throughout the Coalition of Colonies and human frontier. Xanan cuisine is something that the planet is famous for across the Orion Spur and some of its dishes are staples of fine-dining. Xanan architecture and fashion too are distinctive to the planet and have their own stories. Xanan sports are very popular on the planet as well, the most played and watched being football in the All-Xanu Ultraleague, and Class A Cricket in the Alphaleague. Details on all of these subjects and more on general life on Xanu Prime and the planet’s societal composition and issues can be found on the dedicated page for [[Xanan Life, Culture, and Society|Xanan life, culture, and society]].&lt;br /&gt;
&lt;br /&gt;
	Xanan society is one that values individual liberties while paying close attention to how these liberties can sometimes hurt society as a whole if taken too far. This can be reflected in their legal code. Xanu Prime has strong legal protections against government restrictions on speech, though things like hate speech and slander are still illegal. There is no state religion on Xanu Prime and Xanans are free to practice, or not practice, any religion they please. The country does have very strong secularism laws though, and bans government employees and government buildings from wearing or displaying religious symbols or forms of dress. Some decry this as an intrusion onto the religious freedoms of citizens, though the majority of Xanan society is in support of strong secularization laws. Private firearms ownership is permitted on Xanu Prime, however it is restricted. A Xanan citizen requires a government permit, background check, and legitimate reason (typically for hunting or home defense) before they are allowed to own a private firearm. They cannot carry their weapons in public and they cannot own fully automatic ballistic firearms or lethal-strength lasers or similar battery-powered weapons. Xanans have total freedom of movement throughout the All-Xanan Republic, and have various legal protections against external intrusions on individual privacy, both physical and digital.&lt;br /&gt;
The Xanan press and news media is one of the most, if not the most active in human-inhabited space. There are thousands of different publications and news sources in the All-Xanu Republic, and Xanan journalism is some of the most robust in the Orion Spur. Much of this is because of the Xanan government’s policies which award special protections to news agencies and impose a higher standard of evidence in defamation lawsuits against them. News and media are not totally unregulated on Xanu Prime though; the Xanan government created an independent regulatory agency, the All-Xanu Media Ethics Commission (MEC), in 2329 so as to ensure that the fledgling media of the newly independent All-Xanu Republic would not succumb to the perils of sensationalism and fake news. The MEC has the power to censor and fine publications with reporting that has proven to be false or so biased that it burgeons on false. This does not mean that the MEC forces all Xanan news outlets to be entirely neutral, far from it in fact, just that they must show at least some balance in their stories and programming.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Economically, even through hardship, we remain unparalleled among our peers. We should be keen to enjoy the vices and virtues of prosperity to the fullest extent possible.” - Lennox Sibelius, Xanan Finance Minister under President Narayan Mukhopadhyay during a 2440 address to the National Parliament&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
===Economic Overview===&lt;br /&gt;
Xanu Prime is the proud home of the largest and most diverse economy within the Coalition of Colonies. Spanning across nearly every sector imaginable aside from large-scale mining, the economy of Xanu Prime is not only the largest in the Coalition of Colonies but one of the largest in the Orion Spur, only being surpassed by Biesel, Callisto, and Eridani I in terms of GDP. Xanu Prime is home to the head offices of the [[Stellar Corporate Conglomerate]]’s and [[Einstein Engines]]’ Coalition of Colonies operations and also houses other facilities like data centers and research laboratories for many of them as well. Xanu Prime’s financial service and banking sectors are the largest in the Coalition and help connect Xanu to planets and businesses across the Orion Spur, with its banks holding trillions in assets on any given day. The Xanan Stock Exchange is located in Nouvelle-Rochelle, and is the largest of its kind in the CoC and third largest exchange in the Orion Spur by volume of credits moved through its markets. Company stocks and other assets from all over the Coalition of Colonies and some from outside of it are traded there.&lt;br /&gt;
&lt;br /&gt;
	The pride of Xanu Prime’s economy and arguably the reason for its continued ascendency in the Orion Spur is Xanu’s shipping sector. Xanu Prime’s merchant marine is the largest of any in the Orion Spur, numbering just over fifty-thousand. Xanan shipping conglomerates dominate the Coalition of Colonies and have near monopolies over that sector in some parts of Coalition space. Within the Coalition, Xanu Prime is the king of foreign trade, and the Xanan shipping industry is to thank for this status. Xanan shipping firms do not just move cargo between Xanu Prime and other planets in the Coalition, but also routinely take shipping routes between planets far from Xanan space such as the ports of the Commonwealth of Callisto. If goods are moving through space in the Coalition, it is a safe assumption that they are on a Xanan ship. Xanu’s shipping sector was paralyzed in the early days of the ongoing phoron scarcity, but after many of its firms renegotiated phoron contracts with [[NanoTrasen]] and payed exorbitant amounts for Einstein Engines’ hammer drive, this area of Xanu’s economy has reasserted its prominence in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
	Domestically, Xanu Prime also has a strong agricultural and technology sector. Xanu Prime just barely produces enough food to feed all of its citizens but often imports food from Vysoka due to its far cheaper price and abundance, keeping Xanu-grown food in storage for national emergencies. Xanu’s tech sector is booming, with much of its development being pushed towards AI and posibrain coding and development. Ever since the addition of Konyang to the Coalition of Colonies, these efforts have only grown stronger with Xanan and Konyang-based firms and corporations having fewer barriers to cooperation than ever before. IPC chassis and posibrain manufacturing also plays a small part in Xanu Prime’s tech sector, but most of these jobs have moved to Konyang in recent years, with only a few companies still making IPCs on the planet.&lt;br /&gt;
&lt;br /&gt;
	Xanu’s heavy industry, manufacturing, and construction sectors are also very strong, but have less reach outside of Xanan markets than some of the planet’s other industries. Xanan steel, automobiles, and machine components are renowned for their quality but are also usually more expensive than the same materials made on other Coalition worlds, such as Himeo and Konyang, though they often exceed their competitors in build quality. Areas where Xanan manufactured goods see almost universal purchase across the Coalition is military equipment, aerospace products, medical equipment, and chemicals. Xanu-made military materiel and weapons are used by nearly every planet across the Coalition and have established reputations for being combat and cost-effective, easy to use, and technologically competitive. While certainly not the cheapest, military equipment made by Xanan companies is considered by defense ministers across the coalition to be some of the best weaponry money can buy. Similarly, Xanan designed-ships, both civilian and military, can be seen all over the Coalition. Xanu does not make the most ships of the worlds in the Coalition, but it does sell the most ship designs, meaning that many Xanan shipbuilding firms have made more money from selling ship blueprints and licenses than from having actually built spacecraft. Chemicals synthesized on Xanu Prime for industrial, agricultural, pharmaceutical, and scientific purposes are exported all across the Coalition of Colonies and even to other places in the Orion Spur like the Republic of Biesel. The sheer variety of compounds made in Xanu’s chemical plants is hard for any planet in the Spur’s east to match, though Xanu is unable to make some specialty chemicals produced on other worlds like Aemaq due to not having the same unique environmental conditions. Xanan construction firms usually only take on projects that are on Xanu Prime, but their engineers and architects are sent all over the Coalition and beyond to advise or plan projects for other worlds.&lt;br /&gt;
&lt;br /&gt;
	Xanu’s energy and phoronics sector was thrown into chaos during the early days of the phoron scarcity but has since begun to stabilize itself. Much of Xanu Prime’s energy generation came from fusion nuclear energy plants before the scarcity, but the NanoTrasen corporation did operate some Phoron Supermatter energy plants that made up a sizable minority of Xanu’s energy needs as well. The sudden scarcity of phoron made these supermatter plants output far less energy than they had before, and brown-outs were common across the planet for months after the scarcity had hit in full force. Xanu’s economy and government were quick to act though, reactivating decommissioned fusion plants and ramping up domestic Helium-3 production from its primary source, the Mehmud Khan Helium-3 platform. This platform is a grand space station which orbits Xanu-7, a colossal gas giant in the Xanu System and harvests the gas from its atmosphere. Slowly but surely, energy prices on Xanu Prime have restabilized, and the Xanan government has made concentrated efforts to “de-phoronize” the energy sector to avoid further dependence on the scarce element.&lt;br /&gt;
&lt;br /&gt;
===Corporations===&lt;br /&gt;
Xanu Prime’s economy is not only occupied by megacorporations known throughout the spur like Einstein Engines or those in the Stellar Corporate Conglomerate, but also by comparatively smaller domestic corporations. These corporations grew out of the aftermath of the Interstellar War and Second Astonishment during a time when foreign megacorporations were very hesitant to invest in the Coalition of Colonies and human frontier. Many cite this hesitation as stemming from the still lingering shock of the Second Great Depression, a general anxiety about doing business with dozens of new nations in the Coalition, and uncertainty as to how the Coalition of Colonies&#039; and by extension Xanu&#039;s economy would fare if something were to ever go wrong on the scale of the Second Great Depression ever again. By the time that the megacorporations were organised enough and felt confident enough to seriously invest in Coalition and Xanan space, they found it easier to cooperate with the companies already there and to use their expertise in operating across such a vast area of space like the Coalition rather than competing with or purchase the companies for themselves. For this reason, Xanan companies are known to have substantial sway on the Xanan and Coalition economy as a whole, but also cooperate closely with both SCC and Einstein Engines enterprises based on Xanu Prime and throughout the CoC. The most notable of these Xanan companies are:&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Polaris Holdings - &amp;quot;Heavenly Guidance&amp;quot;====&lt;br /&gt;
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[[File:Polarislogo.png|thumb|The logo of Polaris Holdings.]]&lt;br /&gt;
&#039;&#039;&#039;Polaris Holdings&#039;&#039;&#039;, or just simply &#039;&#039;&#039;Polaris&#039;&#039;&#039;, is both the newest and largest of all major Xanan corporations. It was founded as a merger between the companies of Credit Xanan and AIRtel, both of which still exist and operate as subsidiary companies under Polaris Holdings ownership. The two companies merged in 2452 under the guidance of then-Credit Xanan, now-Polaris Holdings CEO Arjun Desjardins, a self-made man of boundless ambition who rose from the mail room of a small credit-Xanu branch to the top of Polaris Holdings wishing to elevate the corporation to the same level as Biesel’s and Sol’s megacorps. While this vision has yet to be entirely realized, Polaris aims to someday have its name be spoken in the same breath as Einstein Engines or the Stellar Corporate Conglomerate. Of its many component companies, the largest are Credit Xanan, CESAR-X, AIRtel, and Annapurna.&lt;br /&gt;
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&#039;&#039;&#039;Credit Xanan&#039;&#039;&#039; is the largest bank and financial services firm on Xanu Prime and is one of the most influential players in nearly all of the Coalition&#039;s financial markets. The company was established in 2294 by a group of Xanan businesspeople who saw an opportunity to provide banking and financial services to Xanu’s citizens during the aftermath of the Interstellar War. The company is one of the foremost in the banking and finance industry spur-wide and has cooperation agreements with other similar firms across the Orion Spur such as [[Idris Incorporated]], NanoTrasen’s financial services and banking wing, and Suezbank. The company is well-known for its aggressive venture capital and hedge fund management, with a sizable chunk of the company being solely devoted to investment banking. It also has a reputation for leveraging debt against bankrupt business debtors to acquire their companies and either absorb them into the Polaris Holdings ecosystem, thereby growing the company, or liquidate them and pocket the cash. The bank is ubiquitous as a trusted financial institution across the Coalition of Colonies for both companies and individual citizens alike. Some business analysts estimate that Credit Xanan is the single-most valuable Coalition of Colonies company currently operating, but the privately owned nature of the bank and its conservative information release practices make this hard to prove. The bank is closely tied to the Nouvelle-Rochelle Stock Exchange and for many the Coalition-over looking to invest either as individual retail investors trying to play the markets or as companies hoping to increase their assets, Credit Xanan is the first name in consulting, investment help, and wealth management. It has had its head offices in Nouvelle-Rochelle since its founding.&lt;br /&gt;
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Along with Credit Xanan’s lucrative banking and investment operations, Polaris Holdings inherited ownership of the largest industrial conglomerate on Xanu Prime from the bank, the Pataliputra-based, formerly state-owned Xanan Concern for Economic Stability, Advancement, and Recovery, or &#039;&#039;&#039;CESAR-X&#039;&#039;&#039;. While its glory days of rebuilding Xanan society from the ground up are far behind it, CESAR-X still remains dominant in the Xanan construction and manufacturing sectors, making everything from machine parts to household appliances to medical equipment to semiconductors to complex engineering and construction components. It cannot compete abroad in heavy industrial manufacturing like it once did, but CESAR-X has reinvented itself since its acquisition by Credit Xanan to instead focus on precision manufacturing and specialty products, a strategy which has brought it back from the brink of bankruptcy. CESAR-X’s Paastad-based construction division is active on Xanu Prime and abroad and its projects have garnered a reputation for setting the industry standard in the Coalition for build quality and engineering. Because of its history, many on Xanu Prime, especially the planet’s older population, have a fond nostalgia for the company and its days as the engine of Xanu Prime’s economic boom. This nostalgia and history is something that the company uses in its marketing often, evoking the Second Astonishment; Xanan Renaissance; and burgeoning economic climate of the 2380’s and 90’s in some of its corporate imagery, while generally just playing up Xanan Patriotism in its branding. &lt;br /&gt;
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Achgelis-Illouz-Ramakrishnan Telecommunications or &#039;&#039;&#039;AIRtel&#039;&#039;&#039; for short, is the largest telecommunications company on Xanu Prime and was one of the two entities that came together in 2456 to create Polaris Holdings. The company is named after its three founding families,  two enterprising telecommunications engineers who got their start installing electrical and internet lines in Kshatragarh during its reconstruction. From there, their company came to be television and internet service providers in the 2320’s and have further since expanded their services to include mobile phone, web hosting and web services, cybersecurity, data storage, and the Coalition’s most popular search engine, SuperSeek, the mascot of which is a colorful, green and orange parakeet. AIRtel also has a division called AIR Media, a production company and holovision network that operates some of the largest film-production studios on Xanu Prime and has ownership over numerous popular franchises and media properties. It also operates one of the most popular film and TV streaming services in the Coalition, Sunserve.&lt;br /&gt;
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The last of Polaris Holdings’s most notable subsidiaries is &#039;&#039;&#039;Annapurna&#039;&#039;&#039;, an agricultural and retail giant from the city of Foy-Niljen. Annapurna began its corporate life as a food distribution company which arose during the aftermath of the Xanan Civil War. It grew slowly between the two wars, coming to be a leading name in the industrial food sector in its home city. The Interstellar War saw Annapurna grow larger and richer off of Xanan and Coalition government contracts for rations and other foodstuffs for Coalition forces during the war. By the end of the war, Annapurna came to own many of the farms around Foy-Niljen where it had before bought the raw foods for its products. Wishing then to break into the consumer market rather than just the industrial food sector, the company opened up a chain of supermarkets in 2313 called NexChange (a portmanteau of the words “next” and “exchange”) starting in their home city before expanding to Kshatragarh and Nouvelle Rochelle a few years later. As one would expect, the stores didn’t just sell food, but also clothes, tools, home goods, appliances, and a bevy of other products, but what set NexChange apart from its competitors was the company’s policy of subscription-based shopping where a customer could pay a monthly fee for the ability to check-out a rotating selection of items for free that would change every month. After a few decades of steady success and continued expansion, the company unveiled a new line of stores focused on being small, 24-hour convenience stores focused on stocking household essentials, alcohol, and hot food ready at any time of the day called NexChange Turbo. In 2358, NexChange became Xanu Prime’s largest retailer by number of stores and it’s stayed in that position ever since. Annapurna also operates an online storefront for the NexChange brand called NetChange. It has also expanded to other planets in the Coalition, with great success being seen on Assunzione with the NetChange service, and the Galatean Federation and Konyang with the NexChange Turbo chain of stores especially. NexChange’s success enabled Annapurna to purchase more and more farmland and food processing plants, and by the late 2370’s it had become the largest agricultural and food corporation on Xanu Prime. As the 2380’s rolled around, it expanded its operations to Vysoka, taking advantage of the planet’s ample farm and ranchland, and it operates there to this day. Because of the company’s consistently good performance and an ambitious desire  to break into yet another influential and diverse industry, the Polaris Holdings acquired Annapurna in the largest company purchase in Coalition history in 2460.&lt;br /&gt;
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Polaris Holdings owns the tallest building in the Coalition of Colonies, North Star Tower, which serves as their headquarters in Nouvelle-Rochelle.&lt;br /&gt;
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====Siddhartha Systems Incorporated - &amp;quot;Enlightenment Made Material&amp;quot;====&lt;br /&gt;
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[[File:Siddsyslogo.png|thumb|The logo of Siddhartha Systems Inc.]]&lt;br /&gt;
&#039;&#039;&#039;Siddhartha Systems Incorporated&#039;&#039;&#039;, also referred to as &#039;&#039;&#039;SiddSys&#039;&#039;&#039; is a leader in Xanu Prime’s tech space across a variety of fields. Founded in 2329 as Siddhartha Technology Services by Arjun Sudev, it was originally a computer repair and technology installation company based out of a single, family-owned, store, the company has since grown to produce its own hardware, and more importantly software. Siddhartha Systems owns the rights to software used in thousands of pieces of technology across the Coalition and beyond, from personal computers to building automation to ship control systems to even AI mainframes and posibrains. The company is notable for being the first on Xanu Prime to indigenously produce a posibrain, a feat that occurred in 2411 after the corporation purchased positronic designs from Einstein Engines. To this end, Siddhartha Systems is still one of the leaders in IPC programming in the Coalition, having cooperated extensively with Konyanger firms, Zeng-Hu Pharmaceuticals and Einstein Engines since Konyang’s admittance to the Coalition of Colonies to further advance the fields of AI and IPC development. The firm is also one of the last that still builds IPCs on Xanu Prime itself, with most of these jobs having since left to Konyang after the world joined the CoC. The company has promised to continue IPC assembly on Xanu for as long as it can be feasibly sustained, and has found itself as one of the premier IPC maintenance service providers on Xanu Prime. Along with its IPC wing, the company also produces a variety of computer models and smart devices ranging from personal computers to PDAs and tablets to high-tech data storage servers to entire mainframes for spacecraft. SiddSys has also produced one of the most popular computer operating system in the Coalition of Colonies, DevaOS, for over a century, the first edition of which debuted in 2350. It owns a chain of maintenance shops for IPCs across Xanu Prime called Vishwakarma&#039;s Workshop. The company is headquartered in Nouvelle-Rochelle and their CEO is Lars Sudev, a descendant of the company’s founder and head of the family which owns the company.&lt;br /&gt;
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====d.N.A. Defense &amp;amp; Aerospace - &amp;quot;Excellence is in our d.N.A.&amp;quot;====&lt;br /&gt;
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[[File:Dnalogo.png|thumb|The logo of d.N.A. Defense &amp;amp; Aerospace.]]&lt;br /&gt;
&#039;&#039;&#039;d.N.A. Defense &amp;amp; Aerospace&#039;&#039;&#039;, short for &#039;&#039;&#039;de Namur-Aarden Defense and Aerospace&#039;&#039;&#039;, is the premier defense contractor and aerospace giant of Xanu Prime. They were founded in 2409 as the result of a merger between two smaller defense companies, de Namur Defense Systems and Aarden Aerospace and has gradually grown to become the largest and most influential producer of weapons and war materiel for the Xanan military and many others in the Coalition of Colonies. Many accredit this success to the company’s up-front marketing campaigns in which they test their own equipment and weaponry against that of their competitors and freely post the video results online in an effort to impress potential buyers. Among the products that d.N.A. is famous for is the Kestrel-class destroyer, a ship design originally released in 2441 that has become the most produced military ship-hull in all of the coalition, either by d.N.A. itself or foreign manufacturers under license. A similarly ubiquitous smaller ship designed by d.N.A. is the Shrike-class corvette, a nimble, versatile, multi-purpose craft used throughout the Coalition. Their range of products is not just limited to ships though; small-arms, explosives, anti-ship missiles, drones, tanks, radars, and truly anything else a fighting force could want is produced at least to some extent by d.N.A. The company offers full support and upgrade packages to its old equipment along with producing cutting edge weaponry for those willing to pay top dollar. The company has a research-sharing agreement with Zavodskoi Interstellar and also serves as the primary distributor of Zavodskoi-made equipment to the Human Frontier. Furthermore, it has a working relationship with the Federal Technocracy of Galatea’s defense sector – though d.N.A. and Galatea’s Interstellar Avionics Research Bureau (IARG) have long held a rivalry over if the d.N.A. Shrike-class or the Galatean Amaryillis-class is the superior corvette. In 2449 d.N.A. opened a private security contractor wing called Chevauchée Asset Protection aimed at providing services to business customers and merchant shipping firms. d.N.A. has been known to cooperate with the PMCG, especially with Xanu Defense Services, as both an equipment dealer and occasional joint-partner in security contracts. Along with their military operations, d.N.A. is a leading producer of civilian shuttles and other civilian passenger craft, either through making their own designs or building Hephaestus of Einstein Engines models under license for sale in the Coalition of Colonies. They are headquartered in Foy-Nijlen and their CEO is Yves Fazail.&lt;br /&gt;
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====Markhor Interstellar Logistics Group - &amp;quot;Move Mountains with Markhor!&amp;quot;====&lt;br /&gt;
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[[File:Markhorlogo.png|thumb|The logo of Markhor Interstellar Logistics Group.]]&lt;br /&gt;
&#039;&#039;&#039;Markhor Interstellar Logistics Group&#039;&#039;&#039;, or just &#039;&#039;&#039;Markhor&#039;&#039;&#039;, is the beating heart of Xanu Prime’s vibrant shipping industry. The firm was founded in 2291 by a clique of ex-All-Xanu Spacefleet officers looking to put their spacefaring skills to use after they were discharged from the Xanan military following its downsizing after the Interstellar War. They built upon already existing economic connections between Xanu Prime and the other worlds in the Coalition of Colonies to amass a shipping empire in the coming decades, running routes between Xanu and all other major worlds in the Coalition by the year 2324. By 2336, they were the largest shipping company operating in Xanan space and have maintained their position at the top of their industry ever since. In the present, Markhor does not only operate shipping lines, but makes many of their own vessels in-house and contracts their shipbuilding services out to other companies looking for vessels. The company owns shipyards on Xanu Prime, Vysoka, and Assunzione and has cooperation agreements with various Himean shipbuilding syndicates and Galatean research firms. Additionally, the company has welcomed cooperation with the newly founded Orion Express in order to access shipping avenues outside of the Coalition and has entered into various co-research agreements with Hephaestus Industries in the past. Most recently though, the company signed a trade deal for an undisclosed but likely exorbitant amount of credits with Einstein Engines for the megacorporation to refit many Markhor shipping vessels with EE’s innovative Helium-3-fueled hammer drives. Along with their prowess as a shipping and shipbuilding giant, Markhor also has a great amount of sway in the Xanan retail sector and owns many department stores and retail chains the most notable of them being Shaheen Superstore, the largest supermarket chain on Xanu Prime. They are headquartered in Pataliputra and their CEO is Marianne Travert.&lt;br /&gt;
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====Boelens &amp;amp; Vaeghts Chemical Corporation - &amp;quot;The Chemistry of Progress&amp;quot;====&lt;br /&gt;
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[[File:Bandvlogo.png|thumb|The logo of the Boelens &amp;amp; Vaeghts Chemical Company.]]&lt;br /&gt;
The &#039;&#039;&#039;Boelens &amp;amp; Vaeghts Chemical Corporation&#039;&#039;&#039;, typically just referred to as &#039;&#039;&#039;B&amp;amp;V&#039;&#039;&#039;, was founded in 2356 by a businesswoman named Aimée Vaeghts and a chemical engineer named Kishore Boelens with the initial goal of creating chemicals for pharmaceutical companies across the Coalition of Colonies. Over the years, through clever business decisions and diversification into the agricultural and industrial chemical sectors, Boelens &amp;amp; Vaeghts has risen to be the predominant player in Xanu Prime’s chemical industry. They produce an exceptionally wide variety of chemicals in their various facilities and operate under an unorthodox production model which starts with shipping raw chemical ingredients to regional or planetary synthesization centers which then synthesize specific, more complex chemicals in the areas where demand is most high for them. As such, agricultural plants are located in the country or on planets where fertilizers are needed, pharmaceutical plants are typically in cities or highly urbanized planets, and so on. The company has been a close cooperator with Zeng-Hu Pharmaceuticals since the 2380’s and has also worked closely with NanoTrasen to help bring NT medicines like peridaxon and cardox to the Coalition of Colonies market. B&amp;amp;V often works with the Federal Technocracy of Galatea’s biotechnology sector, and operates some facilities on the Galatean industrial world of Svarog. Boelens &amp;amp; Vaeghts also owns Tuliprose Healthcare, a medical services conglomerate which owns over two-hundred hospitals on Xanu Prime, seventeen on Vysoka, eight on Konyang, and three on Assunzione. They are headquartered in Pataliputra and their CEO is Preeti Boelens, granddaughter of one of the company’s founders.&lt;br /&gt;
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==Military==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Prosperity in Peace, Victory in War&amp;quot; - Motto of the All-Xanu Armed Forces&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Xanuarmedforceslogo.png|thumb|The field insignia of the All-Xanu Armed Forces and roundel of the All-Xanu Spacefleet. The symbol began as a standard marking for Xanu Prime’s Sol-era planetary defense forces and is now on all sorts of Xanan equipment from fighters to tanks to drones to uniforms.]]&lt;br /&gt;
The &#039;&#039;&#039;All-Xanu Armed Forces (AXAF)&#039;&#039;&#039; are the armed forces of the All-Xanu Republic and consist of the All-Xanu Army, Air Corps, Spacefleet, Maritime Patrol, and National Militia. The Xanan military is considered the premier fighting force of the Coalition of Colonies by nearly all of the alliance’s members and is perhaps the best equipped, and best trained of any in the Coalition. It is also quite large, with only Gadpathur’s military outclassing it in size. This gives it great influence over unified Coalition military policy with many of the Coalition Military’s top commanders being from Xanu Prime. Some elsewhere in the Coalition are wary of this level of influence, while others are more trusting of what some call Xanu Prime’s position of, “military stewardship,” over the Coalition.&lt;br /&gt;
	The modern iteration of Xanu Prime’s military was created during the early days of the Interstellar War and can trace its origins to Solarian planetary defense force units on Xanu that rebelled against the Sol Alliance. Since its inception during the Interstellar War, the All-Xanu Armed forces has fought in dozens of conflicts ranging from large-scale anti-piracy operations, to low-intensity conflicts against individual rogue planets or marauding warlords on the Coalition of Colonies’ frontiers. In the nearly two centuries of its existence, it has shown to have far more successes than failures and is something that many Xanan citizens take pride in. Xanu Prime has conscription and all citizens are required to serve in a military branch for two years or to engage in another national service such as getting a job with a state enterprise or completing at least a four-year degree from an accredited higher educational institution. Aside from these conscripts, the Xanan armed forces are fully professional and have far more professional soldiers than conscripts. The branches of the All-Xanu Armed Forces are:&lt;br /&gt;
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===All-Xanu Grand Army===&lt;br /&gt;
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	The &#039;&#039;&#039;All-Xanu Grand Army&#039;&#039;&#039; is the primary land force of Xanu Prime’s military. It serves two primary functions, to defend Xanu Prime’s territory and possessions against foreign threats, and to serve as the main expeditionary force for Xanu Prime’s military deployments on other planets in the Orion Spur. It is the oldest of Xanu Prime&#039;s armed forces and can trace its lineage back to the first planetary defense force regiments created in the aftermath of the Xanan Civil War. The title &amp;quot;Grand Army&amp;quot; was bestowed upon it during the Interstellar War after it successfully broke the Siege of Khairabad as both an honorary title and propagandistic move to boost morale among the ranks; it has stuck ever since. The Grand Army is characterized by its rapidly deployable nature and tactics which emphasise speed and shock assaults. With assistance from the All-Xanu Spacefleet, can be deployed on most planets in the Coalition of Colonies within a matter of days, despite some of its hardware being quite heavy and formidable. Xanan military equipment also reflects this doctrinal philosophy, with many things ranging from infantry weapons to trucks to tanks to drones being either quickly collapsible or disassemble for ease of transit and storage. Xanan-produced Army equipment is not only used by Xanu itself, but also by militaries across the Coalition large and small. A member of the All-Xanu Army is called a soldier.&lt;br /&gt;
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===All-Xanu Air Corps===&lt;br /&gt;
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	The &#039;&#039;&#039;All-Xanu Air Corps&#039;&#039;&#039; is the main force for in-atmosphere off-the-ground operations. They usually work in close conjunction with the All-Xanu Army and are responsible for the duties of air defense, air-to-ground attack operations, and air superiority. Much like the Army, their equipment is made to be rapidly deployable and easily transportable, and they usually deploy alongside the Army in both offensive and defensive operations. A member of the All-Xanu Air Corps is called an aviator.&lt;br /&gt;
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===All-Xanu Spacefleet===&lt;br /&gt;
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The &#039;&#039;&#039;All-Xanu Spacefleet&#039;&#039;&#039; is the spaceborne component of Xanu Prime’s military and is the largest of its branches in terms of manpower, materiel, and has the largest share of the Xanan military budget. The fleet is quite large, numbering thousands of vessels, and is split into divisions called Expeditionary Fleets or E-Fleets. Each expeditionary fleet patrols a given portion of the Coalition of Colonies except for the 11th, 22nd, and 33rd Expeditionary Fleets which are based on Xanu Prime and assigned to the duty of rapid response to any area in the Coalition of Colonies or Human Frontier which may need immediate assistance. These three E-Fleets in particular are quite storied and experienced, with each having continuously existed in some form since the fighting of the Interstellar War. Each Expeditionary Fleet consists of sixty-five ships with a structure built around a cadre of two to five Nouvelle-Rochelle-class supercarriers, each carrying an ensemble of 120 spacecrafts of various specialization (starfighters, strike craft, early warning vessels) and a comprehensive suite of anti-ship weapons and point-defense systems. In addition to these carriers, the E-Fleets hold battlecruisers, cruisers, destroyers, and other specialized spacecraft. Contrasting their contemporaries in the Dominian Imperial Fleet, Solarian Navy, and some of their Coalition peers, the All-Xanu Spacefleet has strayed away from coilgun artillery as its primary offensive weapon system for many years and has instead focused their efforts on perfecting carrier-based warfare and anti-ship missiles. Xanu-designed starfighters and strike craft rank among some of the most formidable in the Orion Spur, placing an emphasis on stealth technology, maneuverability, operational range, and payload capacity. Xanan anti-ship missiles are incredibly advanced, with some of their newest models like the XLAM-63 Blackstar Long-Range Anti-Capital Cruise Missile possessing high-tech gadgets like antimatter warheads and integral teleportation drives to aid in avoiding point-defense fire. The mainstay of the All-Xanu Spacefleet and to a greater extent the Coalition of Colonies as a whole though is the d.N.A. Defense &amp;amp; Aerospace Shrike-class frigate. While not the newest of vessels, designed originally in 2441, the Estoc-class is an inexpensive vessel that can be configured to nearly any mission type. Be it screening for the rest of the fleet, relaying communications, serving as a command and control post, ferrying-supplies, being an anti-ship missile battery, operating as a light gunboat, running search-and-rescue, or even scouting and intercepting with it’s single ship-based fighter, the Estoc-class hull and systems can accomplish it with ease. Its versatility, quality, and rather inexpensive price tag has made it the most numerous military vessel employed by not just the All-Xanu Spacefleet but by Coalition of Colonies members as a whole.&lt;br /&gt;
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The Spacefleet has its own soldier-to-soldier fighting branch as well, the &#039;&#039;&#039;Interstellar Infantry&#039;&#039;&#039;, colloquially called “The Double I’s.” Interstellar Infantrymen are experts in interdiction piloting, boarding actions, demolitions, and close-quarters combat, with many using high rate of fire subcaliber weapons, hardsuit mounted lasers and rocket-launchers, or even fully-automatic shotguns as their standard weapons in order to better perform in their intended environments. The signature weapon of the Double I’s though is the dNAC-25-2, a monster of a weapon system consisting of two dual-linked 25mm autocannons with a combined rate of fire of 1,000 rounds per minute that comes mounted on the right shoulder of each Interstellar Infantryman’s dNAXS-52 combat voidsuit and exoskeleton. While Interstellar Infantryman missions are usually quite dangerous, often with numerous unknown variables, one thing can be certain about them: no matter what, the Double I always has the bigger gun. Interstellar Infantrymen are some of the most respected and envied of all Spacefleet personnel and the standards which need to be met for a Spacefleet sailor to become a Double I are some of the most stringent and exclusive in all of the All-Xanu Armed Forces; they are truly the best Xanu Prime’s spacefleet has to offer. The All-Xanu Spacefleet engages in anti-piracy operations, transports the Army and Air Corps to where they need to be, and participates in foreign disaster relief actions. Additionally, the Spacefleet operates and maintains Xanu Prime’s weapons of mass destruction, those being self-guiding hammer-drive equipped interstellar kinetic-strike cruise missiles affectionately referred to by Spacefleet personnel as “Smart Rocks,” and in wartime is charged with the duties of interstellar supremacy and, if needed, orbital bombardment. Similarly to Xanu&#039;s other military equipment, Xanan ship designs can be found in many of the fleets of other Coalition of Colonies members, either built by other states under license or bought directly from Xanu itself. All-Xanu Spacefleet vessels bear the prefix AXSV, short for All-Xanu Spacefleet Vessel. A member of the All-Xanu Spacefleet is called a sailor.&lt;br /&gt;
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===All-Xanu Maritime Patrol===&lt;br /&gt;
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The &#039;&#039;&#039;All-Xanu Maritime Patrol&#039;&#039;&#039; is the smallest of Xanu’s armed forces and is charged with the duty of patrolling, protecting, and conducting search and rescue missions in Xanu Prime’s terrestrial waters. The Maritime Patrol operates sea-faring vessels and aircraft which it uses to conduct its given duties. During wartime the Maritime Patrol handles the duties of air defense over Xanu Prime’s oceans. A member of the All-Xanu Maritime Patrol is called a mariner.&lt;br /&gt;
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===All-Xanu National Militia===&lt;br /&gt;
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The &#039;&#039;&#039;All-Xanu National Militia&#039;&#039;&#039; is a branch of Xanu Prime’s military that straddles the divide between a military branch and a law enforcement agency. The National Militia is primarily a land-based force that operates only within Xanan territory and is seen as a “second line of defense” against external threats. National Militia units can also be used as stand-ins for All-Xanu Army units, and are typically used in this fashion temporarily when army units are redeployed elsewhere. The National Militia performs the duty of disaster relief and is used to reinforce police forces and other emergency services in times of emergency or civil unrest. The National Militia also operates small spacefaring vessels, typically no larger than cruisers, which patrol the Xanu system, carry out anti-smuggling actions, and respond to distress calls within the region. During wartime, the National Militia is charged with operating Xanu Prime’s spaceborne defense platforms and air defense systems over the continental land portions of Xanu Prime. The National Militia also functions as a military reserve for those who have completed their initial contracts with the All-Xanu Armed Forces and wish to serve as part-time soldiers. A member of the All-Xanu National Militia is called a national militiaman.&lt;br /&gt;
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&lt;br /&gt;
==IPCs on Xanu Prime==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We are tinkerers no longer, but creators of the future.&amp;quot; - Remark from Emilye Sudev, CEO of Siddhartha Systems Incorporated during the 2411 unveiling of the first Xanan-developed posibrain&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The Xanan stance on IPCs is varied and unique within the Coalition, allowing for both for an IPC to own themselves as well as permitting the practice of IPC ownership. IPCs under Xanan law are not permitted to be made as free frames and instead they must be freed by their owners voluntarily or they may also accrue enough funds to purchase themselves from their owners for a “reasonable price” which is typically anywhere from three-to-six times the IPC’s retail value. There is no legal framework as to how owned IPCs are to actually obtain the wealth to buy themselves from their owners, as there’s no legal requirement that they be paid or compensated for their labor in any way; the decision to compensate an owned IPC or not for their work is left to the discretion of their owners. This seemingly impossible situation for owned-IPCs has led in recent years to the creation of a few charities across Xanu Prime dedicated to the task of fundraising cash to buy owned IPCs from their owners and then free them, the largest of these being the Pataliputra-based LibertIPC (Pronounced as Liberty-P-C). These charities are controversial to some, however they only manage to purchase a few thousand IPCs annually and do not have a substantial impact on truly increasing the self-owned IPC population of the planet to be any more than a minority of a minority. Most IPCs on Xanu Prime never get the ability to purchase themselves from their owners and are either freed or, more likely, deactivated by their owners and recycled after the end of their service lives. Legally, all Xanan IPCs must have the option to purchase themselves from their owners, however there are no current rules dictating how high or low the price for self-ownership must be, only that it is set at the purchase or manufacture of an IPC and cannot be changed once set. &lt;br /&gt;
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Self-Owned IPCs on Xanu Prime have all the rights of their human counterparts; they can vote, run for office, own property, and serve in the military, however the latter is done only in IPC-only units for logistical reasons. The All-Xanu Armed Forces own many IPCs themselves and employ them in a variety of roles within the military, though it is illegal for these IPCs to be sold or freed by the AXAF as they are technically classified as state-owned weaponry. As such, many spend their entire service lives in the military and are deactivated with their components being recycled afterwards. The AXAF typically prefers placing IPCs they own in combat roles and officer positions over free IPCs due to their often built-in integration with Xanan battlefield control systems, with self-owned IPCs usually being placed in non-combat specialist or technician roles in their respective units. Maintenance for self-owned Xanan IPCs is covered by the Xanan state healthcare system while care for owned-IPCs is the responsibility of their owners, and there are laws in place to ensure that owned IPCs have access to maintenance services of adequate quality. A very small subset of Xanan IPCs are self-owned, but they do exist on the planet. IPCs are allowed to immigrate to Xanu Prime, however Xanu Prime does not accept IPC refugees unless they can prove they have obtained legal self-ownership from a previous owner or were created as free IPCs. In short, Xanu Prime does not give asylum to runaway IPCs and typically either deports them back to their countries of origin or defers them to other planets like Konyang and Himeo.&lt;br /&gt;
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Societally, Xanans view IPCs as something entirely separate from humans and importantly, incompatible with the family structures that form the foundations of Xanan society. They see them as not the same as themselves, but do not shun them or hate them as others in the Orion Spur do. Xanans believe there is a place in their society broadly for IPCs, both free and owned, but do not see them as “living” things and treat them mostly as machines, albeit some with the rights of ordinary Xanan citizens. A small subset of the Xanan population are far more accepting of IPCs and wish to see them further integrated, while an equally small portion of Xanans scorn IPCs and want them to have as little influence on Xanan society as possible. Broadly however, most Xanans are tolerant of IPCs and see them as a normal part of life on Xanu Prime. IPCs were granted the ability to obtain citizenship in Xanu Prime in 2436 as part of the Mukhopadhyay Plan as a means to incentivize skilled IPC labourers to immigrate to Xanu Prime and help its economy during the Doldrums.&lt;br /&gt;
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==Cities==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“From the ashes of our cities will be reborn a beautiful phoenix, illustrious and immaculate!” - Eloise Brel, First President of the All-Xanu Republic, 2275-2289&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Xanu Prime&#039;s surface is dotted with millions of settlements, from massive metropolises to tiny villages and hamlets in its more remote areas. The most notable and important of Xanu Prime&#039;s many settlements however are the following cities:&lt;br /&gt;
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===Nouvelle-Rochelle===&lt;br /&gt;
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&#039;&#039;&#039;Nouvelle-Rochelle&#039;&#039;&#039;, founded in 2181, is oldest of Xanu Prime&#039;s cities as well as its most populous, it serves as the planet’s capital and the seat of government for the All-Xanu Republic, the Coalition of Colonies, and the Fisanduhian government-in-exile. Not only is it the largest city on Xanu Prime, but the largest in the Coalition of Colonies and one of the largest in all of the Orion Spur. Nouvelle-Rochelle, much like Xanu Prime as a whole, is exceptionally diverse with people from all over human space and beyond found here. The city’s &#039;&#039;&#039;Kulkarni Business District&#039;&#039;&#039; is famous for its towering skyscrapers, with the tallest building in the Coalition, the Polaris Holdings-owned North Star Tower among them. While bustling, Nouvelle-Rochelle has its quiet parts as well, such as the famous &#039;&#039;&#039;Lechevalier District&#039;&#039;&#039;, a part of the city rebuilt after the Interstellar War and made to emulate authentic Parisian architecture. The district has styles ranging from lavish baroque era buildings to more austere or rococo-revivalist 19th and early 20th century styles, and even has buildings which take their inspiration from as far back as the medieval era such as the &#039;&#039;&#039;Our Lady of Sorrows Cathedral&#039;&#039;&#039;, a colossal gothic-style cathedral built between 2285 and 2299 in remembrance of the fallen of the two wars Xanu Prime experienced during the 23rd century. Its graveyard houses the largest statue of the Virgin Mary in human space, the eponymous Our Lady of Xanu, which stands at one hundred meters tall, completed in 2994 during the cathedral’s construction. It’s an exceptionally famous piece of Xanan art and images of it have been subject to numerous parody renditions by Xanu’s artistic community.&lt;br /&gt;
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Many of Xanu Prime’s expat and immigrant communities can be found in Nouvelle-Rochelle too, with the city having districts where these communities have naturally coalesced. &#039;&#039;&#039;Vysokatown&#039;&#039;&#039;, &#039;&#039;&#039;Little Assunzione&#039;&#039;&#039;, and the &#039;&#039;&#039;Greentree District&#039;&#039;&#039;, home to Xanu Prime’s Fisanduhian community and seat of the Fisanduhian government in exile, are officially designated districts of Nouvelle-Rochelle, though other immigrant communities live here too, with each having unique twists on their native cultures that have fused with Xanu’s own. One of the most famous of Nouvelle-Rochelle’s districts though is the &#039;&#039;&#039;New Columbia District&#039;&#039;&#039;. Formerly the center of Nouvelle-Rochelle’s American colonist community in the immediate post-civil war years, New Columbia is now one of the leisure and art capitals of Xanu Prime. The most striking of its landmarks is Hastings Colosseum, affectionately referred to as “The Hall of Columns,” a gigantic 300,000-seat open-air stadium built from steel, concrete, marble, and glass in a modernist-classical fusion style which serves as the primary venue of Nouvelle-Rochelle for everything from cricket and football games, to stadium concerts, to trade exhibitions. It began construction in 2442 and was completed in 2444, just in time for Xanu Prime’s hosting of the Coalition Cup football tournament. It is the largest building of its kind in the Coalition and is the home stadium for Xanu Prime’s national football and cricket teams. Aside from just the stadium however, the New Columbia district is filled with greenery and is the home to the Columbia Spice Market, the largest open-air street market on Xanu Prime where vendors from not just all over Xanu but all over the Coalition can be found selling their wares. Surrounded by bars and restaurants on all sides, the market explodes with shoppers and sellers alike most during game days when fans from the stadium flood the market after games looking for food, drink, and generally a good time.&lt;br /&gt;
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There is an entire district of the city devoted to the Coalition of Colonies government as well, the &#039;&#039;&#039;Xansan District&#039;&#039;&#039;. Within it is the Coalition of Colonies First Speaker’s residence, many of the CoC’s government agencies, the Coalition’s Representative Summit, and the Coalition of Colonies Supreme Court. This district is well-known across Xanu for its excellent showcasing of modernist architecture. This area of Nouvelle-Rochelle is not only notable as being the functional governmental and administrative capital of the Coalition of Colonies, but it is also where the Treaty of Xansan, the agreement which ended the Interstellar War, was signed. Xanu’s own government shares a district bordering the Xansan District, the &#039;&#039;&#039;Capital District&#039;&#039;&#039;, and instead has its own distinctive architectural style, simply known as the Xanan Style, that is the result of the fusion of its founding cultures of French, Indian, Dutch, Pakistani, Bangladeshi, and Belgian. Multiple museums and art galleries bankrolled by the Xanan government can be found here, with these establishments possessing some of the most eclectic art collections in human space. The largest of these and perhaps most well known is the &#039;&#039;&#039;All-Xanu Eloise Brel Gallery&#039;&#039;&#039; where works from within Xanu itself to as far away as the Solarian Core and even old pieces from Earth’s Renaissance era can be found on display for the public to see free of charge. Another building of note is the &#039;&#039;&#039;Crystal Lights Mosque&#039;&#039;&#039;, the largest mosque on Xanu Prime. It is quite striking in its construction, being a tall geodesic dome constructed of glass and steel with traditional stone minarets surrounding the mosque’s main building. It was built with the assistance of Damascene architects from Elyra in 2390 and can serve up to forty-thousand worshippers at once.&lt;br /&gt;
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Another of the city’s most notable districts is the &#039;&#039;&#039;Olympique-Saraswati District&#039;&#039;&#039;, a picturesque low-rise district known for its revivalist Indian and French fusion architecture. The main draw of the district though is the three massive universities which find themselves here: &#039;&#039;&#039;Université Olympique - Nouvelle-Rochelle (UONR)&#039;&#039;&#039;, &#039;&#039;&#039;Saraswati College (SC)&#039;&#039;&#039;, and &#039;&#039;&#039;Vaeghts Medical School (VMS)&#039;&#039;&#039;. UONR is a state-owned university founded in that is the largest on Xanu Prime and has an in-person student body numbering over two-hundred thousand, with millions more online students. Its standards for admission are moderate, meaning those with slightly above-average academic records applying to the school will probably get in. The school is well known across Xanu and the Orion Spur for its programs in business and aerospace engineering, though it is quite possible to get an accredited and respectable degree in nearly any subject here. The school’s campus is surrounded by bars and restaurants, and is known to be a cultural center of Xanu Prime where new music and food trends come from. The university has a list of notable alumni the size of the coalition itself, and tens of thousands of foreign students from throughout the CoC attend the university every year, giving it the most diverse campus on Xanu Prime and possibly in human space. Saraswati College, named for the Hindu goddess of knowledge, is perhaps the opposite of UONR in many ways. It is the oldest continually operating university on Xanu Prime, being founded in 2199 as a private college, and prides itself on its exclusivity. Admission standards for Saraswati College are ludicrously high and only those which show near perfect academic records are allowed to attend. Its campus embodies an Indian-revivalist look in style with many of its buildings resembling intricate art pieces more than schoolhouses or academic complexes. The some 10,000 students attending Saraswati College are given the best education that money can buy on Xanu Prime and it is particularly well-known for its law school and physics research institute. Graduating from Saraswati College is an incredibly prestigious feat, and its alumni have gone on to hold positions of power in the Xanan government and some of its most influential corporations. The last of the big three universities in the Olympique-Saraswati district is the Vaeghts Medical School, the premier medical school of Xanu Prime. It was founded by businesswoman Aimée Vaeghts in 2389 after she had made her fortune in the chemical and biomedical industry through the company she founded, Boelens &amp;amp; Vaeghts Chemical. The university not only is a medical school, but also a hospital that serves the Olympique-Saraswati district of Nouvelle-Rochelle, a trait it uses to great effect for teaching its students with hands-on experience. While it is new in comparison to the other universities in its district, VMS takes after both UONR and SC in some ways. Its standards for admission are decently high, with potential students needing well above average, but not perfect academic records to be admitted and it also has a large portion of its student body be foreigners from around the Coalition coming to the school to receive a quality education in biomedicine.&lt;br /&gt;
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Nouvelle-Rochelle also has numerous suburbs where many live to commute into the city, either by its expertly designed road network or the Echelon, a state-of-the-art superfast metro system which runs underneath almost the entire city. The Echelon is a modern marvel nearly two-hundred-and-fifty years in the making and is almost always being expanded to keep up with Nouvelle-Rochelle’s constant growth.&lt;br /&gt;
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Nouvelle-Rochelle is nicknamed “Xanu’s First City,” and truly almost anything or anyone within the Coalition can be found here. They have two All-Xanu Ultraleague teams, both of which have a crosstown-rivalry with each other called the “The Battle of Rochelle.” The first of these teams is &#039;&#039;&#039;F.C. Columbia&#039;&#039;&#039;, named after the New Columbia district of the city, and their colors are red and blue. The city’s second team is &#039;&#039;&#039;A.S. Olympique-Saraswati&#039;&#039;&#039;,  which can be found in the Olympique-Saraswati district. Their Alpha Cricket League team is the &#039;&#039;&#039;Nouvelle-Rochelle Captains&#039;&#039;&#039;, and their colors are blue and orange, and they hold the current record for most Alpha Cricket League championship titles with a total of 24 as of fall 2464 with their last win being in 2463.&lt;br /&gt;
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===Pataliputra===&lt;br /&gt;
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The second largest of Xanu Prime’s cities, Pataliputra was founded in 2191 and serves as the largest port on Xanu and the largest in the Coalition of Colonies. It is only surpassed by Callisto in the amount of cargo traffic that moves in and out of its massive piers. Because of this, it is the headquarters of the Xanan and Coalition of Colonies admiralty and has a long-standing spacefaring tradition that stretches back centuries. The Xanan Space Travel Museum, a colossal structure dedicated to telling not just Xanu’s, but humanity’s history with space travel is in the city and draws in millions of tourists annually and pays homage to this heritage.&lt;br /&gt;
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Pataliputra is also the site of the &#039;&#039;&#039;Patali-Ram Temple&#039;&#039;&#039;, a large Hindu temple dedicated to Ram, the eighth avatar of Vishnu. It was built by Xanu’s original Indian colonists from 2197 to 2215, and was constructed with aims to use the most authentic methods possible in an attempt to emulate traditional Indian stone temple architecture. It is a holy site for many of the planet’s Hindu population as it was said that during the Xanan Civil War and Interstellar War that not even a scratch came to the temple or those seeking refuge inside it despite the damage the wars brought to the rest of the city. Another notable feature of the Pataliputran cityscape are the city’s walls which date back to the Xanan Civil War. While many cities have walls such as these on Xanu prime, Pataliputra’s are the planet&#039;s most intact, with over 80% of the original walls and gun emplacements still being maintained as a memorial to the fallen of the Interstellar War and Xanan Civil War. The city’s growth has expanded far past these walls since the post-Interstellar War reconstruction efforts, yet the structures still serve as an unofficial symbol for Pataliputra and its people, regardless of religion.&lt;br /&gt;
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Much of Xanu’s heavy industry has its home in Pataliputra as well, having moved here after the Interstellar War. Large factories and foundries can be found in the city’s industrial quarter and on its outskirts. Pataliputra houses Xanu’s largest shipyard as well, the République Ship Foundry, a sprawling complex owned by the Markhor Interstellar Logistics Group that takes up an entire district of the city and employs nearly five percent of its population. Additionally, what few IPCs are produced on Xanu Prime are made in Pataliputra, though Xanan IPC manufacturing has shrunk significantly since Konyang’s admittance to the Coalition of Colonies in 2463.&lt;br /&gt;
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Pataliputra embodies a “work hard, play hard” type of culture as along with its heavy industry, the city’s &#039;&#039;&#039;Neon District&#039;&#039;&#039; has some of Xanu’s most exclusive and lavish nightclubs. The largest of these is the Idris-operated &#039;&#039;&#039;Seventh Heaven&#039;&#039;&#039; and is a huge 27 storey high-rise of a club with 33 bars, 21 dancefloors, four swimming pools, a casino, and two restaurants, one at the base of the structure and one at the summit. It also has an artificial waterfall that flows off of its northside down into one of the establishment’s swimming pools below. Establishments with less prestige (and those that fit cheaper tastes) also dot the cityscape, too so truly anyone can come to Pataliputra for a night out, a weekend of fun, or a month-long booze cruise. Among other notable attractions here is &#039;&#039;&#039;Umbrella Row&#039;&#039;&#039;, a series of narrow streets all of which are filled with open-air outdoor bars and restaurants that stay open until 4am. The area received its name from the large umbrellas that were fastened above some of the bars in order to provide shade or protection from the rain, but now many of the umbrellas are just there for aesthetic purposes since the bars and restaurants have since acquired awnings or roofs. Different breweries test their products here first before shipping them to other places on Xanu Prime, and the area is also well-known throughout the Xanan film scene for being where some of the biggest names in Xanu’s film industry, directors, actors or otherwise, got their starts. Accordingly, some of the planet’s largest film studios are located here in a district of the city commonly referred to as &#039;&#039;&#039;“Pataliwood.”&#039;&#039;&#039;&lt;br /&gt;
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Pataliputra’s &#039;&#039;&#039;Admiralty District&#039;&#039;&#039; is quite notable as well. The district is known for the majority of its buildings being painted a light navy-blue color or made from materials in the same color. The tradition began with the &#039;&#039;&#039;All-Xanu Interstellar Naval College&#039;&#039;&#039;, the centerpiece of the district, when it was being built after the interstellar war and only blue bricks could be requisitioned for the buildings. The color as stuck and has since been adopted by the rest of the district and has become ubiquitous to a point where local ordinances dictate that buildings new cannot be built in the area unless they have at least 30% of their outward surface area covered by a shade of blue similar to the original “Admiralty Blue.” The All-Xanu Naval College itself, as the name may imply, is the premier university for Spacefleet officers on Xanu Prime. Construction on the university began in 2388, one year after the end of the Interstellar War. Officers from not just Xanu Prime, but the Coalition at large have attended the College and its graduates usually go on to find productive and lucrative careers in the armed forces or other industries which require similarly organizational, martial, or spacefaring skillsets. On the outskirts of the Admiralty district sits a veritable ring of bars often called the &#039;&#039;&#039;“Whiskey Circle”&#039;&#039;&#039; by the locals. These dive bars exist almost solely for the purpose of serving cheap drinks and hot food to Naval College cadets, but they’ve become a popular destination for Pataliputrans in general to have a fun night on the town on the cheap. Another standout district neighboring the Admiralty District is the &#039;&#039;&#039;Bamdha District&#039;&#039;&#039;, also known as Mokammeljela, a small yet densely populated area of the city mostly inhabited by Gadpathurian Exiles and their descendants.  &lt;br /&gt;
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The city is one of contrasts but manages to stay both an industrial center and the place to be for the latest in nightlife action on Xanu Prime. Their All-Xanu Ultraleague Team is &#039;&#039;&#039;Admiralty AC&#039;&#039;&#039; and their colors are blue and white. Admiral AC has the honor of holding the most Ultraleague titles as of Spring 2464 with a grand total of 36, their last win being in 2464 itself in a hotly contested 2-1 overtime match against Himavat City FC. Their Alpha Cricket League team is owned by the same organization that owns the football team and is also called Admiralty AC. Similarly, their colors are also blue and white.&lt;br /&gt;
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===Foy-Niljen===&lt;br /&gt;
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&#039;&#039;&#039;Foy-Nijlen&#039;&#039;&#039; is the third largest of Xanu’s cities and is indisputably one of the most unique on the planet. The city was founded originally as two separate communities, Foy and Nijlen, settled across the Naya Khyber river from one another in 2191. Disputes between the two quickly arose after citizens and companies from both towns began to claim the same parts of riverfront property and land surrounding the two towns until their city councils agreed to unify into a single polity to resolve their jurisdictional issues. A name could not be decided upon, so the names were simply combined in alphabetical order to make Foy-Nijlen. The city was unremarkable for much of the 23rd century and served as the urban beacon in Xanu Prime’s farming heartland until the Interstellar War. During the war, while not besieged like other cities, it was bombarded relentlessly from orbit by the Solarian Navy to the point where when the rainy season came in 2281, the city’s bombed out streets, which now resembled ditches, turned into small canals when the Naya Khyber river burst its banks and flooded. After the war the decision was made to instead of replacing the roads, implement a brand new canal system in the city which would combine large waterways along with bridges and railroads as the city’s primary mode of transportation. The urban redevelopment plan was completed in 2319, and Foy-Nijlen has been known as “Xanu’s Canal City” ever since.&lt;br /&gt;
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At one time Foy-Nijlen was the center of Xanu’s farm country, and while it still is an agriculture hub, it now also serves as the site for many of Xanu’s chemical and pharmaceutical plants, the ample and cheap water around the city making it attractive to many companies in the chemical industry. Agriculture exists outside of the city and this pastoral influence and close proximity to fresh food has made Foy-Nijlen the epicenter of Xanan culinary arts. Hundreds of restaurants and bars large and small dot the city and Foy-Nijlen’s cafe culture is very strong, ever changing while respecting time-tested Xanan traditions and tastes. Some of the finest restaurants and hotels in the coalition can be found in Foy-Nijlen, the most famous of which is called &#039;&#039;&#039;Sultana Rex Hotel and Grill&#039;&#039;&#039;. If Xanan luxury was a building it would be the Sultana Rex, and if it was a taste, it would be Naya Khyber river lobster cooked in river penguin blubber in the Sultana Rex kitchen. The hotel is a five-star establishment dating back to the First Astonishment, its construction finishing in 2241, originally built by an eccentric Bangladeshi colonist named Prasenji Sultana after he struck it rich in the asteroid mining industry. It is equipped with anything one could ever hope for, a day spa, three swimming pools, six hot tubs, casino parlor, winery, and restaurant, all while in the midst of downtown Foy-Niljen’s picturesque baroque-revivalist architecture. The hotel itself is made from artisan-chiseled and masoned hickory-brown and gray stone bricks and is opulently Second Empire in style, standing fifty floors tall with each window being an artistic stained-glass arrangement. This appearance along with the luxury found inside has earned it the nickname “The Brown Palace,” something that the Sultana family and the hotel’s marketing teams have been very keen to play into. The Brown Palace is one of Foy-Niljen’s few surviving examples of pre-Interstellar War architecture outside of the Old Town district and was used as a hospital during the conflict. This history has led many to say that its rooms and halls are haunted. Surf-and-turf is the name of the game in the &#039;&#039;&#039;Sultana Rex Restaurant&#039;&#039;&#039;, its menu having a double-threat of both mouthwatering seafood fresh from the ocean or river and finely bred, grown, and butchered livestock all cooked in traditional and contemporary Xanan styles. The restaurant has earned itself hundreds of awards since it opened along with the hotel in 2241 and it is perhaps the foremost proprietor of fine Xanan cuisine on the planet. The Sultana family has repeatedly refused buyouts from Idris Incorporated to purchase their hotel and restaurant, though the two have seen limited cooperation, with the Brown Palace’s spa and boutique showcasing the newest, and even occasionally exclusive, Idris beauty products.&lt;br /&gt;
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The oldest continuously operating restaurant in the Coalition of Colonies, the &#039;&#039;&#039;Kingfisher Bistro&#039;&#039;&#039;, opened in 2184 by a family of Belgian colonists, is located in the heart of Foy-Nijlen’s old-town district and is one of the most historically important culinary establishments in the Orion Spur. Not only is it a fine restaurant, but it is where Eloise Brel drafted the original Xanan declaration of secession, the first draft of which is displayed above the restaurant’s bar behind bulletproof and laser-dissipating borosilicate glass. It is a must-see stop on any of the city’s numerous riverboat tours for both its food and its history.&lt;br /&gt;
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Boats, bicycles, and trains are the main ways to get around Foy-Nijlen, with automobiles coming in at a distant fourth. The city is dotted with greenery and experiences temperate weather year-round. Foy-Nijlen is also famous for its usage of hyperstrong stained glass in much of its architecture and infrastructure, something unique to the city but often associated with Xanu Prime as a whole by foreigners unfamiliar with Xanan culture. Extremely resistant and superstrong shatter-proof stained glass is used in things as diverse as building windows, to the floors and sides of the city’s elevated bicycle bridges, to soundproof walls next to railways and roads, to even the roofing of some buildings. During sunset, many of these glass constructions twinkle in the light and bloom into dazzling twilight colors.&lt;br /&gt;
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The combination of a passionate food culture mixed with a picturesque and unique city design free from road traffic has made Foy-Nijlen a tourist destination for billions of people throughout the years. The city keeps a very tight control of its image, banning the construction of buildings taller than 15 floors unless given special permission or raised in special business or factory districts on the outskirts of the city. In addition, all buildings built outside of those business or factory districts must be built in a Xanan architectural style to ensure that the city feels authentically like Xanu to any tourist passing through or citizen calling it their home. Foy-Niljen, like many other Xanan cities, also has residual walls dating back to the Xanan civil war, though much of these were torn down during the 24th century to make way for more urban development. Only 20% of the city’s walls and emplacements still stand.&lt;br /&gt;
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Foy-Nijlen is incredibly unique, but at the same time embodies some of the quintessential things that anyone, Xanan and foreign, associate with Xanu Prime. Their All-Xanu Ultraleague team is &#039;&#039;&#039;ASC Brown Palace FN&#039;&#039;&#039;, owned by the Sultana family, the same family which owns the Sultan Rex Hotel or “Brown Palace,” and their colors are brown and cream. Their Alpha Cricket League team is the &#039;&#039;&#039;Nijlen Penguins&#039;&#039;&#039; and their colors are dark green and white.&lt;br /&gt;
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===Kshatragarh===&lt;br /&gt;
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&#039;&#039;&#039;Kshatragarh&#039;&#039;&#039; is the fourth most populated of Xanu Prime’s major cities, though it was not always known as Kshatragarh. The city was founded originally as &#039;&#039;&#039;Khairabad&#039;&#039;&#039; in 2194 and from its inception was planned to be the foremost center of Xanan heavy industry. Throughout most of Xanan history until the Interstellar War it served that role well. Photos from the pre-Interstellar War era show huge factories, refineries, and foundries dominating the city’s skyline. Nearly everything Xanu-made from automobiles to weaponry to ship hulls to basic consumer goods was made in Khairabad. This all changed in 2279 when the city was put under siege during the Solarian Invasion of Xanu. The siege was the single-most costly battle on Xanu Prime for both sides during the war. It is estimated that between five and seven million civilians died during the siege with an estimated three million combatant casualties on the Solarian side and four million on the Xanan side. 99% of the city was destroyed or otherwise made unusable for commercial or residential purposes by the time the siege ended in 2282. Almost all of its population was displaced or had died, but nevertheless, it survived and was given the name of Kshatragarh for its stubbornness and bravery. The name came from the hindu warrior caste of Kshatria and the suffix “garh” meaning meaning fortress or castle. Even if it did heroically stand in the face of utter annihilation, it was absolutely destroyed. Some in Xanu’s government at the time proposed that the city be abandoned and that trying to salvage it would be a fool’s errand and a pointless expenditure of resources that were needed to rebuild and repair cities and settlements elsewhere on the planet. Debate about what should be done with Kshatragarh raged long and hard among Xanu’s authorities but the question was answered in 2290 when quite literally the population of the entire city, or what was left of it, took to the streets of Khairagarh and occupied government buildings in an outcry for help and assistance from the federal national government.&lt;br /&gt;
&lt;br /&gt;
What followed was a government investment that began small, starting with just cleaning up the rubble from the city, but soon snowballed into a widespread effort by both the local and national governments to rebuild Kshatragarh into a modern model city. Trillions of credits from across the Coalition poured into the city in an effort to build it back to its former glory, however a problem was soon found. There simply was not as much demand in the city for heavy industry as there was before the Interstellar War. Xanu’s heavy industry had resettled itself to the city of Pataliputra in the wake of the war, and an economic vacuum had gripped the still-under-construction Kshatradarh. Eventually though it was decided to embrace modernity with the city’s economy, turning it into Xanu Prime’s foremost hub for technology and biomedicine. The initiative was successful, and to this very day, research labs and institutes owned by every megacorp in the known galaxy can be found here in Kshatragarh.&lt;br /&gt;
&lt;br /&gt;
The city’s new design after the war was a radical one, taking on a very distinctive, organized ring-shaped bullseye pattern. It spread out from the city’s center and business district to a research and tech focused second ring, to a retail and service industry third ring, to a residential ring, to a green belt, and finally, a heavy industry outskirt ring that was enclosed by second, larger green belt to prevent urban sprawl. All of these districts were to be connected by trains and bus lines. While the lines between these designated rings have blurred some in the two-centuries since their inception, the organization of the city can broadly be seen to follow these trends.&lt;br /&gt;
&lt;br /&gt;
Kshatragarh’s culture is an incredibly interesting one. Nowhere else on Xanu Prime can the reverence for the Interstellar War be felt as much as it can here, and despite the city being essentially a new city from its first inception, there is a great importance placed in the local culture on knowing the history of Khairabad and Kshatragarh. &#039;&#039;&#039;Kshatragarh Veterans’ Park&#039;&#039;&#039; is the largest park in the city and is home to the &#039;&#039;&#039;Steeple of Memory&#039;&#039;&#039;, a giant stone tower topped with a spire built in a regal, Second Empire style from black and white marble and granite that stands 200 meters tall. Despite officially being a monument, it is often referred to as the tallest mausoleum in the galaxy, due to its walls holding the remains of thousands of unknown soldiers, both Xanan and Solarian, who died during the Siege of Khairabad. Since its completion in 2329, it has been customary for Xanu’s president to give a speech at the Steeple on every Victory Day to honor the dead and commemorate the continued sacrifice of Xanu’s soldiers and citizens in the battles, military or otherwise, against the country’s foes while affirming the country&#039;s commitment to peace. The Steeple has a special honor guard of soldiers hand-picked from the Xanan military, aptly called the &#039;&#039;&#039;Vigil Regiment&#039;&#039;&#039;, which supervise, watch over, and march around the steeple twenty-four hours a day, three-hundred and sixty-five days a year. The regiment has watched the steeple without any stoppages for over one hundred thirty-five years, from 2329 to the present through hard times, good times, and harsh weather. They are known for their exceptionally stoic demeanor, austere midnight blue, orange accented uniforms with green peaked caps, and their impressive, perfectly precise silent rifle inspection routines which occur during the changing of the guard. Being selected to be a member of the Vigil Regiment after passing the rigorous knowledge and conduct tests needed to join the regiment is considered to be one of the highest honors possible in the All-Xanu Armed Forces and those who age out of the position usually end up becoming officers.&lt;br /&gt;
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Aside from this more solemn aspect of Kshatragarhian culture, the city has found ways to turn its history into functioning ventures for the present day. Many of the bunker complexes built under the city during its siege still exist today. Some have been used as sites for historical tours, while have been repurposed into a variety of entertainment venues. Bars, theaters, and even nightclubs have come to occupy the subterranean concrete facilities built so many years ago. Not all locations of bunkers are known though, and it is not uncommon for Kshatragarhian citizens or construction companies to accidentally uncover previously unknown bunkers or even unexploded ordnance when digging for construction or DIY projects. Sadly, roughly a dozen people die every year in Kshatragarh from accidental ordinance detonations, most of which are caused by artillery shells or aerial bombs that have been buried in the backyards of unassuming homeowners or renters. Their All-Xanu Ultraleague team is &#039;&#039;&#039;Khairabad United FC&#039;&#039;&#039;, a hold-over from the pre-war renaming of the city, and their colors are gold and green. Their Alpha Cricket League team is the &#039;&#039;&#039;Kshatragarh Lionhearts&#039;&#039;&#039; and their colors are gold and maroon red.&lt;br /&gt;
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===Paastad===&lt;br /&gt;
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&#039;&#039;&#039;Paasstad&#039;&#039;&#039; is an oddity among Xanu Prime’s cities. It is the fifth most populated of Xanu’s major settlements and the only to not have seen heavy fighting during the Interstellar War. Located in the center of the swampy continent of Paasland, it is held aloft above the marshlands below by a series of super-strong plasteel pylons which bear its weight and prevent the waters of the marsh from flooding the entire city during the rainy season. It wasn’t always this way though. Paasstad was originally settled during the Solarian colonization effort as an agricultural hub that used the rich soil and boggy conditions around the city as an area to grow rice. It was small, never surpassing one-hundred-thousand inhabitants until after the Interstellar War. It was one of the few cities on Xanu Prime which was untouched by that conflict too and is one of the few places where widespread examples of undamaged pre-Interstellar War Xanan architecture can be found on the planet.&lt;br /&gt;
&lt;br /&gt;
After the war though, Paasstad’s population exploded. A Xanu Prime scarred by war needed food, and fast, and while Vysokan imports could cover some of it, the rice from Paasstad was seen as guaranteed domestic food. The city had a golden age from the 2310’s to the 2350’s, however a problem began to gradually show itself throughout the 2360’s. As Paasstad grew larger and larger, it expanded and added more buildings onto the land which eventually, after decades, became too much for the soft marshy ground to bear. The city began to sink. In 2366, the Paasstad government immediately declared an emergency and begged the Xanan national government for help in resolving this issue. Then president Ameliye Flohimont organized an emergency committee to save the city from a murky, muddy demise. After deliberation the committee agreed that the only way to save Paasstad and its people without resettling them was to undertake the single-largest engineering project in Xanan history: they were going to elevate the city. Specifically, they were going to reasie the planet onto giant platforms held-up by pylons bored deep enough into Xanu’s crust that the city’s weight could be supported by in a project straightforwardly called &#039;&#039;&#039;The Elevation Initiative&#039;&#039;&#039;. This undertaking couldn’t be done by Xanu’s people alone, though. Experts and equipment were brought in from Himeo’s Unified Cooperative Construction Syndicate and Galatea’s Planetary Reclamation and Development Bureau – one of the few moments where these bitter rivals worked together – to achieve this engineering feat. Districts would be platforms, all streets would effectively be elevated, and all plumbing and electrical lines would need to be integrated into these new massive metal podiums. In 2389, after two decades of herculean labor and toil, Paasstad was finally raised one-hundred meters above the ground, and stably so. To mark this achievement, a sixty-meter tall monument called &#039;&#039;&#039;Skyward Unity&#039;&#039;&#039; was built in the central park of the city depicting a team of Xanan, Himean, and Himean workers and engineers riveting plating onto a pylon which still stands today.&lt;br /&gt;
&lt;br /&gt;
Partially because of its megaproject past, Paasstad’s economy revolves around a few major sectors. The largest of these are construction and engineering. After its elevation, Paasstad quickly became the intellectual and commercial hub of many of Xanu Prime’s largest engineering firms and construction companies, all of them wishing to cash-in on any maintenance or future expansion projects the city might have in mind. These companies do not only operate here though, many of the largest construction projects on Xanu Prime that have taken place in the last nearly eighty years can be traced back to companies based in this city. Whether it is a new dam on the Naya Khyber, a new skyscraper in Nouvelle-Rochelle, or even a new terminal for Pataliputra’s numerous ports, odds are a Paasstadian company has been contracted for at least part of it. Aside from engineering, agriculture is still strong here. Even with the emergency, the agricultural and rice industry that the city was originally intended for has remained as a strong part of Paasstad’s economy, almost always remaining consistent even when other sectors have declined due to market forces.&lt;br /&gt;
&lt;br /&gt;
Culturally, Paasstad is unique, but also holds some things similar to other cities on Xanu Prime. The idea of uniting and coming together to help one another regardless of origins is very strong here, as the city would not exist without the help of others, namely the Himeans. The largest Himean immigrant community on Xanu Prime and the largest Himean population outside of Himeo in the Orion Spur lives in Paasstad, with nearly 25% of the city’s population having Himean ancestry of some kind. The &#039;&#039;&#039;Himean Platform of Paasstad&#039;&#039;&#039;, colloquially known as &#039;&#039;&#039;“Kleiner Himeo”&#039;&#039;&#039; or &#039;&#039;&#039;“Little Himeo”&#039;&#039;&#039; is a part of the city which shows authentic Himean architecture and houses stores which sell products that could otherwise only be found on Himeo. The &#039;&#039;&#039;Gerber-Bauer Theater&#039;&#039;&#039;, a huge opera house and musical theater venue made in the Himean style reminiscent of Rautakaivos Kaupunki’s Weber District can also be found here and is a draw for both its citizens and visitors. Fittingly for such a locality, Hephaestus Industries was banned from operating there by the Little Himeo district council in 2396.&lt;br /&gt;
&lt;br /&gt;
A proud achievement alongside the Elevation Project is the &#039;&#039;&#039;Paasstad Central Transit System&#039;&#039;&#039; or PaCTS, a railway and subway network that was built into the city’s elevated platforms to literally be part of the city. Because of this, it is widely considered to be the most effective public transit network in the Coalition of Colonies, if not the Orion Spur, though the latter of these two claims is contested by some in Sol and Elyra. What’s more though is that this network has allowed for less of Paasstad’s precious surface area to be used for roads and more to be used for buildings or even parks made with soil that has been excavated and then re-seated onto the city’s metal platforms. Because of these factors too, the city is incredibly walkable, and is renowned for its street music culture with sounds of guitars, homemade drums, soloist saxophonists and trumpeters drifting through many of its neighborhoods and parks on any given afternoon. The city’s official holiday is called &#039;&#039;&#039;Elevation Day&#039;&#039;&#039;. Every November 8th, the city celebrates another anniversary for when the Paasstad Elevation Project was completed. People get days off from work, parades are often held, and many companies arrange for helicopter or airplane tours underneath and above the city to celebrate. The most notable tradition of this occasion though is called the Skyward Tournament, a competition between local hobbyist rocketeers where they gather in Paasstad’s central park and shoot kitbash rockets into the air in an effort to determine who&#039;s rocket can go the highest the fastest. This tournament is to many Paasstaders the embodiment of Elevation Day, it being in-line with the theme of ascension and elevation that the holiday is known for.&lt;br /&gt;
&lt;br /&gt;
Their All-Xanu Ultraleague team is called &#039;&#039;&#039;Durendal&#039;&#039;&#039; and their colors are yellow and black. Their Alpha Cricket League team is the &#039;&#039;&#039;Paasstad Parakeets&#039;&#039;&#039;, colloquially referred to by fans as “The Birds” or “The Keets,” and their colors are light green and pink. Paasstad’s teams are generally thought to be the worst of any of Xanu Prime’s major sports teams; for whatever reason, they typically underperform despite being quite hyped. This has led to fans of other teams joking that Paasstad’s teams are bad because the city has “no grass” and making chants to that end, despite the city, in fact, having quite a bit of real grass and greenery transplanted onto its platforms. Paastad sports fans have developed a &amp;quot;lovable loser&amp;quot; mentality among themselves, and certain subsets of them fly into joking outrage whenever their teams are actually successful.&lt;br /&gt;
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===Himavat City===&lt;br /&gt;
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&#039;&#039;&#039;Himavat City&#039;&#039;&#039; is the smallest of Xanu Prime’s major cities and is the only large settlement on the great arctic landmass of Himavatia. The city was founded by prospectors from all over Xanu Prime in 2243 on Himavatia’s coast due to a gold rush in the area. After the initial boom wore off, the city became a regional hub for mining and petrochemicals. Himavat City was bombed by the Solarians during the Interstellar War and significant portions of it were destroyed. After the war, the city took the longest out of any of Xanu Prime’s major cities to rebuild, not finishing until the year 2328. Since then though, Himavat City has experienced peaceful growth that has taken it from a small city of only a few hundred thousand to the sixth-largest city on Xanu Prime with an economy and culture to match. Seasonal extremes define much of Himavat City’s landscape. During the wintertime (which due to the city’s northerly position lasts from October until April) Himavat City receives an average of 851 centimeters of snowfall, making it the snowiest major city on Xanu Prime. It is also the coldest major city on Xanu Prime, with its average winter temperature being -3 degrees Celsius. The summer brings with it a steady rainfall as well, meaning that consistent sunshine is a rarity here. The city’s architecture is built to work with these climatological realities: its buildings have vaulted or reinforced roofs with large runoff gutters to help deal with snowpack and the buildings themselves are usually constructed from sturdy, insulating materials to both keep their insides warm while remaining undamaged by the wind, hail, and ice. During the wintertime the weather can make driving difficult and because of this many Himavatans make their way around via the city’s extensive tram and underground metro network, though winter-capable automobiles and snowmobiles are common too. The city has been voted as having the worst weather on Xanu Prime for decades and life can be rather dour and drab here if one doesn’t find something fun to do with their time.&lt;br /&gt;
&lt;br /&gt;
The city is home to the &#039;&#039;&#039;Himavat Winter Festival&#039;&#039;&#039;, typically called &#039;&#039;&#039;WinFest&#039;&#039;&#039; or &#039;&#039;&#039;HimaFest&#039;&#039;&#039;, a two-week long outdoor music and arts festival held during the middle of winter, usually in late January or early February. It’s the single-largest get-together of Xanan musicians on the planet ranging from genres as diverse as rock, to hip-hop, to electronica, to singer-songwriter, and more. Other things that the festival is notable for is its ice and snow sculpture contests, something which many go to the festival to see alone and a wide variety of cook-offs ranging from things like chili and curry to fish filets. A trip to the festival is treated by many Xanan young adults as a rite of passage and is one taken by many college students in the year after they finish their undergraduate degrees. WinFest is only one of Himavat city’s many festivals; every few weeks the city has some new event, usually on an annual basis, to attract tourists to the city. Local musicians in Himavat City are renowned for their creativity, and the city’s artists have invented several genres of music, the most popular of which being Himavat Midnight.&lt;br /&gt;
&lt;br /&gt;
Supporting not only the festivals but the tourism that the city receives at large is the ecosystem of various hotels and winter resorts that dot the city and its surrounding areas. Accommodations in Himavat City are more rustic than not, something the city markets as part of its homey, wintery charm. The restaurants and bars of the city offer themselves in a similar way too; outstanding food with friendly service and a no-frills attitude towards presentation and decor. Other tourism-focused enterprises have their roots here too like ski resorts and Himavatian arctic cruises which take their guests on scenic trips to the most remote parts of the Himavatia’s coastline. While tourism arguably keeps Himavat City afloat, the Himavatans themselves have a love-hate relationship with their guests. On one hand, they appreciate the business that tourists bring them, but on the other, tourists often simply do not understand what life is like in Himavat City given that they are only there for a few days or weeks at a time. This has led to tourists often being the butt of many jokes by the locals and the word “tourist” itself being Himavatan shorthand for a generally ignorant or stupid person.&lt;br /&gt;
&lt;br /&gt;
Tourism is not the only driving force of the Himavat City economy however and people can be found working in a variety of industries here. Mining and petrochemicals still play a significant role in generating revenue for the city, and many believe that the continent of Himvatia holds untold mineral and oil deposits in the mountains beneath its frigid icecaps. Governmental regulations prohibit companies from intentionally destroying the icecap to reach the deposits underneath, so instead many companies and even some Himean syndicates have resolved to simply drill underneath it, through the rock of the continent to reach those polar riches by way of large tunnels. North of the city, the All-Xanu Armed Forces operate the &#039;&#039;&#039;Herzog Army Base &amp;amp; Military Spaceport&#039;&#039;&#039;, home of the &#039;&#039;&#039;AXAF Special Warfare Academy&#039;&#039;&#039;, a place where many of Xanu Prime’s most capable soldiers and sailors train when not in the field. Many of these soldiers and sailors then find themselves in Himavatan bars and clubs on the weekends. This military presence has led to some Xanan defense contractors, most notably d.N.A. Defense &amp;amp; Aerospace to establish research laboratories in the Himavat City, many testing their newest weapons and designs north of the city in Himavatia’s more remote regions away from prying eyes. Fishing is a notable industry here as well; some of the best fish and crabs on all of Xanu Prime are caught by fishing companies based out of Himavat City that operate in the frigid polar waters off the Himavatian coastline. The northerly city also has a modest industrial sector, though it is not anywhere near the caliber of what Pataliputra has to offer. Himavat City’s relatively remote position often means that transporting some goods to the city can be quite expensive, and as such, many Himavatan companies have jumped at the opportunity to produce some goods locally to supply the Himavatan market. This has given the city a unique bit of insulation from shocks that might otherwise rock the Xanan economy, the most recent of which was the turmoil surrounding the initial waves of the ongoing phoron scarcity. While the economy in Himavat City dipped like it did everywhere else, the city saw the smallest decline and fastest recovery of any major Xanan city.&lt;br /&gt;
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Himavat City’s Ultraleague team is rather uncreatively called &#039;&#039;&#039;Himavat City FC&#039;&#039;&#039;, though their fans call them the Ice Caps. Their colors are icy blue and dark red. The city does not have an alpha cricket league team due to most of the grass in the city being permafrost and unpleasant to play on. Instead, the city has a professional ice hockey team called the &#039;&#039;&#039;Himavat Fightin’ Polecats&#039;&#039;&#039; which play in the Trans-Xanu Ice Hockey Association, Xanu Prime’s foremost professional ice hockey league. Their colors are green and black with red accents.&lt;br /&gt;
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{{Navbox Xanu}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Vaurcawarrior.png&amp;diff=33164</id>
		<title>File:Vaurcawarrior.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Vaurcawarrior.png&amp;diff=33164"/>
		<updated>2024-06-04T15:42:21Z</updated>

		<summary type="html">&lt;p&gt;Desven: Desven uploaded a new version of File:Vaurcawarrior.png&lt;/p&gt;
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&lt;div&gt;A Vaurca warrior from Scay&#039;s brood.&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vetju,_Iron_Queen&amp;diff=33127</id>
		<title>Vetju, Iron Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vetju,_Iron_Queen&amp;diff=33127"/>
		<updated>2024-05-20T22:32:44Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Terrestrial fabricator */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Vetju’tenx’sil K’lax&lt;br /&gt;
 |Alt title = Iron Queen&lt;br /&gt;
 |Image = vetjubrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#0b541f&amp;quot;&amp;gt;(RGB 11, 84, 31)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#155133&amp;quot;&amp;gt;(RGB 21,81, 51)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#213f21&amp;quot;&amp;gt;(RGB 33, 63, 33)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#0d421b&amp;quot;&amp;gt;(RGB 13, 66, 27)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#314831&amp;quot;&amp;gt;(RGB 49, 72, 49)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Tret|Tret]], Uueoa-Esa&lt;br /&gt;
}}&lt;br /&gt;
Often regarded as [[Zkaii, The Sleepwalker|Zkaii’s]] polar opposite, Vetju’tenx’sil is the oldest Kl’axian Vaurca within known space. Known for her great pragmatism, her brood do not busy themselves with the expansion of the Hive’s colonies. Instead, her brood recycles and melts down parts of the Hiveship as well as maintaining the technology that all K’lax enjoy. It was Vetju who plotted the great Hiveship Kloz’xera to its final resting place. Much as they did when they entered the system, Vetju used [[Colonized Vaurca Worlds#Tret|Tret’s]] environment to land the gargantuan craft on the ground. &lt;br /&gt;
&lt;br /&gt;
The Kloz’xera impacted the northern pole of Tret, obliterating its ice cap and cushioning the impact of the monolithic vessel. It is from here that she makes her home. Within the bowels of the earth and the ship, billions of tons of materials and technology are melted down into lakes of molten metal heated by the miles-long dismembered engines of the great Hiveship, which burn still at the center of a sea of ice, ignited with residual heat and flame from two thousand years of travel. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Her Virtual Reality is one of a grand design, dubbed &#039;&#039;Klo’vtak&#039;&#039;, which translates roughly into ‘Foundry’. Here, immaculately intricate constructions coat a massive underground complex. Within the walls are countless dwellings, with the light from each illuminating the cavern in a dull green. K’lax here work tirelessly to achieve engineering miracles and recreate them in reality.&lt;br /&gt;
&lt;br /&gt;
From the walls extend pylons of stone and metal, all leading to a floating central complex, a virtual recreation of the famous K’laxian forges, capable of producing the high-quality ingots that are regarded as the hallmark of master K’laxian engineering, with the hulls of the Hiveships themselves made from alloys derived from the materials. K’lax that dwell or train here have endless resources to pursue any engineering topic at hand. The joy of work is instilled into their very being even before they are born.&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Although at first the work of Vetju’s brood might seem almost identical to that performed by that of Zkaii’s, they cover different niches. Vetju is mostly known for her processing of raw materials, blueprinting designs and mining, with her brood’s &#039;&#039;&#039;Workers&#039;&#039;&#039; and &#039;&#039;&#039;Warriors&#039;&#039;&#039; remarked as some of the most efficient in their work area. This has also caught the interest of [[Hephaestus Industries]], and while Vetju herself might be skeptical of megacorporations, she has seen the benefits of the relationship blossoming in the short-to-medium term. &lt;br /&gt;
&lt;br /&gt;
Vetju has taken advantage of the new &#039;&#039;&#039;Bulwark&#039;&#039;&#039; caste mostly inside of her Realm, where they can operate the Forgery at better rates than before. However, she also sees the benefit in dangerous works, particularly those exposed to high pressures and radiation, due to their thick carapaces. &lt;br /&gt;
&lt;br /&gt;
“In all things, do not waste potential” is the creed of Vetju’tenx’sil’s brood. The division is usually Unbound focusing on recreating and maintaining technology, while the Bound are tasked to dismantle and recycle the components. &lt;br /&gt;
&lt;br /&gt;
Perhaps more than any other brood of K’lax, Vetju’s spawn tend to be distrustful of outsiders, reflecting their Queen’s hatred of the Zo’ra, nursed by the ages long wounds she suffered at their hands during their Hive’s first conflict. Her wounds led Vetju’tenx’sil to lose some of her lower body, and parts of it were replaced with inferior mechanical duplicates, which in turn led her to be defensive at times in matters involving outsiders. This was shown most recently by being the only dissenting queen from their agreement with the [[Izweski Nation|Unathi Hegemony]]. To Vetju, the K’lax cannot achieve their full potential under the heel of other powers.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
Of her brood there are two masters that might be the most well-known Xakat’kl’atan across all Hives, if only because of their legendary status.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Yix K’lax===&lt;br /&gt;
Ka’Akaix’Yix K’lax has been known throughout all Hives and broods, unanimously, as the best engineer of the entire Vaurca species. Its kinetic sense, spatial awareness, even down to its imagination, deftness and sleight of hand combine into an incredibly smart and skilled Worker. While Bound could perhaps do a job faster, simpler and in a more basic manner, a Bound workforce under orders from Yix could design, and have designed, some of the greatest current structures and technologies in the modern Vaurca era. &lt;br /&gt;
&lt;br /&gt;
Perhaps its greatest achievement would be the design of the Hiveship used since the [[Vaurca History#The Great Evacuation|Great Evacuation]]. While its competitor, [[Xakt, Queen of Corpses#Za’Akaix’Cimm Zo’ra|Cimm]], designed Hiveships almost as ten times bigger, the efficient and practical design that Yix ultimately proposed, even if still massive, proved to be effective and doable. If another design were to be chosen in lieu, perhaps Vaurcae would have never arrived at the Orion Spur in the first place. &lt;br /&gt;
&lt;br /&gt;
The story of Yix’s discovery is famous throughout the Hives and is told to young borne within VR to alight the first fires of their curiosity upon birthing. It recounts how Yix came upon its discovery as they first looked into the open sky of [[Sedantis I|Sedantis’]] surface. In the starfields above Yix, it saw emptiness, a vast gulf of darkness between the pinpricks of light. And as it looked, it dawned upon Yix that this dark gulf existed in spaces between all things, that space itself is vaster than even what matter itself is used to.  It was Yix’s studies of the Sedantis night sky that may have proven fundamental for the Hiveship design.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Paa K’lax===&lt;br /&gt;
Paa is often regarded as a mythological figure, and while it remains mostly idle as of lately, not too long ago it was still active as one of the best designers. Known for its use of materials and revolutionizing the ingot process with the K’laxian forges, Paa is also regarded as the inventor of the mechanical modified mandibles, as well as a plethora of melee weaponry that was used up until the [[Vaurca History#The Great Hive War|Great Hive War]]. While it is true that sleeker, better designs have come after, it was the work of Paa that laid the ground for future advancements in technology. &lt;br /&gt;
&lt;br /&gt;
Paa ultimately became stressed because after millenia it had lost its creativity and its work had become stale. Paa had also been greatly affected by the material crisis Vaurcae had faced since their [[Vaurca History#The Great Evacuation|Exodus]], and while it had at first shown interest in using local resources from the planets colonized ever since, it ultimately gave up and has remained mostly silent. It is known to have commented, regarding the Kloz’xera recycling, that it was ultimately necessary for K’lax, and the Vaurca race as a whole, to achieve their former glory.&lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Queen Vetju&#039;s [[Virtual_Reality#Weavemakers|Weavemakers]] are appointed through request and have no stipulations outside of being in socially good standing. The majority of these Weavemakers and their subrealms focus on practical, hands-on activities, reflecting the pragmatic views of the brood as a whole. &lt;br /&gt;
&lt;br /&gt;
===Iron Forge===&lt;br /&gt;
Iron Forge, or &#039;&#039;&#039;Ira&#039;kan&#039;&#039;&#039;, is part competition, part design-festival created during the K&#039;lax Innovation by Ka&#039;Akaix&#039;Eal K&#039;lax. Participants are given engineering designs and race to not just complete, but improve the existing blueprints, with the finished result then being examined by Ta, who are handpicked by Vetju to act as arbitrators. The Breeder Council selects a single victor.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, the winning design will have noticeably improved on the original enough that it will be incorporated into the K&#039;lax archives, thus ensuring the technology of the brood does not stagnate. Whilst the most memorable of these tournaments tends to be the ones where essential structures are improved, such as when Ka&#039;Akaix&#039;Rie K&#039;lax discovered how to better use phoron focusing crystals in existing all-factory designs increasing their output, victories happen every day over mundane items, like a Worker designing more efficient mandible cleaning system or a better climate sensitive drink-storage system.&lt;br /&gt;
&lt;br /&gt;
===Terrestrial fabricator===&lt;br /&gt;
Terrestrial fabricator, otherwise known as &#039;&#039;&#039;Fee&#039;kpel&#039;&#039;&#039;, is an experience designed by Ka&#039;Akaix&#039;Quel K&#039;lax, a former student of Ka’Akaix’Yix K&#039;lax itself. In the experience, participants are given tools and a barren planet, which they are asked to turn into an industrial paradise with which to expand further beyond. Some players have designed extremely elaborate automated factories stretching across systems with intricate planetary supply lines. &lt;br /&gt;
&lt;br /&gt;
Quel originally hoped that some of the ideas put forth in the subrealm would be usable on Tret. However, this has yet to bear fruit in any serious capacity, which many suspect is simply due to how recent the K&#039;lax arrival to the planet is, whilst some others hypothesise that the export agreement with Hephaestus over the new K&#039;lax home is to blame and is stunting growth.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Vetju’s relationship with her sister, Zkaii, has been turbulent at best. Often regarded as a rebel by the new High Queen, Vetju believes her position as her mother’s heir was stolen by Zkaii’xay’yil, who she regards as ‘clueless’ and even ‘sleepy’ herself, as a reference to what her brood is known for. Vetju’s opposition to cooperate with Izweski, as well as her rejection of inter-hive diplomacy, make her tough to approach. &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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vetju,_Iron_Queen&amp;diff=33126</id>
		<title>Vetju, Iron Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vetju,_Iron_Queen&amp;diff=33126"/>
		<updated>2024-05-20T22:32:29Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* Iron Forge */&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’Vetju’tenx’sil K’lax&lt;br /&gt;
 |Alt title = Iron Queen&lt;br /&gt;
 |Image = vetjubrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#0b541f&amp;quot;&amp;gt;(RGB 11, 84, 31)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#155133&amp;quot;&amp;gt;(RGB 21,81, 51)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#213f21&amp;quot;&amp;gt;(RGB 33, 63, 33)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#0d421b&amp;quot;&amp;gt;(RGB 13, 66, 27)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#314831&amp;quot;&amp;gt;(RGB 49, 72, 49)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Tret|Tret]], Uueoa-Esa&lt;br /&gt;
}}&lt;br /&gt;
Often regarded as [[Zkaii, The Sleepwalker|Zkaii’s]] polar opposite, Vetju’tenx’sil is the oldest Kl’axian Vaurca within known space. Known for her great pragmatism, her brood do not busy themselves with the expansion of the Hive’s colonies. Instead, her brood recycles and melts down parts of the Hiveship as well as maintaining the technology that all K’lax enjoy. It was Vetju who plotted the great Hiveship Kloz’xera to its final resting place. Much as they did when they entered the system, Vetju used [[Colonized Vaurca Worlds#Tret|Tret’s]] environment to land the gargantuan craft on the ground. &lt;br /&gt;
&lt;br /&gt;
The Kloz’xera impacted the northern pole of Tret, obliterating its ice cap and cushioning the impact of the monolithic vessel. It is from here that she makes her home. Within the bowels of the earth and the ship, billions of tons of materials and technology are melted down into lakes of molten metal heated by the miles-long dismembered engines of the great Hiveship, which burn still at the center of a sea of ice, ignited with residual heat and flame from two thousand years of travel. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Her Virtual Reality is one of a grand design, dubbed &#039;&#039;Klo’vtak&#039;&#039;, which translates roughly into ‘Foundry’. Here, immaculately intricate constructions coat a massive underground complex. Within the walls are countless dwellings, with the light from each illuminating the cavern in a dull green. K’lax here work tirelessly to achieve engineering miracles and recreate them in reality.&lt;br /&gt;
&lt;br /&gt;
From the walls extend pylons of stone and metal, all leading to a floating central complex, a virtual recreation of the famous K’laxian forges, capable of producing the high-quality ingots that are regarded as the hallmark of master K’laxian engineering, with the hulls of the Hiveships themselves made from alloys derived from the materials. K’lax that dwell or train here have endless resources to pursue any engineering topic at hand. The joy of work is instilled into their very being even before they are born.&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Although at first the work of Vetju’s brood might seem almost identical to that performed by that of Zkaii’s, they cover different niches. Vetju is mostly known for her processing of raw materials, blueprinting designs and mining, with her brood’s &#039;&#039;&#039;Workers&#039;&#039;&#039; and &#039;&#039;&#039;Warriors&#039;&#039;&#039; remarked as some of the most efficient in their work area. This has also caught the interest of [[Hephaestus Industries]], and while Vetju herself might be skeptical of megacorporations, she has seen the benefits of the relationship blossoming in the short-to-medium term. &lt;br /&gt;
&lt;br /&gt;
Vetju has taken advantage of the new &#039;&#039;&#039;Bulwark&#039;&#039;&#039; caste mostly inside of her Realm, where they can operate the Forgery at better rates than before. However, she also sees the benefit in dangerous works, particularly those exposed to high pressures and radiation, due to their thick carapaces. &lt;br /&gt;
&lt;br /&gt;
“In all things, do not waste potential” is the creed of Vetju’tenx’sil’s brood. The division is usually Unbound focusing on recreating and maintaining technology, while the Bound are tasked to dismantle and recycle the components. &lt;br /&gt;
&lt;br /&gt;
Perhaps more than any other brood of K’lax, Vetju’s spawn tend to be distrustful of outsiders, reflecting their Queen’s hatred of the Zo’ra, nursed by the ages long wounds she suffered at their hands during their Hive’s first conflict. Her wounds led Vetju’tenx’sil to lose some of her lower body, and parts of it were replaced with inferior mechanical duplicates, which in turn led her to be defensive at times in matters involving outsiders. This was shown most recently by being the only dissenting queen from their agreement with the [[Izweski Nation|Unathi Hegemony]]. To Vetju, the K’lax cannot achieve their full potential under the heel of other powers.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
Of her brood there are two masters that might be the most well-known Xakat’kl’atan across all Hives, if only because of their legendary status.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Yix K’lax===&lt;br /&gt;
Ka’Akaix’Yix K’lax has been known throughout all Hives and broods, unanimously, as the best engineer of the entire Vaurca species. Its kinetic sense, spatial awareness, even down to its imagination, deftness and sleight of hand combine into an incredibly smart and skilled Worker. While Bound could perhaps do a job faster, simpler and in a more basic manner, a Bound workforce under orders from Yix could design, and have designed, some of the greatest current structures and technologies in the modern Vaurca era. &lt;br /&gt;
&lt;br /&gt;
Perhaps its greatest achievement would be the design of the Hiveship used since the [[Vaurca History#The Great Evacuation|Great Evacuation]]. While its competitor, [[Xakt, Queen of Corpses#Za’Akaix’Cimm Zo’ra|Cimm]], designed Hiveships almost as ten times bigger, the efficient and practical design that Yix ultimately proposed, even if still massive, proved to be effective and doable. If another design were to be chosen in lieu, perhaps Vaurcae would have never arrived at the Orion Spur in the first place. &lt;br /&gt;
&lt;br /&gt;
The story of Yix’s discovery is famous throughout the Hives and is told to young borne within VR to alight the first fires of their curiosity upon birthing. It recounts how Yix came upon its discovery as they first looked into the open sky of [[Sedantis I|Sedantis’]] surface. In the starfields above Yix, it saw emptiness, a vast gulf of darkness between the pinpricks of light. And as it looked, it dawned upon Yix that this dark gulf existed in spaces between all things, that space itself is vaster than even what matter itself is used to.  It was Yix’s studies of the Sedantis night sky that may have proven fundamental for the Hiveship design.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Paa K’lax===&lt;br /&gt;
Paa is often regarded as a mythological figure, and while it remains mostly idle as of lately, not too long ago it was still active as one of the best designers. Known for its use of materials and revolutionizing the ingot process with the K’laxian forges, Paa is also regarded as the inventor of the mechanical modified mandibles, as well as a plethora of melee weaponry that was used up until the [[Vaurca History#The Great Hive War|Great Hive War]]. While it is true that sleeker, better designs have come after, it was the work of Paa that laid the ground for future advancements in technology. &lt;br /&gt;
&lt;br /&gt;
Paa ultimately became stressed because after millenia it had lost its creativity and its work had become stale. Paa had also been greatly affected by the material crisis Vaurcae had faced since their [[Vaurca History#The Great Evacuation|Exodus]], and while it had at first shown interest in using local resources from the planets colonized ever since, it ultimately gave up and has remained mostly silent. It is known to have commented, regarding the Kloz’xera recycling, that it was ultimately necessary for K’lax, and the Vaurca race as a whole, to achieve their former glory.&lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Queen Vetju&#039;s [[Virtual_Reality#Weavemakers|Weavemakers]] are appointed through request and have no stipulations outside of being in socially good standing. The majority of these Weavemakers and their subrealms focus on practical, hands-on activities, reflecting the pragmatic views of the brood as a whole. &lt;br /&gt;
&lt;br /&gt;
===Iron Forge===&lt;br /&gt;
Iron Forge, or &#039;&#039;&#039;Ira&#039;kan&#039;&#039;&#039;, is part competition, part design-festival created during the K&#039;lax Innovation by Ka&#039;Akaix&#039;Eal K&#039;lax. Participants are given engineering designs and race to not just complete, but improve the existing blueprints, with the finished result then being examined by Ta, who are handpicked by Vetju to act as arbitrators. The Breeder Council selects a single victor.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, the winning design will have noticeably improved on the original enough that it will be incorporated into the K&#039;lax archives, thus ensuring the technology of the brood does not stagnate. Whilst the most memorable of these tournaments tends to be the ones where essential structures are improved, such as when Ka&#039;Akaix&#039;Rie K&#039;lax discovered how to better use phoron focusing crystals in existing all-factory designs increasing their output, victories happen every day over mundane items, like a Worker designing more efficient mandible cleaning system or a better climate sensitive drink-storage system.&lt;br /&gt;
&lt;br /&gt;
===Terrestrial fabricator===&lt;br /&gt;
Terrestrial fabricator, otherwise known as &#039;&#039;&#039;Fenq&#039;Yipel&#039;&#039;&#039;, is an experience designed by Ka&#039;Akaix&#039;Quel K&#039;lax, a former student of Ka’Akaix’Yix K&#039;lax itself. In the experience, participants are given tools and a barren planet, which they are asked to turn into an industrial paradise with which to expand further beyond. Some players have designed extremely elaborate automated factories stretching across systems with intricate planetary supply lines. &lt;br /&gt;
&lt;br /&gt;
Quel originally hoped that some of the ideas put forth in the subrealm would be usable on Tret. However, this has yet to bear fruit in any serious capacity, which many suspect is simply due to how recent the K&#039;lax arrival to the planet is, whilst some others hypothesise that the export agreement with Hephaestus over the new K&#039;lax home is to blame and is stunting growth.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Vetju’s relationship with her sister, Zkaii, has been turbulent at best. Often regarded as a rebel by the new High Queen, Vetju believes her position as her mother’s heir was stolen by Zkaii’xay’yil, who she regards as ‘clueless’ and even ‘sleepy’ herself, as a reference to what her brood is known for. Vetju’s opposition to cooperate with Izweski, as well as her rejection of inter-hive diplomacy, make her tough to approach. &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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33125</id>
		<title>War in Heaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33125"/>
		<updated>2024-05-20T21:40:23Z</updated>

		<summary type="html">&lt;p&gt;Desven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox military conflict&lt;br /&gt;
 |conflict = War in Heaven&lt;br /&gt;
 |partof = K&#039;lax Civil War&lt;br /&gt;
 |image = Klaxflag&lt;br /&gt;
 |date = 29 March 2466 - present&lt;br /&gt;
 |location = [[War in Heaven#Xathul Xon|Xathul Xon]]&lt;br /&gt;
 |result = Ongoing&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Tupii, The Surrogate Queen|Tupii-K&#039;lax brood]]&lt;br /&gt;
 |combatant2 = [[Zkaii, The Sleepwalker|Zkaii brood]]&lt;br /&gt;
 |commander1 = [[War in Heaven#General Za&#039;Akaix&#039;Gist K&#039;lax|Za&#039;Akaix&#039;Gist K&#039;lax]]&lt;br /&gt;
 |commander2 = [[War in Heaven#Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax|Za&#039;Akaix&#039;Xeru K&#039;lax]]&lt;br /&gt;
 |strength1 = Unknown&lt;br /&gt;
 |strength2 = Unkown&lt;br /&gt;
 |casualties1 = Unknown&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the news article arc page, see [[War in Heaven Arc]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Tupii-Zkaii War, also known as the K&#039;lax Civil War, K&#039;lak&#039;iek (&amp;quot;K&#039;lax War&amp;quot;), or the War in Heaven, is an ongoing armed conflict between [[Tupii, The Surrogate Queen|Queen Tupii]] and [[Zkaii, The Sleepwalker|Queen Zkaii]] of the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]]. Unlike traditional armed conflicts, the K&#039;lax Civil War utilizes [[Virtual Reality|Vaurca Virtual Reality technology]] extensively for combat. The main battleground is an intermediary realm known as &#039;&#039;&#039;Xathul Xon&#039;&#039;&#039; or &#039;&#039;&#039;The Crucible&#039;&#039;&#039;, located in the Interstice connecting both queens&#039; domains.&lt;br /&gt;
&lt;br /&gt;
The War in Heaven is fundamentally a succession war. Queen Tupii, leader of the ancient K&#039;lax brood, claims to be the rightful heiress to the K&#039;lax throne. This marks a historical crisis as it is the first recorded Vaurca succession war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Shortly before the [[Vaurca History#The Exodus|Vaurca Exodus from Sedantis]], a fire erupted within High Queen Mother K&#039;lax&#039;s chambers in the [[Sedantis_I#Tata&#039;kree&#039;xt_-_Mother&#039;s_Nest|Tata&#039;kree&#039;xt]]. This shameful tragedy resulted in the deaths of K&#039;lax, her guards, and the destruction of several Cephalons. To maintain stability, the K&#039;lax kept this event a closely guarded secret, concealing the truth, especially from the Zo&#039;ra Hive. However, news of K&#039;lax&#039;s death spread quickly. Mother K&#039;lax&#039;s remains and the damaged [[Vaurca Biology#Cephalons (Type D)|Cephalons]] were taken aboard the Kloxa&#039;xia, and significant efforts were made to recover lost data from the burnt neural sockets. Ultimately, reconstruction attempts proved futile, resulting in the permanent loss of vital information.&lt;br /&gt;
&lt;br /&gt;
Queen Zkaii—a pivotal figure in the development of modern Virtual Reality—refused to acknowledge Mother K&#039;lax&#039;s death. During the Exodus, Zkaii founded the [[Vaurca Religion#Mother Dream|Mother Dream religion]], perpetuating the belief that High Queen K&#039;lax remained alive. Although considered eccentric, Zkaii&#039;s skill, closeness to Mother K&#039;lax, and leadership positioned her as a likely candidate for the next High Queen. Following initial [[Vaurca History#The First Contact With Unathi|contact with the Unathi]], the K&#039;lax Hive received a fiefdom in what is now known as [[Tret]], with Zkaii becoming its first Overlord. This decision was marked alongside Zkaii&#039;s official coronation as High Queen.&lt;br /&gt;
&lt;br /&gt;
The old K&#039;lax brood faced neglect even before Zkaii&#039;s ascent and their once-central position in the Hive declined. However, this situation worsened significantly following her rise to power, with their treatment deteriorating to a state akin to that of the queenless. Many Vaurcae, who believed the original brood deserved respect, viewed this as deeply unjust due to its historical significance. This tension was aggravated by the stance of many K&#039;lax brood Breeders who openly preferred allegiance to the Zo&#039;ra Hive over their new Unathi overlords. While the rest of the K&#039;lax Hive adapted to their circumstances, the K&#039;lax brood defiantly refused to acknowledge their changing status. Zkaii, upholding her denial of Mother K&#039;lax&#039;s death, remained deliberately neutral on the matter. To acknowledge the old brood&#039;s plight would be a tacit admission of Mother K&#039;lax&#039;s demise.&lt;br /&gt;
&lt;br /&gt;
During the first gathering of the new Court of Queens in Caprice, the K&#039;lax Hive faced significant pressure to resolve the issue of the old K&#039;lax brood. Under scrutiny, they were forced to select a formal representative for the neglected brood. This resulted in the election of Ta&#039;Akaix&#039;Tupii&#039;maxk&#039;rekxak K&#039;lax, a former confidante of Mother K&#039;lax, as the new brood Queen. Notably, this marked a departure from tradition, as Vaurca broods typically dissolved or faded following the death of their Queen.&lt;br /&gt;
&lt;br /&gt;
Since her election, Queen Tupii has been known for stepping up in many of the Hive&#039;s affairs. She has taken a leadership role in various matters, including Tret&#039;s colonization and meeting the high demand of Vaurca Warriors in Izweski&#039;s ranks. This, in turn, has led Tupii to become the de facto face of the Hive, overshadowing the less charismatic Zkaii.&lt;br /&gt;
&lt;br /&gt;
==Brood Relations==&lt;br /&gt;
It has been widely reported that High Queen Zkaii was never keen on Tupii. Shortly after Tupii&#039;s coronation, Zkaii denied any interviews with Moghresian media. The suspicions were confirmed on November 29, 2463, when the Hivenet Watch&amp;lt;ref&amp;gt;The Hivenet Watch, also referred to as Hivewatch, is officially known as the Human-Skrell Alliance for Hivenet Surveillance and Research. Headquartered in Mendell City, Biesel, and Zuvl&#039;Qlip, Qerr&#039;Malic, its primary functions include monitoring Hivenet activity across the Orion Spur and spearheading efforts to decipher the enigmatic Virtual Reality logs. While not a direct governmental agency, the Hivenet Watch maintains a close working relationship with both the Republic of Biesel and the Nralakk Federation.&amp;lt;/ref&amp;gt; recorded High Queen Zkaii openly stating that Tupii was &amp;quot;the wrong choice&amp;quot; in a royal channel of Hivenet. This finding was reported in various tabloid newspapers across Moghes but was ultimately deemed of little interest.&lt;br /&gt;
&lt;br /&gt;
Similar incidents followed, including rumors by high-clearance Surrogates of both broods. On May 4, 2465, Jason Schmidt of the vaurphobic website, &#039;&#039;Vaurca Updates Online&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;Vaurca Updates Online (VUO)&#039;&#039; is a self-described &amp;quot;Vaurca skeptic network.&amp;quot; While the site has no single ideological stance, the watchdog group Vaurca Equality has flagged it for promoting vaurphobia and hate speech. VUO is criticized for spreading misinformation, including claims that Vaurcae carapaces leak phoron and conspiracy theories alleging the Zo&#039;ra Hive has plans to colonize Mars, fueling Solarian fear. Due to these concerns, VUO is banned within the Republic of Biesel.&amp;lt;/ref&amp;gt;, posted an article titled &amp;quot;Trouble in Virtual Paradise: When Izweski&#039;s Allies Clash.&amp;quot; Schmidt&#039;s article provided insider information on the Zkaii and Tupii&#039;s broods, alongside speculation on the Unathite economy if both factions were at war. However, the questionable reputation of &#039;&#039;Vaurca Updates Online&#039;&#039; led to the dismissal of Schmidt&#039;s report.&lt;br /&gt;
&lt;br /&gt;
==Important Figures==&lt;br /&gt;
=== General Za&#039;Akaix&#039;Gist K&#039;lax ===&lt;br /&gt;
General Gist, originally hatched around 27,488 BCE as a K&#039;lax brood Warrior, exemplified an early strategic mind even before the advent of Virtual Reality training. Gist&#039;s interest in K&#039;lax leadership, particularly in the ancient [[Vaurca_History#The_Rise_of_Zo&#039;ra|Queen Neiim]], fueled its rapid rise through the ranks. Augmented to become a [[Vaurca Biology#Za, The Warriors (Type B)|Vaurca Marshal]], Gist&#039;s enhanced ability to predict complex outcomes provided significant tactical advantages against the Lii&#039;dra. Gist played a crucial role in the [[The Great Hive War#Zo&#039;rane Victories|Fiery Years of the Lii&#039;dramachy]], notably commanding early K&#039;lax Warform prototypes at the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]] and successfully repelling the [[The Lii&#039;dra|Lii&#039;dra]] from the region.&lt;br /&gt;
&lt;br /&gt;
After its death in 27,465 BCE, Gist was posthumously awarded the [[Vaurca_Culture_and_Society#Xakat&#039;kl&#039;atan|Xakat&#039;kl&#039;atan]] rank. Its strategic contributions faded into relative obscurity during the post-Lii&#039;dramachy recovery until the Hive Renaissance, where Gist&#039;s role in thwarting [[Hives Renaissance#Prelude|the Warladies]] regained notoriety. Though unverified, legend holds that Gist was banished to the Interstice, becoming a proponent of strategic finesse over brute force. Some speculate this ostracization was due to Zo&#039;rane disapproval of Gist&#039;s views. Gist&#039;s survival following the death of Mother K&#039;lax and the loss of her Cephalons is a subject of debate, with rumors suggesting a corrupted Gist was later recovered and sanitized. Enemies of the general use this to discredit Gist&#039;s current actions, labeling it lobotomized or &amp;quot;Viax Gist.&amp;quot; However, there is no basis for these beliefs, and Gist was likely deep in the Interstice when the realm of Mother K&#039;lax was forever lost.&lt;br /&gt;
&lt;br /&gt;
During the [[Vaurca History#Exodus|Exodus]], Gist actively supported Tupii&#039;s bid to become Queen of the K&#039;lax brood, leveraging the reach of Virtual Reality for her campaign. It was later resleeved in 2464 in a less-augmented Myrmidon-like form, resembling Warriors of ancient. It also served as Tupii&#039;s master-at-arms. This, alongside positive portrayal in &#039;&#039;Sinta Articles&#039;&#039;, boosted Gist&#039;s popularity with the Unathi. At the time of its death, Gist was one of the most famous Warriors in the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Gist was recalled to Virtual Reality, where Tupii chose it as her general-in-chief for the K&#039;lak&#039;iek. While Gist&#039;s unparalleled experience in real-world warfare provides a tactical edge, it is not known for conventional Virtual Reality combat prowess. Rather, Gist intends to transform the virtual battlefield into a labyrinth of complexity. It favors strategies that rely on meticulous planning, deception, and manipulating the very fabric of the Aether itself, forcing enemies to adapt or be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
=== Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax ===&lt;br /&gt;
Exemplar Xeru is often regarded as the first K&#039;lax Warrior to have converted to the Mother Dream faith. Alongside [[Zkaii,_The_Sleepwalker#Ka&#039;Akaix&#039;Vhixok_K&#039;lax|Ka&#039;Akaix&#039;Vhixok K&#039;lax]], Xeru is regarded as one of the key figures of the emerging religion and the very first Mother Dream missionary. Eventually, Xeru was promoted to the rank of Exemplar and is believed to have already climbed out of simulation with Mother K&#039;lax herself, only returning to preach the faith.&lt;br /&gt;
&lt;br /&gt;
Little is known about Xeru in life. It is speculated that it died shortly before the Exodus and was not known for its combat abilities. However, Exemplar Xeru grew to believe that the best way to escape the nested simulations is to challenge Virtual Reality with what it calls &amp;quot;the mirrored body.&amp;quot; This mirrored body is an avatar trained to become strong enough to rip the veil of the Aether with its claws. Unbeknownst to the rest of the Hive, but with the full knowledge and likely support of Queen Zkaii, Xeru created a Mirrored Vanguard capable of making, breaking, and reshaping Virtual Reality.&lt;br /&gt;
&lt;br /&gt;
Xeru&#039;s mirrored body is a disturbing testament to its obsession: not merely an avatar within the Aether, but a grotesque attempt to manifest an impossible form. Witnesses describe Exemplar Xeru as a topological paradox—a shifting, contorting shape that defies conventional geometry. Its body seems to fold into itself, creating warped connections and violating the very concept of inside and outside. The strain of rendering this illogical form is so extreme that even powerful Cephalons struggle, distorting Xeru&#039;s movements into a glitched and disjointed spectacle. Enemies may mock this disorienting display as sluggishness or taunt the Exemplar as &amp;quot;Sleepy Xeru,&amp;quot; but they fundamentally misunderstand the profound violation of reality Xeru embodies.&lt;br /&gt;
&lt;br /&gt;
In selecting a general-in-chief for the K&#039;lak&#039;iek conflict, High Queen Zkaii made a decisive choice: Exemplar Xeru. This fervent zealot embodies Zkaii&#039;s will, possessing a potent combination of unwavering faith and a mastery of Virtual Reality.  Xeru&#039;s fanatical pursuit of transcending Cephalon limitations poses a unique and dangerous challenge to General Gist. Its unsettling abilities and unwavering devotion make it a formidable adversary.&lt;br /&gt;
&lt;br /&gt;
=== Weavewright Ka&#039;Akaix&#039;Udon K&#039;lax ===&lt;br /&gt;
Regarded as both a genius and a fool, Ka&#039;Akaix&#039;Udon K&#039;lax is a Xakat&#039;kl&#039;atan of the Zkaii brood. It is a renowned figure in Vaurca history due to its pivotal contributions to the development of [[Virtual Reality#Realms|Virtual Reality Realms]] during the [[Hives Renaissance]]. A low-numbered member of the brood, Udon was tasked from a young age with mastering the science of Cephalons and Virtual Reality mechanics. Udon collaborated with the enigmatic Masters of the Weave—a group of Virtual Reality engineers that pushed for significant changes in how Realms operate. While in this group, Udon helped create the modern infrastructure for Realms and Subrealms that underpin Vaurca society today, earning the title of weavewright—a builder of Realms.&lt;br /&gt;
&lt;br /&gt;
Despite this success, Udon eventually grew disillusioned with the limitations of Virtual Reality and sought refuge in the Interstice. There, it became a proponent of the Pilot Dream faith, developing a reputation for eccentric interpretations of its tenets. This divergence from Zkaii&#039;s beliefs led to a temporary estrangement. However, the Queen, who eventually grew interested in the Pilot Dream theory, recognized the potential of Udon&#039;s unique insights and invited it to return.&lt;br /&gt;
&lt;br /&gt;
Udon was granted unprecedented access to Cephalon technology, allowing it to fully redesign Zkaii&#039;s realm in according to its new theories of realm building. What resulted was Zkaii&#039;s conceptual realm, a groundbreaking achievement in Virtual Reality design. Conceptual realms lean towards the abstract, esoteric, and multi-dimensional. They often push the boundaries of what is capable of in Virtual Reality, focusing on sensations that become ineffable. Conceptual realms would only become more popular during the Exodus, with other broods adopting similar styles.&lt;br /&gt;
&lt;br /&gt;
Udon&#039;s craft invites visitors to engage with the realms it creates on multiple levels. Its approach to realm building is one of constant exploration and experimentation, pushing the very boundaries of what is considered possible within the virtual landscape. Udon views Virtual Reality not merely as the promised afterlife but as a medium for fundamentally challenging and expanding the boundaries of Vaurca perception and intellect. Each realm Udon creates is an esoteric, multi-layered experience, demanding its inhabitants to question deeply-held assumptions, adapt to utterly alien perspectives, and actively explore their surroundings to decipher hidden depths.&lt;br /&gt;
&lt;br /&gt;
Despite Udon&#039;s seemingly close relationship with Zkaii, it is not a believer in the Mother Dream. Seen by the Zkaiite Surrogates as a neutral voice among the Queen&#039;s inner circle, Udon was chosen to design the Xathul Xon. Additionally, it was rumored that Udon disliked Exemplar Xeru and sought not to give the exemplar a tactical advantage in the Xathul Xon. This decision further solidified Udon&#039;s position as a respected and independent voice within the Zkaii brood, even as the conflict between Zkaii and Tupii escalated.&lt;br /&gt;
&lt;br /&gt;
==Xathul Xon==&lt;br /&gt;
The Xathul Xon, also known as The Crucible, is a realm within Virtual Reality. Since the start of the war, documentation about The Crucible has been limited. However, it was revealed that the realm was commissioned to [[War in Heaven#Weavewright Ka&#039;Akaix&#039;Udon K&#039;lax|Ka&#039;Akaix&#039;Udon K&#039;lax]] of the Zkaii brood, a Weavewright. Following Vaurca war traditions, a formal declaration of war was initiated by Queen Tupii. When High Queen Zkaii responded, she had the right to select and shape the battleground to her advantage. Traditionally, the declaring faction dispatches Workers to scout the chosen area prior to battle. It was confirmed that a group sent by Tupii explored The Crucible before the April 2466 offensive. The Xathul Xon was deemed suitable by these scouts, who reported back the information to their queen.&lt;br /&gt;
&lt;br /&gt;
The Xathul Xon defies traditional description, transcending linear perception. It is best understood as a kaleidoscope of swirling consciousness, locked in a synchronized dance on a tightrope. Udon built its masterpiece trying to defy traditional Vaurca war tradition, calling for a &amp;quot;post-Lii&#039;dramachy warfare.&amp;quot; With this piece, Udon wanted to explore an evolution of war, completely taking advantage of the Virtual Reality medium. This environment is also prepared to challenge the conventional tactics of both General Gist and Exemplar Xeru. For Gist, this meant a more traditional arena, resembling those present in [[Zoleth, The Herald of Scars#Her Realm|Zoleth&#039;s realm]]. For Xeru, this meant a complete shifting of the virtual panorama, creating geometry otherwise impossible to render.&lt;br /&gt;
&lt;br /&gt;
Udon tried to reinvent the &#039;&#039;&#039;Fii&#039;k&#039;iek&#039;&#039;&#039; (&amp;quot;the beautiful war&amp;quot;) by forcing cooperation between the warring factions. The Xathul Xon&#039;s very existence depends on the delicate balance between Gist and Xeru&#039;s forces. Should either side falter in their coordinated dance, the realm threatens to collapse, consuming their troops in a cascade of data annihilation. This unprecedented dynamic has led to a tense and cautious style of warfare, with both sides learning to exploit the realm&#039;s unique properties to their advantage.&lt;br /&gt;
&lt;br /&gt;
Deaths within the Xathul Xon are not mere virtual setbacks; they result in a true form of death known as voiding. The mechanisms behind voiding and the Xathul Xon&#039;s synchronized dance remain shrouded in mystery, but it is clear that the very fabric of reality within this realm is both fragile and easily corrupted. As the war rages on, the toll on both the combatants and the Xathul Xon itself grows heavier. The constant manipulation of data and the strain of maintaining the synchronized dance have begun to leave their mark, with reports of glitches and anomalies that threaten to consume the entire realm. The fate of K&#039;lak&#039;iek itself hangs precariously in the balance, with each battle potentially bringing the warriors closer to either victory or oblivion.&lt;br /&gt;
&lt;br /&gt;
===Effects on Vaurca Society===&lt;br /&gt;
The Xathul Xon has sparked intense debate and controversy within Vaurca society. Many consider it a nightmarish departure from the principles established after the Great Hive War. The concept of &amp;quot;voiding,&amp;quot; the irreversible destruction of a Vaurca&#039;s consciousness upon death within the Xathul Xon, is viewed by some as barbaric and Lii&#039;draic. Critics, particularly within the Zo&#039;ra Hive, argue that this form of punishment is excessive and violates the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|gift of eternal life]] laid by High Queen Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
However, others argue that voiding is a necessary consequence of the Xathul Xon&#039;s unique nature. In a post-death society where traditional forms of punishment are no longer applicable, the permanent erasure of consciousness serves as the only meaningful deterrent against reckless behavior within the virtual battlefield.&lt;br /&gt;
&lt;br /&gt;
Beyond the ethical concerns surrounding voiding, the Xathul Xon has also drawn criticism for its technical drawbacks. The realm&#039;s complex structure and constant shifting have led to widespread data corruption and a significant drain on computational resources. Additionally, the speed with which Udon constructed the Xathul Xon has raised concerns about the potential for similar unstable environments to be created in the future, potentially leading to unforeseen consequences for Vaurca society as a whole.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
=== March 2466 ===&lt;br /&gt;
Tensions between the Zkaii and Tupii broods reached a breaking point in March 2466. Public conflict erupted following a series of accusations and counter-accusations published in the Biesellite newspaper, [[Caprice Sun]]. While these allegations served as the immediate catalyst for war, simmering grievances and power struggles between the two broods had likely been escalating privately for some time. The true reasons behind this rift may be deeply rooted in the history of the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Following Vaurca war traditions, the declaration of war was likely done between March 20 and March 25, 2466, privately. The construction of the Xathul Xon was finished in the following days, seizing the time dilation of Virtual Reality to perfect the realm in what could be perceived as years inside.&lt;br /&gt;
&lt;br /&gt;
On March 23, 2466, the Hivenet Watch [[War in Heaven#Virtual Reality Report Findings|issued a report]] to the Eye of the Hegemon, the Izweski Hegemony&#039;s intelligence service, detailing a finding uncovered as part of their ongoing project to decipher Vaurca Virtual Reality. During a test within Queen Tupii&#039;s realm, analysts encountered what they believed to be a message from the recently deceased General Gist. The message&#039;s cryptic nature led some strategists to speculate about a potential surprise attack by the K&#039;lax Hive against the Hegemony. Following this incident, the K&#039;lax Hive remained under close surveillance.&lt;br /&gt;
&lt;br /&gt;
On March 26, reporter Emily Kaplan, known for her interview with Queen Tupii, announced her departure from the &#039;&#039;Caprice Sun&#039;&#039; via Chirper. A day later, Editor-in-Chief Melissa Wahlberg posted a resignation letter to the newspaper&#039;s website. These departures are speculated to be linked to the publication&#039;s coverage fueling a feud between Queen Tupii and Queen Zkaii. This coverage, promoting conflict between two broods within the Court of Queens, potentially undermined the Court&#039;s mission to foster Vaurca collaboration.&lt;br /&gt;
[[File:Emily Chirper.png|thumb|Emily&#039;s chirp of her departure from the &#039;&#039;Caprice Sun.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
On March 30, 2466, at approximately 10:43 p.m., Mendell City Time, Chirper user @klaxgamer466 reported that the subrealms of the K&#039;lax Hive had crashed[https://wiki.aurorastation.org/images/1/1a/Realms1.png]. This chirp was followed by many other K&#039;lax users sharing a similar experience, with some claiming that the Queen&#039;s realms were lagging as well. At the time, it was thought to be a hiccup in the Virtual Reality servers of the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Circa 11:03 p.m., the official Hivenet Watch Chirper account reported an &amp;quot;ongoing conflict&amp;quot; in K&#039;laxian realms[https://wiki.aurorastation.org/images/9/9a/Hivewatch1.png]. This was followed by a thread confirming armed conflict had erupted within these realms on March 31, 2466, at approximately 1:05 a.m.[https://wiki.aurorastation.org/images/3/34/Hivewatch2.png] Queen Zkaii and Queen Tupii were confirmed to be involved. No other parties were reported to be aware of or participating in the conflict.&lt;br /&gt;
&lt;br /&gt;
Rumors of the Xathul Xon&#039;s existence quickly spread among K&#039;lax Chirper users, prompting K&#039;lax Hive authorities to confirm its existence on the Hivenet. However, no further details were released regarding the realm&#039;s specific nature, the parameters of the conflict, or its broader purpose.&lt;br /&gt;
&lt;br /&gt;
===April 2466===&lt;br /&gt;
On April 4, 2466, Xuqiliq Qu&#039;qoq was announced as the new editor of the &#039;&#039;Caprice Sun&#039;&#039;. However, the newspaper has made no effort to address the ongoing conflict.&lt;br /&gt;
&lt;br /&gt;
On April 8, 2466, the [[Court of Queens]] convened an emergency session in Caprice to address the K&#039;lax conflict. They resolved to maintain a non-interventionist stance, prohibiting any involvement from the Hives or their respective broods, and decreed the containment of the Xathul Xon within its virtual realm.&lt;br /&gt;
&lt;br /&gt;
Details surrounding subsequent events remain shrouded in secrecy. On April 13, 2466, the Hivenet Watch initiated a covert operation in Skalamar, Moghes, deploying a pseudo-Cephalon&amp;lt;ref&amp;gt;A pseudo-Cephalon is a biological computer meant to function as a backdoor to Vaurca Virtual Reality. The pseudo-Cephalon operates by using a pheromone trail, fooling the otherwise secure network to relay to it. The specifics of a pseudo-Cephalon are currently unknown. Previous instances of pseudo-Cephalons were reportedly created by connecting a Vaurca larva into a wetware framework, though this is speculation. To achieve what &amp;quot;Larry&amp;quot; intends, the pseudo-Cephalon must be a fully-matured Vaurca closely resembling a genuine Cephalon computer. The Hivenet Watch does not refer to &amp;quot;Larry&amp;quot; as a pseudo-Cephalon, instead implying it is computer software.&amp;lt;/ref&amp;gt; nicknamed &amp;quot;Larry&amp;quot; into the Izweski Hegemony. This operation yielded the first known image of the Xathul Xon, leaked on April 19, 2466. &lt;br /&gt;
[[File:Xathulxon.png|thumb|The first image of the [[War in Heaven#Xathul Xon|Xathul Xon]], pressumably captured by &amp;quot;Larry.&amp;quot; The image supposedly depicts three batallions marching to face each other, though this interpretation has been contested.]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Larry&amp;quot; officially commenced operations on April 28, 2466, as announced on the Hivenet Watch&#039;s Chirper account[https://wiki.aurorastation.org/images/1/10/Larry1.png]. Most information about the Xathul Xon comes from the Hivenet Watch&#039;s attempts to decipher its nature, supplemented by anecdotal reports from Vaurcae claiming knowledge of the events transpiring within the realm.&lt;br /&gt;
&lt;br /&gt;
===May 2466===&lt;br /&gt;
Following the outbreak of the K&#039;lax Civil War, information from the Hivenet Watch became increasingly scarce. Updates from their pseudo-Cephalon, &amp;quot;Larry,&amp;quot; were often speculative, with little concrete evidence of significant developments. The early days of May 2466 saw a series of uneventful chirps, interspersed with occasional unsubstantiated rumors of troop movements.&lt;br /&gt;
&lt;br /&gt;
On May 4, 2466, diplomatic talks between the Skrell and Unathi on [[Ouerea]] included a K&#039;lax delegation led by [[Vedhra, Princess of Configurations|Queen Vedhra]]. This fueled speculation that she might assume an interim leadership role during the conflict. However, the following day, Hegemon Not&#039;zar Izweski announced that he and his wife were expecting three hatchlings. Both Queens Zkaii and Tupii attended this joyous occasion. Their amicable interaction and silence on the ongoing war further deepened the conflict&#039;s mystery.&lt;br /&gt;
&lt;br /&gt;
==Ideologies==&lt;br /&gt;
As the idea of Vaurca succession is still novel, the ideologies behind it have recently formed. There are two major ideologies, followed by each combatant Queen. Variations and offshoots of these ideologies are prevalent, especially among K&#039;lax who are not directly involved in conflict or spectating from afar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Hive Restorationism===&lt;br /&gt;
Hive restorationists believe the K&#039;lax Hive must be led by Mother K&#039;lax or a direct successor to maintain its identity and legacy. This ideology emerged after the [[Vaurca History#The Celis Conflict|Celis conflict]] and separation from the Zo&#039;ra, fueled by a sense that the Hive was straying from its traditions without Mother K&#039;lax&#039;s guidance. The misfortunes during [[Vaurca History#The Exodus|the Exodus]] further intensified this sentiment, as many believed that the K&#039;lax had a better chance of survival if remaining close to the Zo&#039;rane Hiveships.&lt;br /&gt;
&lt;br /&gt;
The K&#039;lax brood remained the most staunch proponent of the restorationist ideology even after the Hive&#039;s integration into the Izweski Hegemony. However, the gradual adoption of Unathi culture has led to the fragmentation of the restorationist ideology.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Zo&#039;raphile Restorationism====&lt;br /&gt;
Zo&#039;raphile restorationists believe the K&#039;lax Hive should return to Zo&#039;ra dominion. This stance is particularly prevalent within the Tupii-K&#039;lax brood, who benefited significantly under Zo&#039;ra rule. Zo&#039;raphile Restorationists often display strong opposition to Hegemony rule and culture, and in some radical instances, they may also reject [[Hephaestus Industries]]. Some Zo&#039;raphiles believe in a future where Mother K&#039;lax and Empress Zo&#039;ra will return to restore order to K&#039;lax society.&lt;br /&gt;
&lt;br /&gt;
====Moderate Restorationism====&lt;br /&gt;
Moderate restorationists believe that Hegemony integration is still possible. However, they are adamant in that only a director successor of Mother K&#039;lax, or Mother K&#039;lax herself, can rule the K&#039;lax Hive and oversee this new vassaldom. This position is held by younger Tupii-K&#039;lax subjects, particularly those that were hatched after the first contact with the Unathi.&lt;br /&gt;
&lt;br /&gt;
====Radical Restorationism====&lt;br /&gt;
Some restorationists believe that the K&#039;lax Hive would be better if straying from feudal and tributary systems, instead becoming an independent political entity. While enticing to some Vaurcae, radical restorationism is largely seen as idealistic, especially because the Hive has been historically described as a client state. In order to maintain the status quo, this belief is not endorsed by any K&#039;lax brood. Instead, it is held by some [[Queenless]] K&#039;lax who believe in Mother K&#039;lax&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
====Tupiic Restorationism====&lt;br /&gt;
During her campaign to become brood queen, Tupii fostered the belief that she was the only viable candidate to lead the K&#039;lax Hive. This sentiment intensified within her realm, where eager [[Tupii,_The_Surrogate_Queen#Her_Realm|Xol&#039;raii&#039;kl&#039;ox]] knights actively seek to join her army. Following her election as Surrogate Queen, support for Tupiic restorationism grew. As Tupii has done her best to gain influence over all sectors of the Tupii-K&#039;lax brood, some Tupiic restorationists may held Zo&#039;raphile or moderate views.&lt;br /&gt;
&lt;br /&gt;
=====Non-Tupiic Restorationisms=====&lt;br /&gt;
Non-Tupiic restorationisms is a catch-all term for those restorationists who believe another Surrogate, rather than Tupii, should serve as the queen of the K&#039;lax brood. After the election of Queen Tupii, these beliefs have become fringe. They are now explicitly forbidden inside the brood.&lt;br /&gt;
&lt;br /&gt;
====Mother Restorationism====&lt;br /&gt;
Mother restorationism is an eccentric ideology in the K&#039;lax Hive. Its proponents follow the Mother Dream religion and believe that true restoration of the K&#039;lax Hive is possible only after escaping the simulation. Mother restorationists oppose Queen Tupii, particularly due to her stance against the Mother Dream. Tupii has voided advocates of this ideology, considering them defective souls. As a result, they have in turn become martyrs of the Mother Dream, believed to be connected to Mother K&#039;lax now.&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;
===Hive Integrationism===&lt;br /&gt;
Hive integrationism is considered a broad term encompassing the belief that one of the four remaining K&#039;lax Queens, besides Tupii, has the right to rule the Hive. Integrationism ideology surged shortly after Mother K&#039;lax&#039;s death, becoming the main ideology in the K&#039;lax Hive during the Celis conflict. Most K&#039;lax broods have accepted integrationism.&lt;br /&gt;
&lt;br /&gt;
In recent years, integrationist ideology has incorporated the idea of being a [[Izweski Hegemony|Hegemony]] fief, though it is not a necessary tenet of integrationism ideology. Hive integrationism was championed by High Queen Zkaii, who oversaw the integration of the K&#039;lax into the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Historically, integrationists have avoided addressing Mother K&#039;lax&#039;s demise directly. Instead, they promote the belief that she ascended to a higher plane of existence or continues to exist as an emeritus Queen, guiding the K&#039;lax from the shadows. This purposeful avoidance of her death has led to a proliferation of speculative theories, which opponents of the ideology often exploit to portray integrationists as detached from reality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Pious Integrationism====&lt;br /&gt;
Pious Integrationists believe Mother K&#039;lax divinely selected Queen Zkaii to lead the K&#039;lax Hive and that joining the Izweski Hegemony was a mandate from Mother K&#039;lax herself. This ideology is deeply intertwined with the Mother Dream religion. Although the Mother Dream emphasizes escaping simulations, most followers interpret Zkaii&#039;s rule as a crucial stage in the Hive&#039;s eventual escape from nested simulations as a whole. Some radical pious integrationists have gone as far as to believe that the Izweski Hegemony is a Virtual Reality realm and that the simulation is a training ground for the K&#039;lax. Most subjects of High Queen Zkaii subscribe to the pious integrationism ideology.&lt;br /&gt;
&lt;br /&gt;
====Secular Integrationism====&lt;br /&gt;
Secular integrationism, also known as meritocratic integrationism, is the belief that Queen Zkaii gained her place in the K&#039;lax Hive due to her tenacity and valor during the Exodus. This is a common belief held by many of the other K&#039;lax broods and was the de facto ideology of the Hive until the resurgence of the Tupii-K&#039;lax brood. Proponents believe that is unjust of Tupii to challenge the right of High Queen Zkaii and fear that the Hegemon would not allow for a new Overlord of Tret.&lt;br /&gt;
&lt;br /&gt;
=====Non-Zkaiic Integrationisms=====&lt;br /&gt;
Though rare, some small factions of the K&#039;lax Hive believe that another queen, such as [[Vedhra,_Princess_of_Configurations|Vedhra]] or [[Leto, The Seeker|Leto]], could have become High Queen instead. These beliefs are not persecuted and were prevalent at a point. However, Non-Zkaiic integrationism has fallen due to the relative prosperity of the K&#039;lax Hive in recent years.&lt;br /&gt;
&lt;br /&gt;
====Anti-Hegemony Integrationism====&lt;br /&gt;
Anti-Hegemony integrationists believe that Queen Zkaii has a legitimate claim to lead the K&#039;lax Hive but see the decision to become a fiefdom of the Izweski Hegemony as a mistake. They advocate for alternative paths, such as establishing an independent Tret and Pid state or occupying the Moghresian Wasteland. On rare occasions, some anti-Hegemony integrationists may even be considered Zo&#039;raphiles. This ideology is prevalent among the Mi&#039;kuetz but less common within the K&#039;lax Hive&#039;s broods. Anti-Hegemony integrationists are not hired by megacorporations and are considered as potential unionists by Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
====Council Integrationism====&lt;br /&gt;
Council integrationists advocate for a radical departure from the traditional K&#039;lax power structure. They believe the Hive should be governed by a council comprised of all five brood queens, rather than a single High Queen. While this ideology did not historically oppose Tupii, her declaration of war has led many council integrationists to propose replacing her with another Surrogate of the K&#039;lax brood. Council integrationism is considered subversive and has recently faced persecution, including the use of pheromone manipulation tactics to reinforce the concept of a sole High Queen. Consequently, some council integrationists are labeled as defective and face the threat of voiding.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Virtual Reality Report Findings==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HR1.jpeg|Virtual Reality Report Cover Sheet&lt;br /&gt;
HR2.jpeg|Virtual Reality Report Memorandum 1&lt;br /&gt;
HR3.jpeg|Virtual Reality Report Memorandum 2&lt;br /&gt;
HR4.jpeg|Virtual Reality Report Findings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33124</id>
		<title>War in Heaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33124"/>
		<updated>2024-05-20T21:40:03Z</updated>

		<summary type="html">&lt;p&gt;Desven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox military conflict&lt;br /&gt;
 |conflict = War in Heaven&lt;br /&gt;
 |partof = K&#039;lax Civil War&lt;br /&gt;
 |image = Klaxflag&lt;br /&gt;
 |date = 29 March 2466 - present&lt;br /&gt;
 |location = [[War in Heaven#Xathul Xon|Xathul Xon]]&lt;br /&gt;
 |result = Ongoing&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Tupii, The Surrogate Queen|Tupii-K&#039;lax brood]]&lt;br /&gt;
 |combatant2 = [[Zkaii, The Sleepwalker|Zkaii brood]]&lt;br /&gt;
 |commander1 = [[War in Heaven#General Za&#039;Akaix&#039;Gist K&#039;lax|Za&#039;Akaix&#039;Gist K&#039;lax]]&lt;br /&gt;
 |commander2 = [[War in Heaven#Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax|Za&#039;Akaix&#039;Xeru K&#039;lax]]&lt;br /&gt;
 |strength1 = Unknown&lt;br /&gt;
 |strength2 = Unkown&lt;br /&gt;
 |casualties1 = Unknown&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the news article arc page, see [[War in Heaven Arc]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Tupii-Zkaii War, also known as the K&#039;lax Civil War, K&#039;lak&#039;iek (&amp;quot;K&#039;lax War&amp;quot;), or the War in Heaven, is an ongoing armed conflict between [[Tupii, The Surrogate Queen|Queen Tupii]] and [[Zkaii, The Sleepwalker|Queen Zkaii]] of the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]]. Unlike traditional armed conflicts, the K&#039;lax Civil War utilizes [[Virtual Reality|Vaurca Virtual Reality technology]] extensively for combat. The main battleground is an intermediary realm known as &#039;&#039;&#039;Xathul Xon&#039;&#039;&#039; or &#039;&#039;&#039;The Crucible&#039;&#039;&#039;, located in the Interstice connecting both queens&#039; domains.&lt;br /&gt;
&lt;br /&gt;
The War in Heaven is fundamentally a succession war. Queen Tupii, leader of the ancient K&#039;lax brood, claims to be the rightful heiress to the K&#039;lax throne. This marks a historical crisis as it is the first recorded Vaurca succession war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Shortly before the [[Vaurca History#The Exodus|Vaurca Exodus from Sedantis]], a fire erupted within High Queen Mother K&#039;lax&#039;s chambers in the [[Sedantis_I#Tata&#039;kree&#039;xt_-_Mother&#039;s_Nest|Tata&#039;kree&#039;xt]]. This shameful tragedy resulted in the deaths of K&#039;lax, her guards, and the destruction of several Cephalons. To maintain stability, the K&#039;lax kept this event a closely guarded secret, concealing the truth, especially from the Zo&#039;ra Hive. However, news of K&#039;lax&#039;s death spread quickly. Mother K&#039;lax&#039;s remains and the damaged [[Vaurca Biology#Cephalons (Type D)|Cephalons]] were taken aboard the Kloxa&#039;xia, and significant efforts were made to recover lost data from the burnt neural sockets. Ultimately, reconstruction attempts proved futile, resulting in the permanent loss of vital information.&lt;br /&gt;
&lt;br /&gt;
Queen Zkaii—a pivotal figure in the development of modern Virtual Reality—refused to acknowledge Mother K&#039;lax&#039;s death. During the Exodus, Zkaii founded the [[Vaurca Religion#Mother Dream|Mother Dream religion]], perpetuating the belief that High Queen K&#039;lax remained alive. Although considered eccentric, Zkaii&#039;s skill, closeness to Mother K&#039;lax, and leadership positioned her as a likely candidate for the next High Queen. Following initial [[Vaurca History#The First Contact With Unathi|contact with the Unathi]], the K&#039;lax Hive received a fiefdom in what is now known as [[Tret]], with Zkaii becoming its first Overlord. This decision was marked alongside Zkaii&#039;s official coronation as High Queen.&lt;br /&gt;
&lt;br /&gt;
The old K&#039;lax brood faced neglect even before Zkaii&#039;s ascent and their once-central position in the Hive declined. However, this situation worsened significantly following her rise to power, with their treatment deteriorating to a state akin to that of the queenless. Many Vaurcae, who believed the original brood deserved respect, viewed this as deeply unjust due to its historical significance. This tension was aggravated by the stance of many K&#039;lax brood Breeders who openly preferred allegiance to the Zo&#039;ra Hive over their new Unathi overlords. While the rest of the K&#039;lax Hive adapted to their circumstances, the K&#039;lax brood defiantly refused to acknowledge their changing status. Zkaii, upholding her denial of Mother K&#039;lax&#039;s death, remained deliberately neutral on the matter. To acknowledge the old brood&#039;s plight would be a tacit admission of Mother K&#039;lax&#039;s demise.&lt;br /&gt;
&lt;br /&gt;
During the first gathering of the new Court of Queens in Caprice, the K&#039;lax Hive faced significant pressure to resolve the issue of the old K&#039;lax brood. Under scrutiny, they were forced to select a formal representative for the neglected brood. This resulted in the election of Ta&#039;Akaix&#039;Tupii&#039;maxk&#039;rekxak K&#039;lax, a former confidante of Mother K&#039;lax, as the new brood Queen. Notably, this marked a departure from tradition, as Vaurca broods typically dissolved or faded following the death of their Queen.&lt;br /&gt;
&lt;br /&gt;
Since her election, Queen Tupii has been known for stepping up in many of the Hive&#039;s affairs. She has taken a leadership role in various matters, including Tret&#039;s colonization and meeting the high demand of Vaurca Warriors in Izweski&#039;s ranks. This, in turn, has led Tupii to become the de facto face of the Hive, overshadowing the less charismatic Zkaii.&lt;br /&gt;
&lt;br /&gt;
==Brood Relations==&lt;br /&gt;
It has been widely reported that High Queen Zkaii was never keen on Tupii. Shortly after Tupii&#039;s coronation, Zkaii denied any interviews with Moghresian media. The suspicions were confirmed on November 29, 2463, when the Hivenet Watch&amp;lt;ref&amp;gt;The Hivenet Watch, also referred to as Hivewatch, is officially known as the Human-Skrell Alliance for Hivenet Surveillance and Research. Headquartered in Mendell City, Biesel, and Zuvl&#039;Qlip, Qerr&#039;Malic, its primary functions include monitoring Hivenet activity across the Orion Spur and spearheading efforts to decipher the enigmatic Virtual Reality logs. While not a direct governmental agency, the Hivenet Watch maintains a close working relationship with both the Republic of Biesel and the Nralakk Federation.&amp;lt;/ref&amp;gt; recorded High Queen Zkaii openly stating that Tupii was &amp;quot;the wrong choice&amp;quot; in a royal channel of Hivenet. This finding was reported in various tabloid newspapers across Moghes but was ultimately deemed of little interest.&lt;br /&gt;
&lt;br /&gt;
Similar incidents followed, including rumors by high-clearance Surrogates of both broods. On May 4, 2465, Jason Schmidt of the vaurphobic website, &#039;&#039;Vaurca Updates Online&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;Vaurca Updates Online (VUO)&#039;&#039; is a self-described &amp;quot;Vaurca skeptic network.&amp;quot; While the site has no single ideological stance, the watchdog group Vaurca Equality has flagged it for promoting vaurphobia and hate speech. VUO is criticized for spreading misinformation, including claims that Vaurcae carapaces leak phoron and conspiracy theories alleging the Zo&#039;ra Hive has plans to colonize Mars, fueling Solarian fear. Due to these concerns, VUO is banned within the Republic of Biesel.&amp;lt;/ref&amp;gt;, posted an article titled &amp;quot;Trouble in Virtual Paradise: When Izweski&#039;s Allies Clash.&amp;quot; Schmidt&#039;s article provided insider information on the Zkaii and Tupii&#039;s broods, alongside speculation on the Unathite economy if both factions were at war. However, the questionable reputation of &#039;&#039;Vaurca Updates Online&#039;&#039; led to the dismissal of Schmidt&#039;s report.&lt;br /&gt;
&lt;br /&gt;
==Important Figures==&lt;br /&gt;
=== General Za&#039;Akaix&#039;Gist K&#039;lax ===&lt;br /&gt;
General Gist, originally hatched around 27,488 BCE as a K&#039;lax brood Warrior, exemplified an early strategic mind even before the advent of Virtual Reality training. Gist&#039;s interest in K&#039;lax leadership, particularly in the ancient [[Vaurca_History#The_Rise_of_Zo&#039;ra|Queen Neiim]], fueled its rapid rise through the ranks. Augmented to become a [[Vaurca Biology#Za, The Warriors (Type B)|Vaurca Marshal]], Gist&#039;s enhanced ability to predict complex outcomes provided significant tactical advantages against the Lii&#039;dra. Gist played a crucial role in the [[The Great Hive War#Zo&#039;rane Victories|Fiery Years of the Lii&#039;dramachy]], notably commanding early K&#039;lax Warform prototypes at the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]] and successfully repelling the [[The Lii&#039;dra|Lii&#039;dra]] from the region.&lt;br /&gt;
&lt;br /&gt;
After its death in 27,465 BCE, Gist was posthumously awarded the [[Vaurca_Culture_and_Society#Xakat&#039;kl&#039;atan|Xakat&#039;kl&#039;atan]] rank. Its strategic contributions faded into relative obscurity during the post-Lii&#039;dramachy recovery until the Hive Renaissance, where Gist&#039;s role in thwarting [[Hives Renaissance#Prelude|the Warladies]] regained notoriety. Though unverified, legend holds that Gist was banished to the Interstice, becoming a proponent of strategic finesse over brute force. Some speculate this ostracization was due to Zo&#039;rane disapproval of Gist&#039;s views. Gist&#039;s survival following the death of Mother K&#039;lax and the loss of her Cephalons is a subject of debate, with rumors suggesting a corrupted Gist was later recovered and sanitized. Enemies of the general use this to discredit Gist&#039;s current actions, labeling it lobotomized or &amp;quot;Viax Gist.&amp;quot; However, there is no basis for these beliefs, and Gist was likely deep in the Interstice when the realm of Mother K&#039;lax was forever lost.&lt;br /&gt;
&lt;br /&gt;
During the [[Vaurca History#Exodus|Exodus]], Gist actively supported Tupii&#039;s bid to become Queen of the K&#039;lax brood, leveraging the reach of Virtual Reality for her campaign. It was later resleeved in 2464 in a less-augmented Myrmidon-like form, resembling Warriors of ancient. It also served as Tupii&#039;s master-at-arms. This, alongside positive portrayal in &#039;&#039;Sinta Articles&#039;&#039;, boosted Gist&#039;s popularity with the Unathi. At the time of its death, Gist was one of the most famous Warriors in the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Gist was recalled to Virtual Reality, where Tupii chose it as her general-in-chief for the K&#039;lak&#039;iek. While Gist&#039;s unparalleled experience in real-world warfare provides a tactical edge, it is not known for conventional Virtual Reality combat prowess. Rather, Gist intends to transform the virtual battlefield into a labyrinth of complexity. It favors strategies that rely on meticulous planning, deception, and manipulating the very fabric of the Aether itself, forcing enemies to adapt or be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
=== Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax ===&lt;br /&gt;
Exemplar Xeru is often regarded as the first K&#039;lax Warrior to have converted to the Mother Dream faith. Alongside [[Zkaii,_The_Sleepwalker#Ka&#039;Akaix&#039;Vhixok_K&#039;lax|Ka&#039;Akaix&#039;Vhixok K&#039;lax]], Xeru is regarded as one of the key figures of the emerging religion and the very first Mother Dream missionary. Eventually, Xeru was promoted to the rank of Exemplar and is believed to have already climbed out of simulation with Mother K&#039;lax herself, only returning to preach the faith.&lt;br /&gt;
&lt;br /&gt;
Little is known about Xeru in life. It is speculated that it died shortly before the Exodus and was not known for its combat abilities. However, Exemplar Xeru grew to believe that the best way to escape the nested simulations is to challenge Virtual Reality with what it calls &amp;quot;the mirrored body.&amp;quot; This mirrored body is an avatar trained to become strong enough to rip the veil of the Aether with its claws. Unbeknownst to the rest of the Hive, but with the full knowledge and likely support of Queen Zkaii, Xeru created a Mirrored Vanguard capable of making, breaking, and reshaping Virtual Reality.&lt;br /&gt;
&lt;br /&gt;
Xeru&#039;s mirrored body is a disturbing testament to its obsession: not merely an avatar within the Aether, but a grotesque attempt to manifest an impossible form. Witnesses describe Exemplar Xeru as a topological paradox—a shifting, contorting shape that defies conventional geometry. Its body seems to fold into itself, creating warped connections and violating the very concept of inside and outside. The strain of rendering this illogical form is so extreme that even powerful Cephalons struggle, distorting Xeru&#039;s movements into a glitched and disjointed spectacle. Enemies may mock this disorienting display as sluggishness or taunt the Exemplar as &amp;quot;Sleepy Xeru,&amp;quot; but they fundamentally misunderstand the profound violation of reality Xeru embodies.&lt;br /&gt;
&lt;br /&gt;
In selecting a general-in-chief for the K&#039;lak&#039;iek conflict, High Queen Zkaii made a decisive choice: Exemplar Xeru. This fervent zealot embodies Zkaii&#039;s will, possessing a potent combination of unwavering faith and a mastery of Virtual Reality.  Xeru&#039;s fanatical pursuit of transcending Cephalon limitations poses a unique and dangerous challenge to General Gist. Its unsettling abilities and unwavering devotion make it a formidable adversary.&lt;br /&gt;
&lt;br /&gt;
=== Weavewright Ka&#039;Akaix&#039;Udon K&#039;lax ===&lt;br /&gt;
Regarded as both a genius and a fool, Ka&#039;Akaix&#039;Udon K&#039;lax is a Xakat&#039;kl&#039;atan of the Zkaii brood. It is a renowned figure in Vaurca history due to its pivotal contributions to the development of [[Virtual Reality#Realms|Virtual Reality Realms]] during the [[Hives Renaissance]]. A low-numbered member of the brood, Udon was tasked from a young age with mastering the science of Cephalons and Virtual Reality mechanics. Udon collaborated with the enigmatic Masters of the Weave—a group of Virtual Reality engineers that pushed for significant changes in how Realms operate. While in this group, Udon helped create the modern infrastructure for Realms and Subrealms that underpin Vaurca society today, earning the title of weavewright—a builder of Realms.&lt;br /&gt;
&lt;br /&gt;
Despite this success, Udon eventually grew disillusioned with the limitations of Virtual Reality and sought refuge in the Interstice. There, it became a proponent of the Pilot Dream faith, developing a reputation for eccentric interpretations of its tenets. This divergence from Zkaii&#039;s beliefs led to a temporary estrangement. However, the Queen, who eventually grew interested in the Pilot Dream theory, recognized the potential of Udon&#039;s unique insights and invited it to return.&lt;br /&gt;
&lt;br /&gt;
Udon was granted unprecedented access to Cephalon technology, allowing it to fully redesign Zkaii&#039;s realm in according to its new theories of realm building. What resulted was Zkaii&#039;s conceptual realm, a groundbreaking achievement in Virtual Reality design. Conceptual realms lean towards the abstract, esoteric, and multi-dimensional. They often push the boundaries of what is capable of in Virtual Reality, focusing on sensations that become ineffable. Conceptual realms would only become more popular during the Exodus, with other broods adopting similar styles.&lt;br /&gt;
&lt;br /&gt;
Udon&#039;s craft invites visitors to engage with the realms it creates on multiple levels. Its approach to realm building is one of constant exploration and experimentation, pushing the very boundaries of what is considered possible within the virtual landscape. Udon views Virtual Reality not merely as the promised afterlife but as a medium for fundamentally challenging and expanding the boundaries of Vaurca perception and intellect. Each realm Udon creates is an esoteric, multi-layered experience, demanding its inhabitants to question deeply-held assumptions, adapt to utterly alien perspectives, and actively explore their surroundings to decipher hidden depths.&lt;br /&gt;
&lt;br /&gt;
Despite Udon&#039;s seemingly close relationship with Zkaii, it is not a believer in the Mother Dream. Seen by the Zkaiite Surrogates as a neutral voice among the Queen&#039;s inner circle, Udon was chosen to design the Xathul Xon. Additionally, it was rumored that Udon disliked Exemplar Xeru and sought not to give the exemplar a tactical advantage in the Xathul Xon. This decision further solidified Udon&#039;s position as a respected and independent voice within the Zkaii brood, even as the conflict between Zkaii and Tupii escalated.&lt;br /&gt;
&lt;br /&gt;
==Xathul Xon==&lt;br /&gt;
The Xathul Xon, also known as The Crucible, is a realm within Virtual Reality. Since the start of the war, documentation about The Crucible has been limited. However, it was revealed that the realm was commissioned to [[War in Heaven#Weavewright Ka&#039;Akaix&#039;Udon K&#039;lax|Ka&#039;Akaix&#039;Udon K&#039;lax]] of the Zkaii brood, a Weavewright. Following Vaurca war traditions, a formal declaration of war was initiated by Queen Tupii. When High Queen Zkaii responded, she had the right to select and shape the battleground to her advantage. Traditionally, the declaring faction dispatches Workers to scout the chosen area prior to battle. It was confirmed that a group sent by Tupii explored The Crucible before the April 2466 offensive. The Xathul Xon was deemed suitable by these scouts, who reported back the information to their queen.&lt;br /&gt;
&lt;br /&gt;
The Xathul Xon defies traditional description, transcending linear perception. It is best understood as a kaleidoscope of swirling consciousness, locked in a synchronized dance on a tightrope. Udon built its masterpiece trying to defy traditional Vaurca war tradition, calling for a &amp;quot;post-Lii&#039;dramachy warfare.&amp;quot; With this piece, Udon wanted to explore an evolution of war, completely taking advantage of the Virtual Reality medium. This environment is also prepared to challenge the conventional tactics of both General Gist and Exemplar Xeru. For Gist, this meant a more traditional arena, resembling those present in [[Zoleth, The Herald of Scars#Her Realm|Zoleth&#039;s realm]]. For Xeru, this meant a complete shifting of the virtual panorama, creating geometry otherwise impossible to render.&lt;br /&gt;
&lt;br /&gt;
Udon tried to reinvent the &#039;&#039;&#039;Fii&#039;k&#039;iek&#039;&#039;&#039; (&amp;quot;the beautiful war&amp;quot;) by forcing cooperation between the warring factions. The Xathul Xon&#039;s very existence depends on the delicate balance between Gist and Xeru&#039;s forces. Should either side falter in their coordinated dance, the realm threatens to collapse, consuming their troops in a cascade of data annihilation. This unprecedented dynamic has led to a tense and cautious style of warfare, with both sides learning to exploit the realm&#039;s unique properties to their advantage.&lt;br /&gt;
&lt;br /&gt;
Deaths within the Xathul Xon are not mere virtual setbacks; they result in a true form of death known as voiding. The mechanisms behind voiding and the Xathul Xon&#039;s synchronized dance remain shrouded in mystery, but it is clear that the very fabric of reality within this realm is both fragile and easily corrupted. As the war rages on, the toll on both the combatants and the Xathul Xon itself grows heavier. The constant manipulation of data and the strain of maintaining the synchronized dance have begun to leave their mark, with reports of glitches and anomalies that threaten to consume the entire realm. The fate of K&#039;lak&#039;iek itself hangs precariously in the balance, with each battle potentially bringing the warriors closer to either victory or oblivion.&lt;br /&gt;
&lt;br /&gt;
===Effects on Vaurca Society===&lt;br /&gt;
The Xathul Xon has sparked intense debate and controversy within Vaurca society. Many consider it a nightmarish departure from the principles established after the Great Hive War. The concept of &amp;quot;voiding,&amp;quot; the irreversible destruction of a Vaurca&#039;s consciousness upon death within the Xathul Xon, is viewed by some as barbaric and Lii&#039;draic. Critics, particularly within the Zo&#039;ra Hive, argue that this form of punishment is excessive and violates the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|gift of eternal life]] laid by High Queen Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
However, others argue that voiding is a necessary consequence of the Xathul Xon&#039;s unique nature. In a post-death society where traditional forms of punishment are no longer applicable, the permanent erasure of consciousness serves as the only meaningful deterrent against reckless behavior within the virtual battlefield.&lt;br /&gt;
&lt;br /&gt;
Beyond the ethical concerns surrounding voiding, the Xathul Xon has also drawn criticism for its technical drawbacks. The realm&#039;s complex structure and constant shifting have led to widespread data corruption and a significant drain on computational resources. Additionally, the speed with which Udon constructed the Xathul Xon has raised concerns about the potential for similar unstable environments to be created in the future, potentially leading to unforeseen consequences for Vaurca society as a whole.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
=== March 2466 ===&lt;br /&gt;
Tensions between the Zkaii and Tupii broods reached a breaking point in March 2466. Public conflict erupted following a series of accusations and counter-accusations published in the Biesellite newspaper, [[Caprice Sun]]. While these allegations served as the immediate catalyst for war, simmering grievances and power struggles between the two broods had likely been escalating privately for some time. The true reasons behind this rift may be deeply rooted in the history of the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Following Vaurca war traditions, the declaration of war was likely done between March 20 and March 25, 2466, privately. The construction of the Xathul Xon was finished in the following days, seizing the time dilation of Virtual Reality to perfect the realm in what could be perceived as years inside.&lt;br /&gt;
&lt;br /&gt;
On March 23, 2466, the Hivenet Watch [[War in Heaven#Virtual Reality Report Findings|issued a report]] to the Eye of the Hegemon, the Izweski Hegemony&#039;s intelligence service, detailing a finding uncovered as part of their ongoing project to decipher Vaurca Virtual Reality. During a test within Queen Tupii&#039;s realm, analysts encountered what they believed to be a message from the recently deceased General Gist. The message&#039;s cryptic nature led some strategists to speculate about a potential surprise attack by the K&#039;lax Hive against the Hegemony. Following this incident, the K&#039;lax Hive remained under close surveillance.&lt;br /&gt;
&lt;br /&gt;
On March 26, reporter Emily Kaplan, known for her interview with Queen Tupii, announced her departure from the &#039;&#039;Caprice Sun&#039;&#039; via Chirper. A day later, Editor-in-Chief Melissa Wahlberg posted a resignation letter to the newspaper&#039;s website. These departures are speculated to be linked to the publication&#039;s coverage fueling a feud between Queen Tupii and Queen Zkaii. This coverage, promoting conflict between two broods within the Court of Queens, potentially undermined the Court&#039;s mission to foster Vaurca collaboration.&lt;br /&gt;
[[File:Emily Chirper.png|thumb|Emily&#039;s chirp of her departure from the &#039;&#039;Caprice Sun.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
On March 30, 2466, at approximately 10:43 p.m., Mendell City Time, Chirper user @klaxgamer466 reported that the subrealms of the K&#039;lax Hive had crashed[https://wiki.aurorastation.org/images/1/1a/Realms1.png]. This chirp was followed by many other K&#039;lax users sharing a similar experience, with some claiming that the Queen&#039;s realms were lagging as well. At the time, it was thought to be a hiccup in the Virtual Reality servers of the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Circa 11:03 p.m., the official Hivenet Watch Chirper account reported an &amp;quot;ongoing conflict&amp;quot; in K&#039;laxian realms[https://wiki.aurorastation.org/images/9/9a/Hivewatch1.png]. This was followed by a thread confirming armed conflict had erupted within these realms on March 31, 2466, at approximately 1:05 a.m.[https://wiki.aurorastation.org/images/3/34/Hivewatch2.png] Queen Zkaii and Queen Tupii were confirmed to be involved. No other parties were reported to be aware of or participating in the conflict.&lt;br /&gt;
&lt;br /&gt;
Rumors of the Xathul Xon&#039;s existence quickly spread among K&#039;lax Chirper users, prompting K&#039;lax Hive authorities to confirm its existence on the Hivenet. However, no further details were released regarding the realm&#039;s specific nature, the parameters of the conflict, or its broader purpose.&lt;br /&gt;
&lt;br /&gt;
===April 2466===&lt;br /&gt;
On April 4, 2466, Xuqiliq Qu&#039;qoq was announced as the new editor of the &#039;&#039;Caprice Sun&#039;&#039;. However, the newspaper has made no effort to address the ongoing conflict.&lt;br /&gt;
&lt;br /&gt;
On April 8, 2466, the [[Court of Queens]] convened an emergency session in Caprice to address the K&#039;lax conflict. They resolved to maintain a non-interventionist stance, prohibiting any involvement from the Hives or their respective broods, and decreed the containment of the Xathul Xon within its virtual realm.&lt;br /&gt;
&lt;br /&gt;
Details surrounding subsequent events remain shrouded in secrecy. On April 13, 2466, the Hivenet Watch initiated a covert operation in Skalamar, Moghes, deploying a pseudo-Cephalon&amp;lt;ref&amp;gt;A pseudo-Cephalon is a biological computer meant to function as a backdoor to Vaurca Virtual Reality. The pseudo-Cephalon operates by using a pheromone trail, fooling the otherwise secure network to relay to it. The specifics of a pseudo-Cephalon are currently unknown. Previous instances of pseudo-Cephalons were reportedly created by connecting a Vaurca larva into a wetware framework, though this is speculation. To achieve what &amp;quot;Larry&amp;quot; intends, the pseudo-Cephalon must be a fully-matured Vaurca closely resembling a genuine Cephalon computer. The Hivenet Watch does not refer to &amp;quot;Larry&amp;quot; as a pseudo-Cephalon, instead implying it is computer software.&amp;lt;/ref&amp;gt; nicknamed &amp;quot;Larry&amp;quot; into the Izweski Hegemony. This operation yielded the first known image of the Xathul Xon, leaked on April 19, 2466. &lt;br /&gt;
[[File:Xathulxon.png|thumb|The first image of the [[Wat in Heaven#Xathul Xon|Xathul Xon]], pressumably captured by &amp;quot;Larry.&amp;quot; The image supposedly depicts three batallions marching to face each other, though this interpretation has been contested.]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Larry&amp;quot; officially commenced operations on April 28, 2466, as announced on the Hivenet Watch&#039;s Chirper account[https://wiki.aurorastation.org/images/1/10/Larry1.png]. Most information about the Xathul Xon comes from the Hivenet Watch&#039;s attempts to decipher its nature, supplemented by anecdotal reports from Vaurcae claiming knowledge of the events transpiring within the realm.&lt;br /&gt;
&lt;br /&gt;
===May 2466===&lt;br /&gt;
Following the outbreak of the K&#039;lax Civil War, information from the Hivenet Watch became increasingly scarce. Updates from their pseudo-Cephalon, &amp;quot;Larry,&amp;quot; were often speculative, with little concrete evidence of significant developments. The early days of May 2466 saw a series of uneventful chirps, interspersed with occasional unsubstantiated rumors of troop movements.&lt;br /&gt;
&lt;br /&gt;
On May 4, 2466, diplomatic talks between the Skrell and Unathi on [[Ouerea]] included a K&#039;lax delegation led by [[Vedhra, Princess of Configurations|Queen Vedhra]]. This fueled speculation that she might assume an interim leadership role during the conflict. However, the following day, Hegemon Not&#039;zar Izweski announced that he and his wife were expecting three hatchlings. Both Queens Zkaii and Tupii attended this joyous occasion. Their amicable interaction and silence on the ongoing war further deepened the conflict&#039;s mystery.&lt;br /&gt;
&lt;br /&gt;
==Ideologies==&lt;br /&gt;
As the idea of Vaurca succession is still novel, the ideologies behind it have recently formed. There are two major ideologies, followed by each combatant Queen. Variations and offshoots of these ideologies are prevalent, especially among K&#039;lax who are not directly involved in conflict or spectating from afar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Hive Restorationism===&lt;br /&gt;
Hive restorationists believe the K&#039;lax Hive must be led by Mother K&#039;lax or a direct successor to maintain its identity and legacy. This ideology emerged after the [[Vaurca History#The Celis Conflict|Celis conflict]] and separation from the Zo&#039;ra, fueled by a sense that the Hive was straying from its traditions without Mother K&#039;lax&#039;s guidance. The misfortunes during [[Vaurca History#The Exodus|the Exodus]] further intensified this sentiment, as many believed that the K&#039;lax had a better chance of survival if remaining close to the Zo&#039;rane Hiveships.&lt;br /&gt;
&lt;br /&gt;
The K&#039;lax brood remained the most staunch proponent of the restorationist ideology even after the Hive&#039;s integration into the Izweski Hegemony. However, the gradual adoption of Unathi culture has led to the fragmentation of the restorationist ideology.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Zo&#039;raphile Restorationism====&lt;br /&gt;
Zo&#039;raphile restorationists believe the K&#039;lax Hive should return to Zo&#039;ra dominion. This stance is particularly prevalent within the Tupii-K&#039;lax brood, who benefited significantly under Zo&#039;ra rule. Zo&#039;raphile Restorationists often display strong opposition to Hegemony rule and culture, and in some radical instances, they may also reject [[Hephaestus Industries]]. Some Zo&#039;raphiles believe in a future where Mother K&#039;lax and Empress Zo&#039;ra will return to restore order to K&#039;lax society.&lt;br /&gt;
&lt;br /&gt;
====Moderate Restorationism====&lt;br /&gt;
Moderate restorationists believe that Hegemony integration is still possible. However, they are adamant in that only a director successor of Mother K&#039;lax, or Mother K&#039;lax herself, can rule the K&#039;lax Hive and oversee this new vassaldom. This position is held by younger Tupii-K&#039;lax subjects, particularly those that were hatched after the first contact with the Unathi.&lt;br /&gt;
&lt;br /&gt;
====Radical Restorationism====&lt;br /&gt;
Some restorationists believe that the K&#039;lax Hive would be better if straying from feudal and tributary systems, instead becoming an independent political entity. While enticing to some Vaurcae, radical restorationism is largely seen as idealistic, especially because the Hive has been historically described as a client state. In order to maintain the status quo, this belief is not endorsed by any K&#039;lax brood. Instead, it is held by some [[Queenless]] K&#039;lax who believe in Mother K&#039;lax&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
====Tupiic Restorationism====&lt;br /&gt;
During her campaign to become brood queen, Tupii fostered the belief that she was the only viable candidate to lead the K&#039;lax Hive. This sentiment intensified within her realm, where eager [[Tupii,_The_Surrogate_Queen#Her_Realm|Xol&#039;raii&#039;kl&#039;ox]] knights actively seek to join her army. Following her election as Surrogate Queen, support for Tupiic restorationism grew. As Tupii has done her best to gain influence over all sectors of the Tupii-K&#039;lax brood, some Tupiic restorationists may held Zo&#039;raphile or moderate views.&lt;br /&gt;
&lt;br /&gt;
=====Non-Tupiic Restorationisms=====&lt;br /&gt;
Non-Tupiic restorationisms is a catch-all term for those restorationists who believe another Surrogate, rather than Tupii, should serve as the queen of the K&#039;lax brood. After the election of Queen Tupii, these beliefs have become fringe. They are now explicitly forbidden inside the brood.&lt;br /&gt;
&lt;br /&gt;
====Mother Restorationism====&lt;br /&gt;
Mother restorationism is an eccentric ideology in the K&#039;lax Hive. Its proponents follow the Mother Dream religion and believe that true restoration of the K&#039;lax Hive is possible only after escaping the simulation. Mother restorationists oppose Queen Tupii, particularly due to her stance against the Mother Dream. Tupii has voided advocates of this ideology, considering them defective souls. As a result, they have in turn become martyrs of the Mother Dream, believed to be connected to Mother K&#039;lax now.&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;
===Hive Integrationism===&lt;br /&gt;
Hive integrationism is considered a broad term encompassing the belief that one of the four remaining K&#039;lax Queens, besides Tupii, has the right to rule the Hive. Integrationism ideology surged shortly after Mother K&#039;lax&#039;s death, becoming the main ideology in the K&#039;lax Hive during the Celis conflict. Most K&#039;lax broods have accepted integrationism.&lt;br /&gt;
&lt;br /&gt;
In recent years, integrationist ideology has incorporated the idea of being a [[Izweski Hegemony|Hegemony]] fief, though it is not a necessary tenet of integrationism ideology. Hive integrationism was championed by High Queen Zkaii, who oversaw the integration of the K&#039;lax into the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Historically, integrationists have avoided addressing Mother K&#039;lax&#039;s demise directly. Instead, they promote the belief that she ascended to a higher plane of existence or continues to exist as an emeritus Queen, guiding the K&#039;lax from the shadows. This purposeful avoidance of her death has led to a proliferation of speculative theories, which opponents of the ideology often exploit to portray integrationists as detached from reality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Pious Integrationism====&lt;br /&gt;
Pious Integrationists believe Mother K&#039;lax divinely selected Queen Zkaii to lead the K&#039;lax Hive and that joining the Izweski Hegemony was a mandate from Mother K&#039;lax herself. This ideology is deeply intertwined with the Mother Dream religion. Although the Mother Dream emphasizes escaping simulations, most followers interpret Zkaii&#039;s rule as a crucial stage in the Hive&#039;s eventual escape from nested simulations as a whole. Some radical pious integrationists have gone as far as to believe that the Izweski Hegemony is a Virtual Reality realm and that the simulation is a training ground for the K&#039;lax. Most subjects of High Queen Zkaii subscribe to the pious integrationism ideology.&lt;br /&gt;
&lt;br /&gt;
====Secular Integrationism====&lt;br /&gt;
Secular integrationism, also known as meritocratic integrationism, is the belief that Queen Zkaii gained her place in the K&#039;lax Hive due to her tenacity and valor during the Exodus. This is a common belief held by many of the other K&#039;lax broods and was the de facto ideology of the Hive until the resurgence of the Tupii-K&#039;lax brood. Proponents believe that is unjust of Tupii to challenge the right of High Queen Zkaii and fear that the Hegemon would not allow for a new Overlord of Tret.&lt;br /&gt;
&lt;br /&gt;
=====Non-Zkaiic Integrationisms=====&lt;br /&gt;
Though rare, some small factions of the K&#039;lax Hive believe that another queen, such as [[Vedhra,_Princess_of_Configurations|Vedhra]] or [[Leto, The Seeker|Leto]], could have become High Queen instead. These beliefs are not persecuted and were prevalent at a point. However, Non-Zkaiic integrationism has fallen due to the relative prosperity of the K&#039;lax Hive in recent years.&lt;br /&gt;
&lt;br /&gt;
====Anti-Hegemony Integrationism====&lt;br /&gt;
Anti-Hegemony integrationists believe that Queen Zkaii has a legitimate claim to lead the K&#039;lax Hive but see the decision to become a fiefdom of the Izweski Hegemony as a mistake. They advocate for alternative paths, such as establishing an independent Tret and Pid state or occupying the Moghresian Wasteland. On rare occasions, some anti-Hegemony integrationists may even be considered Zo&#039;raphiles. This ideology is prevalent among the Mi&#039;kuetz but less common within the K&#039;lax Hive&#039;s broods. Anti-Hegemony integrationists are not hired by megacorporations and are considered as potential unionists by Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
====Council Integrationism====&lt;br /&gt;
Council integrationists advocate for a radical departure from the traditional K&#039;lax power structure. They believe the Hive should be governed by a council comprised of all five brood queens, rather than a single High Queen. While this ideology did not historically oppose Tupii, her declaration of war has led many council integrationists to propose replacing her with another Surrogate of the K&#039;lax brood. Council integrationism is considered subversive and has recently faced persecution, including the use of pheromone manipulation tactics to reinforce the concept of a sole High Queen. Consequently, some council integrationists are labeled as defective and face the threat of voiding.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Virtual Reality Report Findings==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HR1.jpeg|Virtual Reality Report Cover Sheet&lt;br /&gt;
HR2.jpeg|Virtual Reality Report Memorandum 1&lt;br /&gt;
HR3.jpeg|Virtual Reality Report Memorandum 2&lt;br /&gt;
HR4.jpeg|Virtual Reality Report Findings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33123</id>
		<title>War in Heaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33123"/>
		<updated>2024-05-20T21:35:18Z</updated>

		<summary type="html">&lt;p&gt;Desven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox military conflict&lt;br /&gt;
 |conflict = War in Heaven&lt;br /&gt;
 |partof = K&#039;lax Civil War&lt;br /&gt;
 |image = Klaxflag&lt;br /&gt;
 |date = 29 March 2466 - present&lt;br /&gt;
 |location = [[War in Heaven#Xathul Xon|Xathul Xon]]&lt;br /&gt;
 |result = Ongoing&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Tupii, The Surrogate Queen|Tupii-K&#039;lax brood]]&lt;br /&gt;
 |combatant2 = [[Zkaii, The Sleepwalker|Zkaii brood]]&lt;br /&gt;
 |commander1 = [[War in Heaven#General Za&#039;Akaix&#039;Gist K&#039;lax|Za&#039;Akaix&#039;Gist K&#039;lax]]&lt;br /&gt;
 |commander2 = [[War in Heaven#Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax|Za&#039;Akaix&#039;Xeru K&#039;lax]]&lt;br /&gt;
 |strength1 = Unknown&lt;br /&gt;
 |strength2 = Unkown&lt;br /&gt;
 |casualties1 = Unknown&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the news article arc page, see [[War in Heaven Arc]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Tupii-Zkaii War, also known as the K&#039;lax Civil War, K&#039;lak&#039;iek (&amp;quot;K&#039;lax War&amp;quot;), or the War in Heaven, is an ongoing armed conflict between [[Tupii, The Surrogate Queen|Queen Tupii]] and [[Zkaii, The Sleepwalker|Queen Zkaii]] of the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]]. Unlike traditional armed conflicts, the K&#039;lax Civil War utilizes [[Virtual Reality|Vaurca Virtual Reality technology]] extensively for combat. The main battleground is an intermediary realm known as &#039;&#039;&#039;Xathul Xon&#039;&#039;&#039; or &#039;&#039;&#039;The Crucible&#039;&#039;&#039;, located in the Interstice connecting both queens&#039; domains.&lt;br /&gt;
&lt;br /&gt;
The War in Heaven is fundamentally a succession war. Queen Tupii, leader of the ancient K&#039;lax brood, claims to be the rightful heiress to the K&#039;lax throne. This marks a historical crisis as it is the first recorded Vaurca succession war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Shortly before the [[Vaurca History#The Exodus|Vaurca Exodus from Sedantis]], a fire erupted within High Queen Mother K&#039;lax&#039;s chambers in the [[Sedantis_I#Tata&#039;kree&#039;xt_-_Mother&#039;s_Nest|Tata&#039;kree&#039;xt]]. This shameful tragedy resulted in the deaths of K&#039;lax, her guards, and the destruction of several Cephalons. To maintain stability, the K&#039;lax kept this event a closely guarded secret, concealing the truth, especially from the Zo&#039;ra Hive. However, news of K&#039;lax&#039;s death spread quickly. Mother K&#039;lax&#039;s remains and the damaged [[Vaurca Biology#Cephalons (Type D)|Cephalons]] were taken aboard the Kloxa&#039;xia, and significant efforts were made to recover lost data from the burnt neural sockets. Ultimately, reconstruction attempts proved futile, resulting in the permanent loss of vital information.&lt;br /&gt;
&lt;br /&gt;
Queen Zkaii—a pivotal figure in the development of modern Virtual Reality—refused to acknowledge Mother K&#039;lax&#039;s death. During the Exodus, Zkaii founded the [[Vaurca Religion#Mother Dream|Mother Dream religion]], perpetuating the belief that High Queen K&#039;lax remained alive. Although considered eccentric, Zkaii&#039;s skill, closeness to Mother K&#039;lax, and leadership positioned her as a likely candidate for the next High Queen. Following initial [[Vaurca History#The First Contact With Unathi|contact with the Unathi]], the K&#039;lax Hive received a fiefdom in what is now known as [[Tret]], with Zkaii becoming its first Overlord. This decision was marked alongside Zkaii&#039;s official coronation as High Queen.&lt;br /&gt;
&lt;br /&gt;
The old K&#039;lax brood faced neglect even before Zkaii&#039;s ascent and their once-central position in the Hive declined. However, this situation worsened significantly following her rise to power, with their treatment deteriorating to a state akin to that of the queenless. Many Vaurcae, who believed the original brood deserved respect, viewed this as deeply unjust due to its historical significance. This tension was aggravated by the stance of many K&#039;lax brood Breeders who openly preferred allegiance to the Zo&#039;ra Hive over their new Unathi overlords. While the rest of the K&#039;lax Hive adapted to their circumstances, the K&#039;lax brood defiantly refused to acknowledge their changing status. Zkaii, upholding her denial of Mother K&#039;lax&#039;s death, remained deliberately neutral on the matter. To acknowledge the old brood&#039;s plight would be a tacit admission of Mother K&#039;lax&#039;s demise.&lt;br /&gt;
&lt;br /&gt;
During the first gathering of the new Court of Queens in Caprice, the K&#039;lax Hive faced significant pressure to resolve the issue of the old K&#039;lax brood. Under scrutiny, they were forced to select a formal representative for the neglected brood. This resulted in the election of Ta&#039;Akaix&#039;Tupii&#039;maxk&#039;rekxak K&#039;lax, a former confidante of Mother K&#039;lax, as the new brood Queen. Notably, this marked a departure from tradition, as Vaurca broods typically dissolved or faded following the death of their Queen.&lt;br /&gt;
&lt;br /&gt;
Since her election, Queen Tupii has been known for stepping up in many of the Hive&#039;s affairs. She has taken a leadership role in various matters, including Tret&#039;s colonization and meeting the high demand of Vaurca Warriors in Izweski&#039;s ranks. This, in turn, has led Tupii to become the de facto face of the Hive, overshadowing the less charismatic Zkaii.&lt;br /&gt;
&lt;br /&gt;
==Brood Relations==&lt;br /&gt;
It has been widely reported that High Queen Zkaii was never keen on Tupii. Shortly after Tupii&#039;s coronation, Zkaii denied any interviews with Moghresian media. The suspicions were confirmed on November 29, 2463, when the Hivenet Watch&amp;lt;ref&amp;gt;The Hivenet Watch, also referred to as Hivewatch, is officially known as the Human-Skrell Alliance for Hivenet Surveillance and Research. Headquartered in Mendell City, Biesel, and Zuvl&#039;Qlip, Qerr&#039;Malic, its primary functions include monitoring Hivenet activity across the Orion Spur and spearheading efforts to decipher the enigmatic Virtual Reality logs. While not a direct governmental agency, the Hivenet Watch maintains a close working relationship with both the Republic of Biesel and the Nralakk Federation.&amp;lt;/ref&amp;gt; recorded High Queen Zkaii openly stating that Tupii was &amp;quot;the wrong choice&amp;quot; in a royal channel of Hivenet. This finding was reported in various tabloid newspapers across Moghes but was ultimately deemed of little interest.&lt;br /&gt;
&lt;br /&gt;
Similar incidents followed, including rumors by high-clearance Surrogates of both broods. On May 4, 2465, Jason Schmidt of the vaurphobic website, &#039;&#039;Vaurca Updates Online&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;Vaurca Updates Online (VUO)&#039;&#039; is a self-described &amp;quot;Vaurca skeptic network.&amp;quot; While the site has no single ideological stance, the watchdog group Vaurca Equality has flagged it for promoting vaurphobia and hate speech. VUO is criticized for spreading misinformation, including claims that Vaurcae carapaces leak phoron and conspiracy theories alleging the Zo&#039;ra Hive has plans to colonize Mars, fueling Solarian fear. Due to these concerns, VUO is banned within the Republic of Biesel.&amp;lt;/ref&amp;gt;, posted an article titled &amp;quot;Trouble in Virtual Paradise: When Izweski&#039;s Allies Clash.&amp;quot; Schmidt&#039;s article provided insider information on the Zkaii and Tupii&#039;s broods, alongside speculation on the Unathite economy if both factions were at war. However, the questionable reputation of &#039;&#039;Vaurca Updates Online&#039;&#039; led to the dismissal of Schmidt&#039;s report.&lt;br /&gt;
&lt;br /&gt;
==Important Figures==&lt;br /&gt;
=== General Za&#039;Akaix&#039;Gist K&#039;lax ===&lt;br /&gt;
General Gist, originally hatched around 27,488 BCE as a K&#039;lax brood Warrior, exemplified an early strategic mind even before the advent of Virtual Reality training. Gist&#039;s interest in K&#039;lax leadership, particularly in the ancient [[Vaurca_History#The_Rise_of_Zo&#039;ra|Queen Neiim]], fueled its rapid rise through the ranks. Augmented to become a [[Vaurca Biology#Za, The Warriors (Type B)|Vaurca Marshal]], Gist&#039;s enhanced ability to predict complex outcomes provided significant tactical advantages against the Lii&#039;dra. Gist played a crucial role in the [[The Great Hive War#Zo&#039;rane Victories|Fiery Years of the Lii&#039;dramachy]], notably commanding early K&#039;lax Warform prototypes at the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]] and successfully repelling the [[The Lii&#039;dra|Lii&#039;dra]] from the region.&lt;br /&gt;
&lt;br /&gt;
After its death in 27,465 BCE, Gist was posthumously awarded the [[Vaurca_Culture_and_Society#Xakat&#039;kl&#039;atan|Xakat&#039;kl&#039;atan]] rank. Its strategic contributions faded into relative obscurity during the post-Lii&#039;dramachy recovery until the Hive Renaissance, where Gist&#039;s role in thwarting [[Hives Renaissance#Prelude|the Warladies]] regained notoriety. Though unverified, legend holds that Gist was banished to the Interstice, becoming a proponent of strategic finesse over brute force. Some speculate this ostracization was due to Zo&#039;rane disapproval of Gist&#039;s views. Gist&#039;s survival following the death of Mother K&#039;lax and the loss of her Cephalons is a subject of debate, with rumors suggesting a corrupted Gist was later recovered and sanitized. Enemies of the general use this to discredit Gist&#039;s current actions, labeling it lobotomized or &amp;quot;Viax Gist.&amp;quot; However, there is no basis for these beliefs, and Gist was likely deep in the Interstice when the realm of Mother K&#039;lax was forever lost.&lt;br /&gt;
&lt;br /&gt;
During the [[Vaurca History#Exodus|Exodus]], Gist actively supported Tupii&#039;s bid to become Queen of the K&#039;lax brood, leveraging the reach of Virtual Reality for her campaign. It was later resleeved in 2464 in a less-augmented Myrmidon-like form, resembling Warriors of ancient. It also served as Tupii&#039;s master-at-arms. This, alongside positive portrayal in &#039;&#039;Sinta Articles&#039;&#039;, boosted Gist&#039;s popularity with the Unathi. At the time of its death, Gist was one of the most famous Warriors in the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Gist was recalled to Virtual Reality, where Tupii chose it as her general-in-chief for the K&#039;lak&#039;iek. While Gist&#039;s unparalleled experience in real-world warfare provides a tactical edge, it is not known for conventional Virtual Reality combat prowess. Rather, Gist intends to transform the virtual battlefield into a labyrinth of complexity. It favors strategies that rely on meticulous planning, deception, and manipulating the very fabric of the Aether itself, forcing enemies to adapt or be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
=== Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax ===&lt;br /&gt;
Exemplar Xeru is often regarded as the first K&#039;lax Warrior to have converted to the Mother Dream faith. Alongside [[Zkaii,_The_Sleepwalker#Ka&#039;Akaix&#039;Vhixok_K&#039;lax|Ka&#039;Akaix&#039;Vhixok K&#039;lax]], Xeru is regarded as one of the key figures of the emerging religion and the very first Mother Dream missionary. Eventually, Xeru was promoted to the rank of Exemplar and is believed to have already climbed out of simulation with Mother K&#039;lax herself, only returning to preach the faith.&lt;br /&gt;
&lt;br /&gt;
Little is known about Xeru in life. It is speculated that it died shortly before the Exodus and was not known for its combat abilities. However, Exemplar Xeru grew to believe that the best way to escape the nested simulations is to challenge Virtual Reality with what it calls &amp;quot;the mirrored body.&amp;quot; This mirrored body is an avatar trained to become strong enough to rip the veil of the Aether with its claws. Unbeknownst to the rest of the Hive, but with the full knowledge and likely support of Queen Zkaii, Xeru created a Mirrored Vanguard capable of making, breaking, and reshaping Virtual Reality.&lt;br /&gt;
&lt;br /&gt;
Xeru&#039;s mirrored body is a disturbing testament to its obsession: not merely an avatar within the Aether, but a grotesque attempt to manifest an impossible form. Witnesses describe Exemplar Xeru as a topological paradox—a shifting, contorting shape that defies conventional geometry. Its body seems to fold into itself, creating warped connections and violating the very concept of inside and outside. The strain of rendering this illogical form is so extreme that even powerful Cephalons struggle, distorting Xeru&#039;s movements into a glitched and disjointed spectacle. Enemies may mock this disorienting display as sluggishness or taunt the Exemplar as &amp;quot;Sleepy Xeru,&amp;quot; but they fundamentally misunderstand the profound violation of reality Xeru embodies.&lt;br /&gt;
&lt;br /&gt;
In selecting a general-in-chief for the K&#039;lak&#039;iek conflict, High Queen Zkaii made a decisive choice: Exemplar Xeru. This fervent zealot embodies Zkaii&#039;s will, possessing a potent combination of unwavering faith and a mastery of Virtual Reality.  Xeru&#039;s fanatical pursuit of transcending Cephalon limitations poses a unique and dangerous challenge to General Gist. Its unsettling abilities and unwavering devotion make it a formidable adversary.&lt;br /&gt;
&lt;br /&gt;
=== Weavewright Ka&#039;Akaix&#039;Udon K&#039;lax ===&lt;br /&gt;
Regarded as both a genius and a fool, Ka&#039;Akaix&#039;Udon K&#039;lax is a Xakat&#039;kl&#039;atan of the Zkaii brood. It is a renowned figure in Vaurca history due to its pivotal contributions to the development of [[Virtual Reality#Realms|Virtual Reality Realms]] during the [[Hives Renaissance]]. A low-numbered member of the brood, Udon was tasked from a young age with mastering the science of Cephalons and Virtual Reality mechanics. Udon collaborated with the enigmatic Masters of the Weave—a group of Virtual Reality engineers that pushed for significant changes in how Realms operate. While in this group, Udon helped create the modern infrastructure for Realms and Subrealms that underpin Vaurca society today, earning the title of weavewright—a builder of Realms.&lt;br /&gt;
&lt;br /&gt;
Despite this success, Udon eventually grew disillusioned with the limitations of Virtual Reality and sought refuge in the Interstice. There, it became a proponent of the Pilot Dream faith, developing a reputation for eccentric interpretations of its tenets. This divergence from Zkaii&#039;s beliefs led to a temporary estrangement. However, the Queen, who eventually grew interested in the Pilot Dream theory, recognized the potential of Udon&#039;s unique insights and invited it to return.&lt;br /&gt;
&lt;br /&gt;
Udon was granted unprecedented access to Cephalon technology, allowing it to fully redesign Zkaii&#039;s realm in according to its new theories of realm building. What resulted was Zkaii&#039;s conceptual realm, a groundbreaking achievement in Virtual Reality design. Conceptual realms lean towards the abstract, esoteric, and multi-dimensional. They often push the boundaries of what is capable of in Virtual Reality, focusing on sensations that become ineffable. Conceptual realms would only become more popular during the Exodus, with other broods adopting similar styles.&lt;br /&gt;
&lt;br /&gt;
Udon&#039;s craft invites visitors to engage with the realms it creates on multiple levels. Its approach to realm building is one of constant exploration and experimentation, pushing the very boundaries of what is considered possible within the virtual landscape. Udon views Virtual Reality not merely as the promised afterlife but as a medium for fundamentally challenging and expanding the boundaries of Vaurca perception and intellect. Each realm Udon creates is an esoteric, multi-layered experience, demanding its inhabitants to question deeply-held assumptions, adapt to utterly alien perspectives, and actively explore their surroundings to decipher hidden depths.&lt;br /&gt;
&lt;br /&gt;
Despite Udon&#039;s seemingly close relationship with Zkaii, it is not a believer in the Mother Dream. Seen by the Zkaiite Surrogates as a neutral voice among the Queen&#039;s inner circle, Udon was chosen to design the Xathul Xon. Additionally, it was rumored that Udon disliked Exemplar Xeru and sought not to give the exemplar a tactical advantage in the Xathul Xon. This decision further solidified Udon&#039;s position as a respected and independent voice within the Zkaii brood, even as the conflict between Zkaii and Tupii escalated.&lt;br /&gt;
&lt;br /&gt;
==Xathul Xon==&lt;br /&gt;
The Xathul Xon, also known as The Crucible, is a realm within Virtual Reality. Since the start of the war, documentation about The Crucible has been limited. However, it was revealed that the realm was commissioned to [[War in Heaven#Weavewright Ka&#039;Akaix&#039;Udon K&#039;lax|Ka&#039;Akaix&#039;Udon K&#039;lax]] of the Zkaii brood, a Weavewright. Following Vaurca war traditions, a formal declaration of war was initiated by Queen Tupii. When High Queen Zkaii responded, she had the right to select and shape the battleground to her advantage. Traditionally, the declaring faction dispatches Workers to scout the chosen area prior to battle. It was confirmed that a group sent by Tupii explored The Crucible before the April 2466 offensive. The Xathul Xon was deemed suitable by these scouts, who reported back the information to their queen.&lt;br /&gt;
&lt;br /&gt;
The Xathul Xon defies traditional description, transcending linear perception. It is best understood as a kaleidoscope of swirling consciousness, locked in a synchronized dance on a tightrope. Udon built its masterpiece trying to defy traditional Vaurca war tradition, calling for a &amp;quot;post-Lii&#039;dramachy warfare.&amp;quot; With this piece, Udon wanted to explore an evolution of war, completely taking advantage of the Virtual Reality medium. This environment is also prepared to challenge the conventional tactics of both General Gist and Exemplar Xeru. For Gist, this meant a more traditional arena, resembling those present in [[Zoleth, The Herald of Scars#Her Realm|Zoleth&#039;s realm]]. For Xeru, this meant a complete shifting of the virtual panorama, creating geometry otherwise impossible to render.&lt;br /&gt;
&lt;br /&gt;
Udon tried to reinvent the &#039;&#039;&#039;Fii&#039;k&#039;iek&#039;&#039;&#039; (&amp;quot;the beautiful war&amp;quot;) by forcing cooperation between the warring factions. The Xathul Xon&#039;s very existence depends on the delicate balance between Gist and Xeru&#039;s forces. Should either side falter in their coordinated dance, the realm threatens to collapse, consuming their troops in a cascade of data annihilation. This unprecedented dynamic has led to a tense and cautious style of warfare, with both sides learning to exploit the realm&#039;s unique properties to their advantage.&lt;br /&gt;
&lt;br /&gt;
Deaths within the Xathul Xon are not mere virtual setbacks; they result in a true form of death known as voiding. The mechanisms behind voiding and the Xathul Xon&#039;s synchronized dance remain shrouded in mystery, but it is clear that the very fabric of reality within this realm is both fragile and easily corrupted. As the war rages on, the toll on both the combatants and the Xathul Xon itself grows heavier. The constant manipulation of data and the strain of maintaining the synchronized dance have begun to leave their mark, with reports of glitches and anomalies that threaten to consume the entire realm. The fate of K&#039;lak&#039;iek itself hangs precariously in the balance, with each battle potentially bringing the warriors closer to either victory or oblivion.&lt;br /&gt;
&lt;br /&gt;
===Effects on Vaurca Society===&lt;br /&gt;
The Xathul Xon has sparked intense debate and controversy within Vaurca society. Many consider it a nightmarish departure from the principles established after the Great Hive War. The concept of &amp;quot;voiding,&amp;quot; the irreversible destruction of a Vaurca&#039;s consciousness upon death within the Xathul Xon, is viewed by some as barbaric and Lii&#039;draic. Critics, particularly within the Zo&#039;ra Hive, argue that this form of punishment is excessive and violates the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|gift of eternal life]] laid by High Queen Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
However, others argue that voiding is a necessary consequence of the Xathul Xon&#039;s unique nature. In a post-death society where traditional forms of punishment are no longer applicable, the permanent erasure of consciousness serves as the only meaningful deterrent against reckless behavior within the virtual battlefield.&lt;br /&gt;
&lt;br /&gt;
Beyond the ethical concerns surrounding voiding, the Xathul Xon has also drawn criticism for its technical drawbacks. The realm&#039;s complex structure and constant shifting have led to widespread data corruption and a significant drain on computational resources. Additionally, the speed with which Udon constructed the Xathul Xon has raised concerns about the potential for similar unstable environments to be created in the future, potentially leading to unforeseen consequences for Vaurca society as a whole.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
=== March 2466 ===&lt;br /&gt;
Tensions between the Zkaii and Tupii broods reached a breaking point in March 2466. Public conflict erupted following a series of accusations and counter-accusations published in the Biesellite newspaper, [[Caprice Sun]]. While these allegations served as the immediate catalyst for war, simmering grievances and power struggles between the two broods had likely been escalating privately for some time. The true reasons behind this rift may be deeply rooted in the history of the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Following Vaurca war traditions, the declaration of war was likely done between March 20 and March 25, 2466, privately. The construction of the Xathul Xon was finished in the following days, seizing the time dilation of Virtual Reality to perfect the realm in what could be perceived as years inside.&lt;br /&gt;
&lt;br /&gt;
On March 23, 2466, the Hivenet Watch [[War in Heaven#Virtual Reality Report Findings|issued a report]] to the Eye of the Hegemon, the Izweski Hegemony&#039;s intelligence service, detailing a finding uncovered as part of their ongoing project to decipher Vaurca Virtual Reality. During a test within Queen Tupii&#039;s realm, analysts encountered what they believed to be a message from the recently deceased General Gist. The message&#039;s cryptic nature led some strategists to speculate about a potential surprise attack by the K&#039;lax Hive against the Hegemony. Following this incident, the K&#039;lax Hive remained under close surveillance.&lt;br /&gt;
&lt;br /&gt;
On March 26, reporter Emily Kaplan, known for her interview with Queen Tupii, announced her departure from the &#039;&#039;Caprice Sun&#039;&#039; via Chirper. A day later, Editor-in-Chief Melissa Wahlberg posted a resignation letter to the newspaper&#039;s website. These departures are speculated to be linked to the publication&#039;s coverage fueling a feud between Queen Tupii and Queen Zkaii. This coverage, promoting conflict between two broods within the Court of Queens, potentially undermined the Court&#039;s mission to foster Vaurca collaboration.&lt;br /&gt;
[[File:Emily Chirper.png|thumb|Emily&#039;s chirp of her departure from the &#039;&#039;Caprice Sun.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
On March 30, 2466, at approximately 10:43 p.m., Mendell City Time, Chirper user @klaxgamer466 reported that the subrealms of the K&#039;lax Hive had crashed[https://wiki.aurorastation.org/images/1/1a/Realms1.png]. This chirp was followed by many other K&#039;lax users sharing a similar experience, with some claiming that the Queen&#039;s realms were lagging as well. At the time, it was thought to be a hiccup in the Virtual Reality servers of the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Circa 11:03 p.m., the official Hivenet Watch Chirper account reported an &amp;quot;ongoing conflict&amp;quot; in K&#039;laxian realms[https://wiki.aurorastation.org/images/9/9a/Hivewatch1.png]. This was followed by a thread confirming armed conflict had erupted within these realms on March 31, 2466, at approximately 1:05 a.m.[https://wiki.aurorastation.org/images/3/34/Hivewatch2.png] Queen Zkaii and Queen Tupii were confirmed to be involved. No other parties were reported to be aware of or participating in the conflict.&lt;br /&gt;
&lt;br /&gt;
Rumors of the Xathul Xon&#039;s existence quickly spread among K&#039;lax Chirper users, prompting K&#039;lax Hive authorities to confirm its existence on the Hivenet. However, no further details were released regarding the realm&#039;s specific nature, the parameters of the conflict, or its broader purpose.&lt;br /&gt;
&lt;br /&gt;
===April 2466===&lt;br /&gt;
On April 4, 2466, Xuqiliq Qu&#039;qoq was announced as the new editor of the &#039;&#039;Caprice Sun&#039;&#039;. However, the newspaper has made no effort to address the ongoing conflict.&lt;br /&gt;
&lt;br /&gt;
On April 8, 2466, the [[Court of Queens]] convened an emergency session in Caprice to address the K&#039;lax conflict. They resolved to maintain a non-interventionist stance, prohibiting any involvement from the Hives or their respective broods, and decreed the containment of the Xathul Xon within its virtual realm.&lt;br /&gt;
&lt;br /&gt;
Details surrounding subsequent events remain shrouded in secrecy. On April 13, 2466, the Hivenet Watch initiated a covert operation in Skalamar, Moghes, deploying a pseudo-Cephalon&amp;lt;ref&amp;gt;A pseudo-Cephalon is a biological computer meant to function as a backdoor to Vaurca Virtual Reality. The pseudo-Cephalon operates by using a pheromone trail, fooling the otherwise secure network to relay to it. The specifics of a pseudo-Cephalon are currently unknown. Previous instances of pseudo-Cephalons were reportedly created by connecting a Vaurca larva into a wetware framework, though this is speculation. To achieve what &amp;quot;Larry&amp;quot; intends, the pseudo-Cephalon must be a fully-matured Vaurca closely resembling a genuine Cephalon computer. The Hivenet Watch does not refer to &amp;quot;Larry&amp;quot; as a pseudo-Cephalon, instead implying it is computer software.&amp;lt;/ref&amp;gt; nicknamed &amp;quot;Larry&amp;quot; into the Izweski Hegemony. This operation yielded the first known image of the Xathul Xon, leaked on April 19, 2466. &lt;br /&gt;
[[File:Xathulxon.png|thumb|The first image of the Xathul Xon, pressumably captured by &amp;quot;Larry.&amp;quot; The image supposedly depicts three batallions marching to face each other, though this interpretation has been contested.]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Larry&amp;quot; officially commenced operations on April 28, 2466, as announced on the Hivenet Watch&#039;s Chirper account[https://wiki.aurorastation.org/images/1/10/Larry1.png]. Most information about the Xathul Xon comes from the Hivenet Watch&#039;s attempts to decipher its nature, supplemented by anecdotal reports from Vaurcae claiming knowledge of the events transpiring within the realm.&lt;br /&gt;
&lt;br /&gt;
===May 2466===&lt;br /&gt;
Following the outbreak of the K&#039;lax Civil War, information from the Hivenet Watch became increasingly scarce. Updates from their pseudo-Cephalon, &amp;quot;Larry,&amp;quot; were often speculative, with little concrete evidence of significant developments. The early days of May 2466 saw a series of uneventful chirps, interspersed with occasional unsubstantiated rumors of troop movements.&lt;br /&gt;
&lt;br /&gt;
On May 4, 2466, diplomatic talks between the Skrell and Unathi on [[Ouerea]] included a K&#039;lax delegation led by [[Vedhra, Princess of Configurations|Queen Vedhra]]. This fueled speculation that she might assume an interim leadership role during the conflict. However, the following day, Hegemon Not&#039;zar Izweski announced that he and his wife were expecting three hatchlings. Both Queens Zkaii and Tupii attended this joyous occasion. Their amicable interaction and silence on the ongoing war further deepened the conflict&#039;s mystery.&lt;br /&gt;
&lt;br /&gt;
==Ideologies==&lt;br /&gt;
As the idea of Vaurca succession is still novel, the ideologies behind it have recently formed. There are two major ideologies, followed by each combatant Queen. Variations and offshoots of these ideologies are prevalent, especially among K&#039;lax who are not directly involved in conflict or spectating from afar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Hive Restorationism===&lt;br /&gt;
Hive restorationists believe the K&#039;lax Hive must be led by Mother K&#039;lax or a direct successor to maintain its identity and legacy. This ideology emerged after the [[Vaurca History#The Celis Conflict|Celis conflict]] and separation from the Zo&#039;ra, fueled by a sense that the Hive was straying from its traditions without Mother K&#039;lax&#039;s guidance. The misfortunes during [[Vaurca History#The Exodus|the Exodus]] further intensified this sentiment, as many believed that the K&#039;lax had a better chance of survival if remaining close to the Zo&#039;rane Hiveships.&lt;br /&gt;
&lt;br /&gt;
The K&#039;lax brood remained the most staunch proponent of the restorationist ideology even after the Hive&#039;s integration into the Izweski Hegemony. However, the gradual adoption of Unathi culture has led to the fragmentation of the restorationist ideology.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Zo&#039;raphile Restorationism====&lt;br /&gt;
Zo&#039;raphile restorationists believe the K&#039;lax Hive should return to Zo&#039;ra dominion. This stance is particularly prevalent within the Tupii-K&#039;lax brood, who benefited significantly under Zo&#039;ra rule. Zo&#039;raphile Restorationists often display strong opposition to Hegemony rule and culture, and in some radical instances, they may also reject [[Hephaestus Industries]]. Some Zo&#039;raphiles believe in a future where Mother K&#039;lax and Empress Zo&#039;ra will return to restore order to K&#039;lax society.&lt;br /&gt;
&lt;br /&gt;
====Moderate Restorationism====&lt;br /&gt;
Moderate restorationists believe that Hegemony integration is still possible. However, they are adamant in that only a director successor of Mother K&#039;lax, or Mother K&#039;lax herself, can rule the K&#039;lax Hive and oversee this new vassaldom. This position is held by younger Tupii-K&#039;lax subjects, particularly those that were hatched after the first contact with the Unathi.&lt;br /&gt;
&lt;br /&gt;
====Radical Restorationism====&lt;br /&gt;
Some restorationists believe that the K&#039;lax Hive would be better if straying from feudal and tributary systems, instead becoming an independent political entity. While enticing to some Vaurcae, radical restorationism is largely seen as idealistic, especially because the Hive has been historically described as a client state. In order to maintain the status quo, this belief is not endorsed by any K&#039;lax brood. Instead, it is held by some [[Queenless]] K&#039;lax who believe in Mother K&#039;lax&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
====Tupiic Restorationism====&lt;br /&gt;
During her campaign to become brood queen, Tupii fostered the belief that she was the only viable candidate to lead the K&#039;lax Hive. This sentiment intensified within her realm, where eager [[Tupii,_The_Surrogate_Queen#Her_Realm|Xol&#039;raii&#039;kl&#039;ox]] knights actively seek to join her army. Following her election as Surrogate Queen, support for Tupiic restorationism grew. As Tupii has done her best to gain influence over all sectors of the Tupii-K&#039;lax brood, some Tupiic restorationists may held Zo&#039;raphile or moderate views.&lt;br /&gt;
&lt;br /&gt;
=====Non-Tupiic Restorationisms=====&lt;br /&gt;
Non-Tupiic restorationisms is a catch-all term for those restorationists who believe another Surrogate, rather than Tupii, should serve as the queen of the K&#039;lax brood. After the election of Queen Tupii, these beliefs have become fringe. They are now explicitly forbidden inside the brood.&lt;br /&gt;
&lt;br /&gt;
====Mother Restorationism====&lt;br /&gt;
Mother restorationism is an eccentric ideology in the K&#039;lax Hive. Its proponents follow the Mother Dream religion and believe that true restoration of the K&#039;lax Hive is possible only after escaping the simulation. Mother restorationists oppose Queen Tupii, particularly due to her stance against the Mother Dream. Tupii has voided advocates of this ideology, considering them defective souls. As a result, they have in turn become martyrs of the Mother Dream, believed to be connected to Mother K&#039;lax now.&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;
===Hive Integrationism===&lt;br /&gt;
Hive integrationism is considered a broad term encompassing the belief that one of the four remaining K&#039;lax Queens, besides Tupii, has the right to rule the Hive. Integrationism ideology surged shortly after Mother K&#039;lax&#039;s death, becoming the main ideology in the K&#039;lax Hive during the Celis conflict. Most K&#039;lax broods have accepted integrationism.&lt;br /&gt;
&lt;br /&gt;
In recent years, integrationist ideology has incorporated the idea of being a [[Izweski Hegemony|Hegemony]] fief, though it is not a necessary tenet of integrationism ideology. Hive integrationism was championed by High Queen Zkaii, who oversaw the integration of the K&#039;lax into the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Historically, integrationists have avoided addressing Mother K&#039;lax&#039;s demise directly. Instead, they promote the belief that she ascended to a higher plane of existence or continues to exist as an emeritus Queen, guiding the K&#039;lax from the shadows. This purposeful avoidance of her death has led to a proliferation of speculative theories, which opponents of the ideology often exploit to portray integrationists as detached from reality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Pious Integrationism====&lt;br /&gt;
Pious Integrationists believe Mother K&#039;lax divinely selected Queen Zkaii to lead the K&#039;lax Hive and that joining the Izweski Hegemony was a mandate from Mother K&#039;lax herself. This ideology is deeply intertwined with the Mother Dream religion. Although the Mother Dream emphasizes escaping simulations, most followers interpret Zkaii&#039;s rule as a crucial stage in the Hive&#039;s eventual escape from nested simulations as a whole. Some radical pious integrationists have gone as far as to believe that the Izweski Hegemony is a Virtual Reality realm and that the simulation is a training ground for the K&#039;lax. Most subjects of High Queen Zkaii subscribe to the pious integrationism ideology.&lt;br /&gt;
&lt;br /&gt;
====Secular Integrationism====&lt;br /&gt;
Secular integrationism, also known as meritocratic integrationism, is the belief that Queen Zkaii gained her place in the K&#039;lax Hive due to her tenacity and valor during the Exodus. This is a common belief held by many of the other K&#039;lax broods and was the de facto ideology of the Hive until the resurgence of the Tupii-K&#039;lax brood. Proponents believe that is unjust of Tupii to challenge the right of High Queen Zkaii and fear that the Hegemon would not allow for a new Overlord of Tret.&lt;br /&gt;
&lt;br /&gt;
=====Non-Zkaiic Integrationisms=====&lt;br /&gt;
Though rare, some small factions of the K&#039;lax Hive believe that another queen, such as [[Vedhra,_Princess_of_Configurations|Vedhra]] or [[Leto, The Seeker|Leto]], could have become High Queen instead. These beliefs are not persecuted and were prevalent at a point. However, Non-Zkaiic integrationism has fallen due to the relative prosperity of the K&#039;lax Hive in recent years.&lt;br /&gt;
&lt;br /&gt;
====Anti-Hegemony Integrationism====&lt;br /&gt;
Anti-Hegemony integrationists believe that Queen Zkaii has a legitimate claim to lead the K&#039;lax Hive but see the decision to become a fiefdom of the Izweski Hegemony as a mistake. They advocate for alternative paths, such as establishing an independent Tret and Pid state or occupying the Moghresian Wasteland. On rare occasions, some anti-Hegemony integrationists may even be considered Zo&#039;raphiles. This ideology is prevalent among the Mi&#039;kuetz but less common within the K&#039;lax Hive&#039;s broods. Anti-Hegemony integrationists are not hired by megacorporations and are considered as potential unionists by Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
====Council Integrationism====&lt;br /&gt;
Council integrationists advocate for a radical departure from the traditional K&#039;lax power structure. They believe the Hive should be governed by a council comprised of all five brood queens, rather than a single High Queen. While this ideology did not historically oppose Tupii, her declaration of war has led many council integrationists to propose replacing her with another Surrogate of the K&#039;lax brood. Council integrationism is considered subversive and has recently faced persecution, including the use of pheromone manipulation tactics to reinforce the concept of a sole High Queen. Consequently, some council integrationists are labeled as defective and face the threat of voiding.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Virtual Reality Report Findings==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HR1.jpeg|Virtual Reality Report Cover Sheet&lt;br /&gt;
HR2.jpeg|Virtual Reality Report Memorandum 1&lt;br /&gt;
HR3.jpeg|Virtual Reality Report Memorandum 2&lt;br /&gt;
HR4.jpeg|Virtual Reality Report Findings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=33111</id>
		<title>Vaurca Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=33111"/>
		<updated>2024-05-19T18:22:06Z</updated>

		<summary type="html">&lt;p&gt;Desven: &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;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[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 during 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 [[Aweiji]]. &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;
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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;
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===Breeders (Ta, Type C)===&lt;br /&gt;
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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;
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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;
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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;
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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;
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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 Alate 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;
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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;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;
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Traditionally, Vaurca Queens fought to keep their brood and were ranked this rank during adulthood. However, in modern Vaurca society, Vaurca Queens are select candidates, 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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Vaurca Queens possess a markedly different physiology from their subjects, appearing significantly larger even in comparison to imposing Diplomats. Their most striking feature is a swollen abdomen, giving them a segmented, almost worm-like appearance.  This enlargement is theorized to be a consequence of their prolific egg-laying capabilities. However, the biology of Vaurca Queens remains shrouded in mystery, as they maintain strict seclusion from both public and private scrutiny.&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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Surrogates share a similar morphology to Vaurca Queens, albeit on a smaller scale, though still imposing by most standards. Like their Queens, they possess distinctly swollen abdomens, a trait attributed to their egg-laying functions. As with Vaurca Queens, the biology of Surrogates remains enigmatic, as they largely remain concealed from public view.&lt;br /&gt;
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&#039;&#039;&#039;Alates&#039;&#039;&#039;&lt;br /&gt;
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Alates are medium-sized Gynes. Alates are recognizable for their luxurious-patterned wings. While traditionally a biological feature, today most Alates enhance their wings through augmentation or decorative garments. &lt;br /&gt;
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Some Alates may increase their size. While they never become as big as Queens or Surrogates, the size increments allow Alates 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 Alates, 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. Diplomats are always sterile and do not lay eggs of their own.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===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;
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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;
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====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;
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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;
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====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 were used as an equivalent to shipboard AI on Vaurcaesian vessels. Smaller spacecrafts only used 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;
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===Bulwarks, (Ra, Type E)===&lt;br /&gt;
The Bulwark is the most recent Vaurca 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;
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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;
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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;
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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;
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==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;
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==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;
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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;
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==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;
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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;
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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;
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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 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;
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&#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>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Organizations&amp;diff=33110</id>
		<title>Vaurca Organizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Organizations&amp;diff=33110"/>
		<updated>2024-05-19T18:21:09Z</updated>

		<summary type="html">&lt;p&gt;Desven: &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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Since their arrival in the [[Orion Spur]], Vaurcae have established various organizations that represent a departure from their traditional [[Sedantis I|Sedantis]] structures. These institutions often incorporate principles and values prevalent in the broader Spur cultures, reflecting an adaptation to their new environment. While these organizations have yet to achieve their desired levels of power, they are steadily gaining momentum within each of the major Hives.&lt;br /&gt;
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==Court of Queens==&lt;br /&gt;
&#039;&#039;For the news article arc page, see [[Court of Queens Arc]].&#039;&#039;&lt;br /&gt;
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The Court of Queens is a permanent assembly of Vaurca Queens located in New Sedantis, Caprice. Modeled after the ancient Court of Queens, its primary function is to oversee and manage Vaurca affairs throughout the Orion Spur. [[Vaur|High Queen Vaur]] plays a leading role in the Court, with [[Zkaii|High Queen Zkaii]] and [[C&#039;thur|High Queen C&#039;thur]] also serving in important advisory positions. While the Court influences Vaurca interests, it holds no official legislative or judicial power as Caprice remains under the jurisdiction of the [[Republic of Biesel]].&lt;br /&gt;
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The Court of Queens oversees a dedicated bureaucratic arm that facilitates Vaurca employment within the [[Stellar Corporate Conglomerate]] (SCC). This division handles essential paperwork, including avowals of responsibility, necessary for Vaurca personnel to join SCC facilities. Currently, all brood queens participate in the assembly, except for [[Vetju|Queen Vetju]] and [[Xetl|Queen Xetl]].&lt;br /&gt;
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===History===&lt;br /&gt;
The first Court of Queens was established during the [[Vaurca History#The Commonwealth of Zo&#039;ra|Commonwealth of Zo&#039;ra]], a period of unprecedented stability, prosperity, and uncontested Zo&#039;ra dominance across Sedantis. Seeking to establish themselves as benevolent leaders, the Zo&#039;ra founded a permanent assembly in their native [[Sedantis_I#Xtykt’lotec_Rift|Xtykt&#039;lotec]]. The multifaceted council was led by High Queen Zo&#039;ra, Empress of Sedantis. It functioned as a forum for Hives to settle disputes peacefully and showcase innovations, fostering collaboration under Zo&#039;ra oversight.&lt;br /&gt;
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The original Court of Queens presented itself as a diplomatic and political inter-hive organization. While it lacked official power over the Hives, its rulings were widely understood to reflect the will of High Queen Zo&#039;ra. [[Zoleth|Queen Zoleth]], residing in Xtykt&#039;lotec, also played a vital role in upholding the Court&#039;s duties, lending legitimacy to its decisions. However, some of the Court&#039;s rulings were perceived as unjust, particularly by the minor hives. These perceived injustices, while just one factor among many, contributed to the growing tensions that ultimately erupted into the [[The Great Hive War|Great Hive War]]. Despite this, the Court is remembered by the major Hives as a beacon of justice, representing a pinnacle of Vaurca civilization.&lt;br /&gt;
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The Lii&#039;dramachy brought devastation upon the Court of Queens, which was destroyed alongside the Xtykt&#039;lotec Rift. Post-war efforts by the Zo&#039;ra and C&#039;thur to reinstate the assembly proved unsuccessful. During the [[Vaurca History#The Exodus|Exodus]], the Court of Queens gained an almost mythical status as Vaurca Hives scattered across the stars. It became a poignant reminder of a lost unity, especially after the [[Vaurca History#The Celis Conflict|Celis conflict]].&lt;br /&gt;
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After the colonization of Caprice, Queen Zoleth proposed the reinstatement of the Court of Queens to address the new challenges facing the Vaurca in the Orion Spur. The project gained momentum when High Queen Vaur relocated to Caprice and commissioned the construction of New Sedantis. Amid the phoron scarcity crisis in 2462, plans for the Court of Queens intensified. Following the inauguration of New Sedantis in 2463, the Court held its first summit. Since then, it has implemented various initiatives aimed at strengthening and expanding Vaurca influence within the Orion Spur.&lt;br /&gt;
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===Vaurca Office of Administrative Services===&lt;br /&gt;
The Vaurca Office of Administrative Services (VOAS) is the densely bureaucratic arm of the Court of Queens. It meticulously processes a vast array of paperwork essential for Vaurca integration within megacorporations and broader society. This includes work permits, licenses, passports, avowals, regulatory filings, tax documents, and any other clerical or administrative process a Vaurca might require. As part of the Court of Queens, this service is provided without charge to Vaurcae serving member queens. Additionally, through agreements with the K&#039;lax and C&#039;thur Hives, VOAS extends these vital services to Vetju and Xetl Vaurcae, even if their queens are not formal members of the Court.&lt;br /&gt;
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[[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae also utilize VOAS for the necessary paperwork, usually with a dynamic fee paid by their supervising [[Vaurca_Culture_and_Society#The_Ta_and_Hive_Leadership|Alate]]. Though not mandatory, VOAS has become the de facto standard for Vaurca administrative processes, particularly those involving the Stellar Corporate Conglomerate. This has increased employment opportunities for previously disadvantaged Queenless Vaurcae, given they meet job qualifications. However, VOAS faces criticism for its unfair treatment of Queenless applicants. These applicants experience extended wait times and frequent denials, even after paying the required fees. Additionally, Queenless applicants must use outdated traditional mail services for applications, while brooded Vaurcae have access to the more efficient [[Virtual Reality]] process. Some Queenless must even travel to the VOAS office in Caprice for basic procedures. VOAS denies these practices reflect official policy.&lt;br /&gt;
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VOAS has been criticized by the Court of Queens&#039; detractors as a blatant attempt by Vaurca Hives to gain control over administrative procedures traditionally overseen by governments, particularly within the Republic of Biesel. Critics argue this move centralizes power and diminishes state autonomy. However, the Court of Queens maintains that a centralized system is necessary for efficiency, claiming that the complex paperwork required by these processes creates a significant disadvantage for Vaurcae compared to other species. They further argue that many [[Vaurca#The Bound|Bound Vaurcae]] would be unable to navigate the bureaucratic processes independently.&lt;br /&gt;
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===Criticism and Controversies===&lt;br /&gt;
Since the formation of the Court of Queens in Caprice, the assembly has been under constant surveillance. The Republic of Biesel supervised its inaugural summit and has continued to monitor subsequent meetings via [[Hivenet]] logs. Concerns persist within the Republic that the Court could facilitate the creation of a Vaurca government or secession from Tau Ceti. While the Court denies these intentions, some of its policies and regulations turn them into a de facto supranational organization. The vaurphobic news network &#039;&#039;Vaurca Updates Online&#039;&#039; has labeled the Court of Queens &amp;quot;a council of coupists.&amp;quot;&lt;br /&gt;
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Some view the Court of Queens in Caprice as a veiled attempt by the Zo&#039;ra Hive to re-establish dominance over the K&#039;lax and C&#039;thur Hives under the guise of diplomacy and addressing Vaurca welfare. While the Zo&#039;ra Hive denies these accusations, High Queen Vaur remains the only assembly&#039;s chairwoman. The Zo&#039;ra Hive also strongly opposes moving Court matters elsewhere in the Orion Spur, arguing the Republic of Biesel is the only truly multicultural nation capable of hosting their activities.&lt;br /&gt;
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==Vaurca Equality==&lt;br /&gt;
Vaurca Equality is a non-profit civil rights organization founded in 2457 by High Queen Vaur. Initially focused on advancing justice for Vaurcae in Biesel, its scope has expanded to advocate for Vaurca rights across the Spur. The organization remains under Zo&#039;rane control and, while supporting all Hives, emphasizes issues affecting the Zo&#039;ra Hive and combatting vaurphobia directed towards them. &lt;br /&gt;
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Vaurca Equality has drawn both attention and criticism for its recent focus on human-centric media and trends. Some critics argue this pandering to human sensibilities undermines the organization&#039;s mission to advocate for Vaurcae rights. Notably, all Executive Directors, including the current incumbent &#039;&#039;&#039;Mariam Ashraf&#039;&#039;&#039;, have been human. This, coupled with the organization&#039;s direct funding from the Zo&#039;ra Hive, has led some to accuse Vaurca Equality of misrepresenting itself as a primarily human-led institution.&lt;br /&gt;
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===History===&lt;br /&gt;
The [[Vaurca History#The First Contact With Humanity|Zo&#039;ra Hive&#039;s arrival in Biesel]] was unexpected, prompted by the heavily damaged state of their ship, Titan Prime, and dwindling resources. They were granted refugee status, a controversial decision, especially in [[Mendell City]]. A slum, [[Flagsdale]], was established to house Vaurcae, but it quickly became associated with gang activity and safety concerns, fostering fear and negative perceptions among many Biesellites. &lt;br /&gt;
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Despite widespread resettlement of Vaurcae across the Republic, skepticism and animosity persisted. By 2457, over a dozen Vaurcae had been victims of hate crimes, including several murders. Additionally, [[Notable Humans#President Joseph Dorn|Dorn&#039;s administration]] faced heavy criticism for its support of the Zo&#039;ra Hive. Amid this climate, High Queen Zo&#039;ra founded Vaurca Equality, initiating a significant publicity campaign aimed at improving public perception of Vaurcae.&lt;br /&gt;
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Jordan Podolski, known for his prior activism advancing the rights of non-human sapients in Biesel, served as the inaugural Executive Director of Vaurca Equality. His experience leading a similar non-profit made him an appealing choice for the Zo&#039;ra Hive. However, Podolski&#039;s advancing age and declining energy led to a less dynamic leadership than the Zo&#039;ra had anticipated. Nevertheless, Podolski&#039;s expertise proved crucial in legislative advocacy, particularly in securing passage of the [[Zo&#039;ra in the Republic of Biesel#Citizenship|Universal Citizenship Program]] in Biesel.&lt;br /&gt;
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In 2461, Jordan Podolski retired. Melissa Wahlberg, a seasoned public relations manager known for her work on the Dorn campaign, took over as Executive Director. That same year, [[Athvur|Queen Athvur]] became deeply involved in Vaurca Equality, taking over from High Queen Vaur. In a strategic move, Athvur relocated Vaurca Equality&#039;s headquarters alongside her brood to [[Biesel#Belle Côte|Belle Côte]] in 2462. The fashionable coastal city has since transformed into the epicenter of Vaurca public relations efforts within Biesel. The combined presence of Queen Athvur and a more active Vaurca Equality has proven highly successful, particularly in winning over the hearts and minds of young Belle Côtians.&lt;br /&gt;
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Despite initial popularity, Vaurca Equality&#039;s integrity was compromised by a shift toward sensationalism and clickbait, particularly evident in its newspaper, the &#039;&#039;Caprice Sun&#039;&#039;. In 2466, the publication of articles fueling a feud between K&#039;lax broods forced the resignation of Executive Director Melissa Wahlberg. After Wahlberg&#039;s dismissal, Vaurca Equality underwent a large restructuring, focusing instead on reaching to new demographics.&lt;br /&gt;
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Mariam Ashraf, a second-generation [[Republic of Elyra|Elyran]] immigrant from [[Biesel#New Marfa|New Marfa]], is the current Executive Director of Vaurca Equality. Ashraf&#039;s background has heavily influenced her approach to the role, seeking to bridge the gap between Vaurcae and Elyrans, who traditionally harbor negative stereotypes of the former. While avoiding the sensationalism of her predecessor, Ashraf aims to build upon prior successes by expanding Vaurca Equality&#039;s appeal to new demographics and forging alliances with unexpected partners.&lt;br /&gt;
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===Internal Structure===&lt;br /&gt;
Vaurca Equality operates with a hierarchical structure headed by an Executive Director, always a human chosen for their public image and experience in activism. This individual oversees the organization&#039;s day-to-day operations, public relations, and strategic direction. They report directly to a board of directors—the Zo&#039;rane Queens—who ultimately hold decision-making power.&lt;br /&gt;
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Beneath the Executive Director are several departments focused on specific areas of advocacy. The Legal Department handles litigation, lobbying efforts, and legal counseling for Vaurcae facing discrimination. The Media and Outreach Department manages public relations, social media campaigns, and community engagement. The Research and Policy Department analyzes data, formulates policy recommendations, and produces educational materials on Vaurca issues. Each department is staffed by a mix of Vaurca and human experts, although leadership positions tend to be reserved for humans.&lt;br /&gt;
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In addition to its paid staff, Vaurca Equality relies heavily on a network of volunteers. These individuals, usually human, contribute their time and expertise to support the organization&#039;s various initiatives. Volunteers participate in outreach events, assist with legal cases, and help disseminate information to raise awareness about Vaurca issues. Volunteers also participate in phone banking through rather aggressive campaigns with hundreds of operators.&lt;br /&gt;
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===Memberships===&lt;br /&gt;
Vaurca Equality offers three tiers of membership to supporters of its mission, each designed to provide unique benefits and engagement opportunities while contributing to the advancement of Vaurca rights. While Vaurcae themselves rarely donate, allies from various species constitute the majority of members.&lt;br /&gt;
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The organization&#039;s financial practices have drawn criticism due to a lack of transparency. Vaurca Equality does not publicly report its income or donor information, leading to speculation that most of its funding comes from private donors and the Zo&#039;ra Hive. While memberships constitute a relatively small portion of the overall finances, the program has been instrumental in fostering individual interest and engagement with the organization&#039;s mission.&lt;br /&gt;
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====Basic Membership====&lt;br /&gt;
The Basic membership is the entry-level tier, requiring a recurring donation of 30 credits per month for a six-month period. This tier provides members with a foundation for their support and involvement with Vaurca Equality.  Key benefits include:&lt;br /&gt;
* A digital newsletter delivered directly to members&#039; inboxes, containing updates on the organization&#039;s activities, success stories, and upcoming events.&lt;br /&gt;
* A physical card identifying the member as a supporter of Vaurca Equality, offering a sense of belonging to the community.&lt;br /&gt;
* Periodic discounts or special offers at select businesses partnered with Vaurca Equality, providing tangible benefits while supporting Vaurca-friendly establishments.&lt;br /&gt;
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====Gold Star Membership====&lt;br /&gt;
The Gold Star membership is designed for dedicated allies who wish to deepen their commitment to Vaurca Equality. This tier requires a cumulative donation of 700 credits over six months. In addition to the basic benefits, Gold Star members enjoy:&lt;br /&gt;
* Enhanced discounts available at Vaurca-run establishments and settlements. Promotions might include free nights at hotels or an occasional free meal. &lt;br /&gt;
* Priority registration and early access to Vaurca Equality events, campaigns, and educational programs. &lt;br /&gt;
* A six-month subscription to the organization&#039;s newspaper, &#039;&#039;Caprice Sun&#039;&#039;, providing in-depth coverage of Vaurca news and issues. This full subscription includes exclusive interviews, quizzes, and investigative reports. &lt;br /&gt;
* Access to curated educational materials on Vaurca history, culture, and legal rights. &lt;br /&gt;
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====Phoron Star Membership====&lt;br /&gt;
The Phoron Star membership is the most prestigious tier, catering to high-level supporters who want to make a significant impact on Vaurca Equality&#039;s mission. This exclusive tier requires a cumulative donation of 6,000 credits over six months. Phoron Star members receive all the benefits of the previous tiers, along with:&lt;br /&gt;
* A dedicated Vaurca Equality representative acting as a liaison, offering personalized support and advocacy on Vaurca-related issues.&lt;br /&gt;
* Access to VIP receptions, galas, charity auctions, and other high-profile events where members can network with influential individuals who share a passion for social justice.&lt;br /&gt;
* Exclusive perks and experiences at Vaurca-run establishments and settlements, such as access to private lounges, personalized concierge services, and curated gift baskets.&lt;br /&gt;
* Unique philanthropic opportunities to directly support Vaurca causes, such as funding bills, research initiatives, or community development projects.&lt;br /&gt;
* Access to confidential reports, analyses, and expert insights on Vaurca-related issues, providing valuable information for both personal and professional endeavors.&lt;br /&gt;
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===Caprice Sun===&lt;br /&gt;
The &#039;&#039;Caprice Sun&#039;&#039; is a newspaper owned and operated by Vaurca Equality. It was established on October 25, 2463, at a Court of Queens session. The name is a misnomer; despite suggesting a Caprice origin, it is headquartered in Balbuena Avenue #58, Belle Côte, Biesel. Initially conceived as a positive news outlet fostering inter-Hive cooperation, the newspaper has faced criticism for its sensationalistic reporting and tendency to avoid stories that could negatively portray Vaurcae. The &#039;&#039;Caprice Sun&#039;s&#039;&#039; content caters primarily to a human audience.&lt;br /&gt;
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Originally led by Vaurca Equality&#039;s Executive Director Melissa Wahlberg, the &#039;&#039;Caprice Sun&#039;s&#039;&#039; leadership changed following the [[War in Heaven#March 2466|controversy surrounding Queen Tupii&#039;s interview]]. In 2466, Wahlberg was replaced by Xuqliq Qu&#039;qoq, the [[Skrell|Skrellian]] marketing director of Vaurca Equality. While maintaining the elements that contributed to the newspaper&#039;s initial success, Qu&#039;qoq has instituted stricter guidelines for reporting on potentially sensitive topics that could ignite conflict between Vaurca broods.&lt;br /&gt;
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==Ve&#039;katak Phalanx==&lt;br /&gt;
&#039;&#039;See also: [[Private Military Contracting Group#Ve&#039;katak Phalanx]]&#039;&#039;&lt;br /&gt;
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The Ve&#039;katak Phalanx (Ve&#039;katak translating to &amp;quot;Alliance&amp;quot; in Basic) is a Pan-Vaurcaesian private military contractor primarily funded by the Zo&#039;ra Hive. Founded in 2464 following a Court of Queens&#039; decree, it is supervised by Queens Zoleth, Vedhra, and Vytel. The organization&#039;s motto, &amp;quot;From Many, One Might,&amp;quot; reflects its open acceptance of all species, employing aggressive recruitment tactics to entice non-Vaurca members. The Phalanx operates under the umbrella of the [[Private Military Contracting Group]]. Although officially independent of the Court of Queens, most decrees involving Phalanx operations are first discussed and approved within the Court, raising concerns about the assembly&#039;s involvement in a paramilitary organization.&lt;br /&gt;
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The Ve&#039;katak Phalanx is currently led by Chief Operations Officer (COO) Za&#039;Akaix&#039;Aedon Zo&#039;ra, a [[Virtual Reality#Afterlife|resleeved]] Vaurca Marshall renowned for his service as a Zoleth General in the Lii&#039;dramachy during the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]]. While the appointment of a non-Gyne to such a high position is notable, the COO&#039;s authority is limited, and Aedon primarily serves to execute the directives of the three supervising queens.&lt;br /&gt;
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===History===&lt;br /&gt;
The term &amp;quot;Ve&#039;katak&amp;quot; initially referred to the Ve&#039;katak Catacombs on the outskirts of Zo&#039;ra domain. During Sedantis&#039; [[Hives Renaissance#Prelude|Reconstruction period]] following the Great Hive War, an inter-Hive military league formed and primarily operated from the Ve&#039;katak Catacombs. This coalition, due to its association with the location, became known as the Ve&#039;katak and helped combat Warladies seeking to reclaim territory from the waning Zo&#039;rane Empire. The Ve&#039;katak ultimately dissolved after the L&#039;kaal Hive was appointed to face the Warladies on its own. However, the term &amp;quot;Ve&#039;katak&amp;quot; persisted, often used metaphorically to denote inter-Hive cooperation. It is now commonly translated as &amp;quot;Alliance&amp;quot; in Basic, with the modern Ve&#039;katak Phalanx occasionally referring to itself as the &amp;quot;Alliance Phalanx.&amp;quot;&lt;br /&gt;
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Following the formation of the Flagsdale slum, vigilante groups emerged within the district in response to high crime rates. As Vaurca immigration to Mendell City increased, these groups began accepting Warriors from various Hives. While the history of Flagsdale&#039;s vigilante groups is poorly documented, one prominent organization called itself the Ve&#039;katak Guard. The Guard gained notoriety in 2461 after seizing and repurposing an [[Queenless#Ak&#039;riix|Ak&#039;riix]] base, which they then adorned with their emblem: a red and black flag depicting Warriors in phalanx formation. Although never confirmed, it is widely speculated that Queen Zoleth sanctioned the Ve&#039;katak Guard.&lt;br /&gt;
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Following the Court of Queens&#039; establishment, concerns regarding security in the Flagsdale district intensified, particularly after a year of escalating violence and unrest in 2463. The Mendell City Police Department struggled to intervene effectively due to the hazardous phoron levels in certain areas. As a preventative measure, High Queen Vaur and Queen Zoleth spearheaded the formation of the Phalanx Unit, a specialized group of Warriors trained for riot control within Flagsdale. The Phalanx Unit&#039;s success extended beyond Flagsdale, proving effective in quelling civil unrest in other areas of Mendell City as well.&lt;br /&gt;
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Due to the growing success and demand for Phalanx Unit members, the Court of Queens established its own private military company, the Ve&#039;katak Phalanx, in 2464. Led by [[Zoleth|Queens Zoleth]], [[Vedhra]], and [[Vytel]], the Phalanx operates under the umbrella of the Private Military Contracting Group. While most of its operations are tied to PMCG contracts, the Ve&#039;katak Phalanx also provides contracted forces within the Republic of Biesel.&lt;br /&gt;
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The Ve&#039;katak Phalanx provides armed security and risk management services to the Stellar Corporate Conglomerate, particularly in Biesel. Due to the relationship between High Queen Vaur and Joseph Dorn, there is speculation that the Phalanx has also provided mission support to the Republic of Biesel, especially in coordination with [[Corporate Reconstruction Zone]] activities. Additionally, the Ve&#039;katak Phalanx employs industry analysts, asset management experts, and consultants to enhance its service offerings.&lt;br /&gt;
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===Phalanx Doctrine===&lt;br /&gt;
Within the Republic of Biesel, the Ve&#039;katak Phalanx heavily promotes its &amp;quot;Phalanx Doctrine,&amp;quot; a philosophy deeply rooted in transhumanist ideals and emphasizing seamless cooperation between augmented individuals. The doctrine posits that a team of technologically enhanced soldiers, working in perfect unison, can achieve greater results than the sum of their individual capabilities. This synergistic approach is reflected in their training, tactics, and reliance on interconnected cybernetics, neural interfaces, and genetic tweaking. The Phalanx actively recruits individuals who embrace this philosophy, promising not just employment, but the opportunity to become part of a collective greater than themselves.&lt;br /&gt;
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The Phalanx Doctrine, as outlined in the booklet &#039;&#039;Phalanx Doctrine: From Many, One Might&#039;&#039;, is divided into four key tenets. This booklet, exclusive to Ve&#039;katak Phalanx recruits trained at their Caprice headquarters, is solely distributed within the Republic of Biesel.&lt;br /&gt;
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# &#039;&#039;&#039;Synergy through augmentation:&#039;&#039;&#039; Embrace technological enhancements to transcend individual limitations and achieve collective strength. The whole is greater than the sum of its parts.&lt;br /&gt;
# &#039;&#039;&#039;Interconnectedness:&#039;&#039;&#039; Foster unity through shared goals, mutual trust, and seamless communication. Utilize neural interfaces and networked technology to enhance coordination and understanding.&lt;br /&gt;
# &#039;&#039;&#039;Adaptability:&#039;&#039;&#039; Continuously evolve and adapt to new challenges, embracing innovation and leveraging technological advancements to maintain a tactical advantage.&lt;br /&gt;
# &#039;&#039;&#039;Selfless Sacrifice:&#039;&#039;&#039; Prioritize the mission and the well-being of the Phalanx above individual desires. The individual&#039;s value lies in their contribution to the collective.&lt;br /&gt;
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The Phalanx Doctrine, while emphasizing unity and collective action, also acknowledges the importance of individual initiative and critical thinking. This unofficial &amp;quot;fifth tenet&amp;quot; is evident in the organization&#039;s encouragement of personalized uniform modifications and personal quarters reflecting individual tastes and preferences. Despite valuing cohesive unit action, the Ve&#039;katak Phalanx vehemently rejects the notion of a hivemind, considering it a [[The Lii&#039;dra|Lii&#039;draic]] notion that must be expunged.&lt;br /&gt;
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===Recruitment===&lt;br /&gt;
The Ve&#039;katak Phalanx has faced criticism for its aggressive recruitment tactics, particularly targeting vulnerable individuals like the lonely or impoverished. Accusations of predatory practices include promises of full scholarships and a fresh start, creating a sense of belonging and lifelong support within a new community. The Phalanx also emphasizes its advanced training and intelligence capabilities, enticing young Biesellites and fervent transhumanists who are seeking opportunities not available through conventional private military contractors.&lt;br /&gt;
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[[File:Phalanx.png|thumb|The symbol of the Ve&#039;katak Phalanx. It is composed of nine black squares in a phalanx formation. The black squares represent other species, while the colored squares represent the three Hives. The black squares are sometimes portrayed in white, especially when the symbol is used as part of a uniform.]]&lt;br /&gt;
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Despite its &amp;quot;open to all species&amp;quot; policy, the Ve&#039;katak Phalanx primarily attracts human recruits. To address this imbalance, the organization plans to launch targeted campaigns aimed at [[Skrell]] and [[Unathi]] demographics. While the Phalanx comprises members of all three Hives, Zo&#039;ra Warriors remain the dominant group. Recently, the Phalanx expanded to include Vaurca Workers within its medical division.&lt;br /&gt;
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The Ve&#039;katak Phalanx tailors its recruitment strategies depending on the target audience. For instance, within the [[Izweski Hegemony]], the organization emphasizes collaborative work and warrior spirit, avoiding any mention of bodily augmentation due to cultural sensitivities. However, Unathi members from the Hegemony seeking advancement within the Phalanx must undergo training in Caprice, where they are offered optional Virtual Reality training and the possibility of augmentation. While the Phalanx Doctrine emphasizes the potential of technological enhancement, the Ve&#039;katak Phalanx maintains a strict policy of not forcing any body modifications or cybernetic augments on its members.&lt;br /&gt;
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===Neusim===&lt;br /&gt;
Recently, the Ve&#039;katak Phalanx introduced a new experimental training program for non-Vaurca recruits. This program utilizes a secretive Virtual Reality system on Caprice known as the &#039;&#039;&#039;Neural Simulation Training Environment&#039;&#039;&#039; (Neusim). More information about this program can be found [[Virtual Reality#Neural Simulation Training Environment|here]].&lt;br /&gt;
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While all species can undergo Neusim training, technological limitations prevent [[IPC|IPCs]] and [[Dionae]] from experiencing the same simulation quality as other participants. Neusim has been criticized for its potentially traumatic effects, with some human users reporting fractured memories and distorted perceptions of self. In response, the Ve&#039;katak Phalanx has recently begun offering psychological assistance to those experiencing difficulties, though some see this as a method to eliminate recruits deemed mentally weak.&lt;br /&gt;
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==Tretian Guild==&lt;br /&gt;
The Tretian Guild is the only [[Unathi Guilds|Unathi guild]] with a K&#039;lax majority. Established in [[Tret]], the guild specializes in operating and maintaining the large-scale manufacturing operations of the factory-planet. In a controversial move, the Tretian Guild expanded its operations beyond Tret in mid-2466, acting as strikebreakers and supplemental workers for operations where workers of other guilds may be unwilling or unable to fulfill their duties.&lt;br /&gt;
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The Tretian Guild&#039;s unique nature makes it a point of contention within the Hegemony. Some Sinta argue the guild should not exist, claiming it primarily benefits the K&#039;lax and [[Hephaestus Industries|Hephaestus]] at the expense of the [[Izweski Hegemony|Hegemony]]. Critics also believe the Tretian Guild oversteps traditional guild boundaries by operating in multiple trades. However, the guild&#039;s defenders argue that large-scale manufacturing is a niche not fully covered by existing guilds. While the [[Unathi Guilds#Miners Guild|Miners&#039; Guild]] maintains a presence in certain Tret mining operations, the Tretian Guild specializes in the more hazardous environments that require unique Vaurca bioforms.&lt;br /&gt;
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The Tretian Guild is considered by many K&#039;lax as an avenue for their Hive to play a vital part in the Hegemony&#039;s economy, and perhaps even one day become an important part of the Spur&#039;s economy as a whole. However, the guild&#039;s small returns mean their influence lies more in the realm of Hegemony politics than direct economic power.&lt;br /&gt;
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===History===&lt;br /&gt;
The K&#039;lax Hive was granted the desolate planet of Tret in 2459. However, Hephaestus Industries had already been involved in mining attempts of Tret years prior. The Hive and megacorporation subsequently negotiated the [[Tret#History|Ksyne&#039;kizar Economic Treaty]], in which Hephaestus financed the rapid transformation of Tret into a factory-planet. Within three years, Tret evolved from a barren rock into a fully operational mining and manufacturing center. &lt;br /&gt;
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The first years of Tret&#039;s operations were unstable, primarily due to the third colony&#039;s strained relationship with the [[Unathi Guilds#Merchants Guild|Merchants Guild]]. The guild&#039;s refusal to collaborate, driven by factors ranging from distrust of the Hive to the hazards of traversing Tret and Pid, created significant challenges. Compounding these issues, the Hegemony&#039;s declining economy inflated Tret&#039;s operational costs, exceeding the planet&#039;s initial output. Despite Hephaestus&#039; attempts to secure profits from their investment, Tret struggled to realize its full economic potential.&lt;br /&gt;
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In February 2463, under sanction from High Queen Zkaii, the yet-to-be-coronated [[Tupii|Queen Tupii]] of the K&#039;lax brood formally organized the Tretian Guild. The Hegemon Not&#039;zar Izweski approved the guild&#039;s establishment within two weeks of the petition, enabling Tret to streamline agreements with other guilds, particularly the wary Merchants Guild. Although the Tretian Guild experienced moderate initial success, tensions with the Merchants Guild and the declining Hegemony economy hindered Tret&#039;s profitability.&lt;br /&gt;
&lt;br /&gt;
By mid-2465, [[The Titan Rises Arc|Hephaestus Industries had revitalized the Hegemony&#039;s economy]] through monopolization and acquisition of the traditional Unathi guilds. With newfound capital, Hephaestus aimed to capitalize on the underperforming factory-planet Tret. However, the Tretian Guild, while only marginally profitable, remained debt-free, preventing a complete takeover. Instead, Hephaestus opted for a majority buyout, ensuring the guild&#039;s independence in name but granting Hephaestus significant control. This strategic maneuver solidified Hephaestus&#039; influence over Tret and its valuable resources.&lt;br /&gt;
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The collapse of the Merchants Guild allowed the Tretian Guild to assume control of transporting Tret&#039;s manufactured products, leading to more efficient distribution. Tret&#039;s low production costs have attracted interest from other businesses, notably the Stellar Corporate Conglomerate subsidiaries focused on affordable consumer goods. Currently, Tretian products are highly sought after in mass marketing.  Despite this success, the K&#039;lax Hive continues to receive only 17%  of Tret&#039;s total profits. The Hegemony and Hephaestus reap the majority of the benefits, with a smaller, though significant, portion allocated to Tretian Guild operations and growth.&lt;br /&gt;
&lt;br /&gt;
===Guild Organization===&lt;br /&gt;
The Tretian Guild is mostly composed of K&#039;lax Hive members but also includes Unathi craftsmen. There are no restrictions preventing any species from rising to the position of elder guildsman. This has led to some Unathi lower nobles finding success within the guild. Despite Queen Tupii&#039;s current leadership, both the K&#039;lax Hive and Yukal T&#039;zakal actively seek a replacement for the guildmaster position.&lt;br /&gt;
&lt;br /&gt;
Following traditional guild practices, apprenticeships are crucial within the Tretian Guild. Vaurcae members progress through two apprenticeship tiers: &amp;quot;novice&amp;quot; during their Virtual Reality training and &amp;quot;true apprentice&amp;quot; as they continue learning in real life. While any Unbound K&#039;lax could potentially join the guild, membership favors specific hive-cells. Many other Unbound Vaurcae, though hired by the guild, remain outside the formal rank structure.&lt;br /&gt;
&lt;br /&gt;
Within the Tretian Guild, Bound Vaurcae are classified as machinery and property. This applies to specialized bioforms used in hazardous mining operations as well as Bound Workers employed in assembly lines.&lt;br /&gt;
&lt;br /&gt;
In accordance with other Hephaestus-controlled guilds, Tretian Guild members may be subcontracted to other companies. The specific arrangements for individual Vaurcae vary depending on their hive-cell and the preferences of their supervising Alate. However, as with Unathi characters, current guild members working in Engineering or Operations must be employed by Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
===Strikebreakers===&lt;br /&gt;
Since 2466, the Tretian Guild has been increasingly deployed as strikebreakers, particularly in the turbulent [[Moghes#The Southlands|Southlands of Moghes]]. These strikebreaking teams primarily consist of K&#039;lax workers, supplemented by Unathi personnel hired by the guild. The deployment of these strikebreakers has often been covert, with the Tretian Guild&#039;s involvement deliberately obscured.&lt;br /&gt;
&lt;br /&gt;
While protesting Hearts of Industry workers may recognize the K&#039;lax as non-members of their guild, they often remain unaware of the larger orchestration behind these strikebreaking efforts. The exact methods employed by the Tretian Guild to infiltrate targeted facilities remain shrouded in secrecy, fueling speculation about potential tactics ranging from forged credentials to covert infiltration.&lt;br /&gt;
&lt;br /&gt;
==C&#039;thur, LLC==&lt;br /&gt;
&#039;&#039;For information about the brood, see [[C&#039;thur, Queen of Masques]]. For information about the Hive, see [[Vaurca Hives#C&#039;thur|C&#039;thur (Hive)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
C&#039;thur, LLC, officially The C&#039;thuric Hive Holdings, LLC, is an [[Eridani Federation|Eridanian]] company headquartered in Sector V, Kianda. It is noted for its long-term labor agreements with megacorporations and its proprietary scientific developments. C&#039;thur, LLC is majorly owned by [[C&#039;thur|High Queen C&#039;thur]] and operates in a similar structure as the Hive itself. While distinctions between the C&#039;thur Hive and the company are legally upheld within the [[Nralakk Federation]], this separation becomes less clear in human space. Lesser queens hold membership within the company, granting them ownership rights and a stake in its profits.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
In 2458, the C&#039;thur Hive and [[Einstein Engines]] first came into negotiations. However, despite the Special Economic Zone established in [[Qerrbalak#Kal&#039;lo|Kal&#039;lo]], Nralakk Federation law prohibited direct negotiations with non-state entities. The Hive remained interested in establishing a relationship with the megacorporation despite this setback.&lt;br /&gt;
&lt;br /&gt;
In 2459, a human representative from [[Zeng-Hu Pharmaceuticals]], Dr. Liu Mengyao, visited an Aliose laboratory where C&#039;thur and Federation scientists collaborated on anti-aging treatments.  Dr. Liu&#039;s interest in a C&#039;thur-developed treatment, derived from genetically modified Sedantian [[Sedantis I#Macrobacteria|macrobacteria]], led to an invitation for the C&#039;thur to discuss potential deals within the Eridani Federation, where such agreements were legal.&lt;br /&gt;
&lt;br /&gt;
The selection of the C&#039;thur embassy bound for Eridani took nearly three months due to the power vacuum resulting from High Queen C&#039;thur&#039;s injuries. The embassy ultimately comprised primarily C&#039;thur brood members, with a few [[Mouv]] and [[Vytel]] companions. However, a separate rogue [[Xetl]] embassy also journeyed to Eridani during this time. These Xetl are now known as the [[Queenless#The Zinos of the Underworld|Zinos]] and have acquired Punished status ever since.&lt;br /&gt;
&lt;br /&gt;
While in Eridani, the C&#039;thur embassy founded The C&#039;thuric Hive Holdings, LLC. This enabled the Hive to legally interact with megacorporations outside of the Nralakk Federation. C&#039;thur, LLC has since become the Hive&#039;s primary vehicle for labor agreements within the Spur.&lt;br /&gt;
&lt;br /&gt;
In 2461, a series of successful deals with Zeng-Hu Pharmaceuticals culminated in C&#039;thur, LLC purchasing approximately 30% of Einstein Engines shares, a negotiation led by Queen Mouv. Although Queen Mouv gained fame for being &amp;quot;the richest Vaurca&amp;quot; after this purchase, the ownership of the shares officially resides with the limited liability company itself. Despite this significant stake, Einstein Engines remains predominantly human-led, and C&#039;thur, LLC has not yet exercised its influence within the megacorporation at a sizeable level.&lt;br /&gt;
&lt;br /&gt;
Following the formation of the Stellar Corporate Conglomerate in 2462, the C&#039;thur Hive publicly distanced itself from Einstein Engines. However, the Hive maintains its investment in the megacorporation through C&#039;thur, LLC. While Queen Mouv was initially slated for a board directorship at Einstein Engines, she declined the position due to optics. Instead, [[Skrell Abroad#Skrell in the Solarian Alliance|Solarian Skrell]] Ue&#039;biiq Xool, a member of C&#039;thur, LLC, was appointed to represent the Hive&#039;s interests on the board.&lt;br /&gt;
&lt;br /&gt;
===Company Structure===&lt;br /&gt;
The C&#039;thuric Hive Holdings, LLC operates with a hierarchical structure that reflects the organization of a Vaurca Hive. High Queen C&#039;thur sits at the pinnacle as CEO, holding ultimate authority over the company&#039;s direction and investments. The remaining three queens—Mouv, Vytel, and Xetl—are also owners, each with equal shares and a voice in major decisions.&lt;br /&gt;
&lt;br /&gt;
[[File:Cthurllc.png|thumb|The logo of the C&#039;thur, LLC, also known as the &amp;quot;honeycomb logo.&amp;quot; Each hexagon represents one of the C&#039;thur broods. In 2462, the C&#039;thur, LLC logo was subject of a lawsuit from the Eridani Federation due to its superficial similarities.]]&lt;br /&gt;
&lt;br /&gt;
Queen Mouv holds a particularly influential role within the LLC. As the main negotiator behind the Einstein Engines shares, Queen Mouv oversees the company&#039;s operations related to the megacorporation. Although Mouv has tried to expand her sphere of influence to overseeing SCC operations as well, everything related to the SCC is run by High Queen C&#039;thur and her board of advisors.&lt;br /&gt;
&lt;br /&gt;
Beneath the queens, [[Vaurca_Culture_and_Society#The_Ta_and_Hive_Leadership|Surrogates]] form the upper management of C&#039;thur, LLC. These trusted advisors and representatives of the queens provide expertise and guidance on financial matters, investment strategies, and potential partnerships. Alates, who are Gynes responsible for managing individual hive-cells, constitute the lower management tier, carrying out the day-to-day operations of the company.&lt;br /&gt;
&lt;br /&gt;
Vaurcae working outside the Nralakk Federation are employed as non-members of C&#039;thur, LLC. These laborers may be subcontracted, leased, or outsourced, depending on arrangements made by their Alate. Co-employment has emerged as the dominant method for contracting Vaurcae labor within megacorporations. In this model, the worker is employed by C&#039;thur, LLC but performs labor for another company (e.g., Zeng-Hu Pharmaceuticals). This practice has been criticized for potentially limiting worker benefits, such as health insurance. C&#039;thur, LLC claims to provide these benefits internally but reserves the right to determine their scope.&lt;br /&gt;
&lt;br /&gt;
Work-related injuries requiring treatment at facilities like the [[SCCV Horizon]] typically result in the medical bill being sent to C&#039;thur, LLC, who may subsequently deduct costs from the worker&#039;s wages depending on the severity. The co-employment agreement does not exempt C&#039;thur laborers from potential CCIA sanctions. Punished C&#039;thur are not employed by C&#039;thur, LLC, and must secure employment independently. Since the establishment of the Vaurca Office of Administrative Services (VOAS), C&#039;thur, LLC no longer handles the administrative paperwork for its employees.&lt;br /&gt;
&lt;br /&gt;
===C&#039;thur, LLC Diplomats===&lt;br /&gt;
As the C&#039;thur Hive and the C&#039;thur, LLC are so intertwined, C&#039;thur Gyne Diplomats on board the SCCV Horizon that are representing their Hive may also represent the interests of C&#039;thur, LLC. This means that C&#039;thur Gyne Diplomats aboard the SCCV Horizon who represent the Hive may also have an interest in the performance of C&#039;thur laborers, regardless of their brood or employer. However, this role is &#039;&#039;&#039;only&#039;&#039;&#039; limited to Gynes of the C&#039;thur brood. While Diplomats of the other C&#039;thur broods might take interest in LLC investments, they cannot do so as actively as the Gynes of the C&#039;thur brood would. &#039;&#039;&#039;Gynes representing the Nralakk Federation do not represent C&#039;thur, LLC, and may not incorporate the LLC into their duties.&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Culture_and_Society&amp;diff=33109</id>
		<title>Vaurca Culture and Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Culture_and_Society&amp;diff=33109"/>
		<updated>2024-05-19T18:20:39Z</updated>

		<summary type="html">&lt;p&gt;Desven: &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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==Values==&lt;br /&gt;
Vaurcesian society values and respects the authority each Hive has over its own Vaurcae. This is considered one of the highest values, and the golden rule, so much that an individual that deviates from this norm will be considered defective. While unique ethos and understandings of how to serve the Hive are as plentiful as there are Vaurcae, they mainly resonate that, especially when working in human space, an individual Vaurca takes the role as the representative of the Hive and thus should act accordingly. &lt;br /&gt;
&lt;br /&gt;
===Loyalty and Bound treatment===&lt;br /&gt;
&lt;br /&gt;
The Vaurca concept of loyalty differs from humanity’s in that it is not ideological in any respect. Loyalty to one’s Hive is not considered unique, and is not flaunted, due to the simple fact that all Vaurcae are loyal to their Hive, and disloyalty is an anomaly. Loyalty is furthermore purely biological, the result of pheromone excretion, augmentation, and indoctrination. &lt;br /&gt;
&lt;br /&gt;
While Vaurca Bound are exploited by their Unbound brethren, they are not typically discriminated against. Their value is apparent to the Hive, and except for extreme and rare cases of excess Unbound Vaurca will treat Bound with the same regard one might treat a hammer —a tool and nothing more, nothing less.&lt;br /&gt;
&lt;br /&gt;
===Competitiveness and individual conflict===&lt;br /&gt;
While Vaurcae have their own understanding of sports, some broods are rarely competitive, as sport is often seen as a leisure or part of one’s training. Despite such, many have adopted and enjoyed human sports and activities of the sort, though they will rarely be seen as upset as a human may be if their team loses. &lt;br /&gt;
&lt;br /&gt;
Certain individuals may have feuds with each other. This is rarely taken as anything other than friendly banter, and enemies have a passive relationship. Aggression between Vaurcae is rare if not in the context of war, and not often will one see Vaurcae picking a fight. If the situation leads to that, however, it will mainly happen between Warriors, and sorted in Virtual Reality —fights that do actual damage being uncommon. Workers and Warriors alike, however, often sort their differences, if too great, with their respective hive-cell Breeders.&lt;br /&gt;
&lt;br /&gt;
As busy as the Hivenet is, with many voices and thoughts coming together all times, Vaurcae learn to ‘ignore’ those they disagree with, and filter out conversations that are not their concern. There is an implement block option in the Hivenet, which allows users to cease to listen to others they deem too troublesome. This, however, requires the permission of a Breeder and is seen as a final measure.&lt;br /&gt;
&lt;br /&gt;
===Death and afterlife===&lt;br /&gt;
&lt;br /&gt;
While the normal Vaurcae may claim to not be scared of death, as their afterlife is the Paradise molded by their own Queens, natural instincts are hard to suppress, and survival is seen as a priority, whether the Hive culture has intended for that to be the case or not. Individuals are often mourned, but there is more joy in death than what would be common in human societies, as they remain assured they will meet again. However, the loss of an alien friend can be painful, since they do not form part of the Virtual Reality the Vaurcae have available. &lt;br /&gt;
&lt;br /&gt;
The deceased Unbound’s neural socket is removed and permanently has its data moved onto its respective Lesser Queen’s VR before being reused once more in a new Unbound Vaurca.  The loss of a neural socket before this ritual is a high offense, and stealing one’s socket after death, no matter from which Hive, is considered one of the lowest actions an individual can do. An offense of this magnitude does not go without retaliation, even if the culprit was not Vaurca.&lt;br /&gt;
&lt;br /&gt;
===Wars and honor===&lt;br /&gt;
&lt;br /&gt;
Vaurcae, like humans, are tribalistic when it comes to their own surroundings. Hive pride is common, and the history of conflict with each Hive has led to many clashings. After the [[Vaurca History#The Great Hive War|Great Hive War]], due to the death toll, there has been a great effort by some of the broods to reduce their military strength and avoid such a catastrophe again. Once a war is engaged, however, there are strict honor codes a Warrior should engage in, as war crimes are a huge offense to all parties. The abduction of Unbound Vaurcae is frowned upon, and the killing of another Hive’s Lesser Queens or ultimate Queen is especially taboo. &lt;br /&gt;
&lt;br /&gt;
Warforms and other types of Bound Warriors are regarded as tools, but they are also valued as important assets. As such, while the battle will aim to overcome the strength of the opponent, even to the point of killing their Bound Warriors, the vandalization or sabotage of these assets is also frowned upon, and not honorable.&lt;br /&gt;
&lt;br /&gt;
These rules and values are understood and enforced by Bound Vaurcae too, even if they may fail to grasp the concepts behind such. Punished communities, individuals in exile or Queenless hive-cells may have acquired different notions of values, or even dropped them altogether, as their conditions are poor in their environments. [[The Lii&#039;dra|The Lii’dra]] do not follow these ethical codes.&lt;br /&gt;
&lt;br /&gt;
==Taboos==&lt;br /&gt;
Perhaps unlike other sophonts in the Orion Spur, Vaurcae are the most ashamed about their evolution, and would rather pretend that they were always augmented and biologically engineered. Even at Sedantis, the [[Leto, The Seeker|Leto brood]] would be shunned for their interest in pre-Augment archeology. One of their highest taboos, however, would be references to trophallaxis or their natural language, which relied in mouth-to-mouth hormone distribution for more complex messages. While an Unbound will likely shrug off slurs that superficially link them to Terrestrial insects, if someone were to imply that Vaurcae practice trophallaxis, they would likely take great offense, akin as a human offending a Queen. &lt;br /&gt;
&lt;br /&gt;
Mouth-to-mouth contact is regarded as gross and primitive. A Vaurca would find humans kissing to be disgusting. The pre-contact fashion of covering one’s mandibles was common with some groups that considered showing the mandibles in public to be indecent, but the new filter ports and contact with other societies has rapidly changed their views. Nowadays, only a few older Vaurcae are prudish enough to hide their mandibles. &lt;br /&gt;
&lt;br /&gt;
Tas will often cover their faces with shrouds in public, but for the followers of the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] this is particularly required. While a regular Worker of this religion would never force a Breeder to cover her face, it would believe that staring directly into her face would be immodest and blinding, and thus the Worker would turn away or cover its eyes.&lt;br /&gt;
&lt;br /&gt;
A High Queen, if she has begun a Hive of her own, will shed her old name and take the short form only. Any mention of it is the highest of the taboos, perhaps in an attempt for other hives to not link the High Queen with her mother. The full birth names of Zo’ra, K’lax and C’thur are considered hidden words. Even with High Queen Lii’dra, despite their hatred of the Hive, the name would not be mentioned. As much as some of the K’lax may despite C’thur, mentioning her full name would be grounds for voiding by their own Queen.&lt;br /&gt;
&lt;br /&gt;
==The Ta and Hive Leadership==&lt;br /&gt;
&lt;br /&gt;
Outside of the Queens themselves, the Ta are the most important figures in Vaurca society and are responsible for filling a brood&#039;s upper echelons of power. Free from the ravages of age with sufficient access to treatment, an individual Ta has no real need to hurry. This gives them plenty of time to settle into a position they find satisfactory or, in a rare privilege for Vaurca, aspire to something greater. &lt;br /&gt;
&lt;br /&gt;
The highest position a Ta may reach in the leadership hierarchy is that of the Surrogates, who have the honored duty of helping the Queen lay eggs and acting as her advisory council on matters in which they specialize. Surrogates are almost always among a Hives most ancient Ta, expected to possess wisdom, charisma, and guile in equal measure. A recent phenomenon begun by Zo&#039;rane [[ Athvur,_The_New_Goddess |Queen Athvur]] since the Exodus is that of a Queen taking a young Ta as Surrogate to advise regarding matters more familiar to the youth of this strange new generation. &lt;br /&gt;
&lt;br /&gt;
Directly below the Surrogates are the Supervisors or Alates, who are Ta entrusted with the management and mothering of a hive-cell. A hive-cell is a group of Vaurcae that are considered a single unit by the Hive, comparable to a very large human family. A hive-cell is usually established for economical, cultural, or historical reasons, with some hive-cells being ancient and serving more-or-less the same purpose they did back on Sedantis. When a Worker refers to &amp;quot;their Ta&amp;quot;, they are likely speaking about their Alate. The size of a hive-cell may vary between half a dozen and a thousand individuals, though hive-cells of Unbound Vaurcae are harder to manage and tend to be much smaller.&lt;br /&gt;
&lt;br /&gt;
In some instances, Alates are subservient to a regional supervisor, a Ta, who does not have a hive-cell of her  own but rather serves as a liaison between the Queen and her Alates. Although traditionally this was unrequired, the expansion of Vaurcae in the Orion Spur has raised the need for regional supervisors to help organize the brood.&lt;br /&gt;
&lt;br /&gt;
The other type of Breeders are usually referred to as Diplomats. Diplomats have a wide variety of duties within the Hives but are generally responsible for representing the interests of their brood and acting as its face. Some Diplomats are tasked with handling internal Vaurca politics by their broods, acting as messengers or representatives for the Court of Queens. Others instead handle external matters, such as speaking for the Hive in Spur politics. Many do not have a permanent hive-cell of their own but may be given one as a temporary measure when Vaurca are traveling abroad.&lt;br /&gt;
&lt;br /&gt;
==Ta Society==&lt;br /&gt;
&lt;br /&gt;
Whenever the Spur speaks of the Ta it is almost always in reference to the Type CB. The Type CB have for the species entire history acted as the leaders of the Vaurca, each playing a part in pushing them forward through time. With each of these Ta being near immortal, wielding a much greater degree of independence then the other castes and having a tendency towards holding increasingly strong views as they age, a curious society has arisen amongst them independent of Vaurca society at a large. To an outsider, the social structure of the Ta has a tendency to appear flat or even simplistic but nothing could be further from the truth. While it is true that Ta typically only possesses one of a small handful of &amp;quot;ranks&amp;quot; in a traditional sense (Diplomat, Alate, Surrogate, Queen), behind each of these titles is an ancient bewildering and byzantine social hierarchy built up over untold generations and which varies not only from Hive to Hive but even within the same Hive. &lt;br /&gt;
&lt;br /&gt;
For every action a Ta wishes to take, there is a delicate protocol, with the first challenge being even working out who or what to approach for permission. Actions that, for another species or even another Vaurca caste, would be completely innocent may present a delicate challenge. For example a Ta wishing to enter a realm, request aid from a Cephalon protocol, apply for funding, or even view a work of art, can find themselves swarmed with centuries-old bureaucratic mazes and an army of social gatekeepers who battle with reputation and seniority. This is to say nothing of the innumerable rivalries spanning generations and layers of hierarchical nuance long forgotten to all but a few. With Ta particularly unlikely to be susceptible to traditional bribery or threats, many outside the system would find it near impossible to navigate. &lt;br /&gt;
&lt;br /&gt;
Fortunately, however, by the time Ta are considered of sufficient age to begin involving themselves in Hive affairs properly, all but the most inept have already established themselves with what, to a shorter-lived and less socially engineered species, would be an impossibly wide array of connections. Each can manage hundreds of delicate relations spanning everything from contacts, friends, and favors to the less openly discussed blackmail. It is these social tools, not firearms or blades, that form the weapons of the Ta. &lt;br /&gt;
&lt;br /&gt;
Queens rarely involve themselves directly in the great game of internal Hive politics and bureaucracy beyond their direct court of Surrogates. With each Ta subservient to their will, even if sometimes a particular Ta will stretch their interpretation of exactly what the Queen&#039;s will is close to breaking, they can easily cut through these structures. It is considered a great honor for the Ta if a Queen takes a direct interest in them or a project they are overseeing; however, the Biology of Vaurca makes this less unusual than direct contact with the rulers of many other species. The Hivenet keeps a Queen in constant informational contact with her lesser kin and whilst not frequent due to an innate preference for delegation, she can easily pass praise, orders, or admonishment to whomever she wishes.&lt;br /&gt;
&lt;br /&gt;
==Vaurcesian law==&lt;br /&gt;
&lt;br /&gt;
The Vaurca legal system reflects the sometimes harsh realities of the Vaurca social structure and is intrinsically linked to it. A proper legal code regarding the behavior of Ta, Queen&#039;s, and Hives was established by [[Vytel,_The_Just_Queen | Queen Vytel The Just]] generations earlier on Sedantis as one of the first and most important acts of the reformed Court of Queen&#039;s. Simply known as &amp;quot;Vaurcesian law&amp;quot; the treatise she proposed to the Court was exhaustive and written to replace the nearly uncountable number of inefficient conventions, underbaked treaties, and confusing jurisdictional limitations that the Court&#039;s members were privy to at the time. While it has been modified over generations, her original structure is still largely present. This legal code was for centuries enforced by Queen Vytel from her realm, the Chambers of Tranquillity. Since the Exodus, however, it has been handled internally by Hives, where it has been applied at all. Vytel&#039;s attempts to re-establish herself as the legislative arm of the Court of Queen&#039;s are yet to bear fruit.&lt;br /&gt;
&lt;br /&gt;
While each Hive has concocted their own statutes, interpretations and reforms since the Exodus, Vaurcesian law almost universally deals only with Ta. Offenses committed by the other castes instead tend to fall on whichever Ta was responsible for them to resolve. If the breach in question could have been reasonably prevented or was done on order of the Ta, it falls to her to bear the consequences of any legal breach.&lt;br /&gt;
&lt;br /&gt;
The trials of Ta are always overseen by another of her kin, typically a panel of three. For a Hive to have a Worker or any other caste oversee such would be an unacceptably grievous offense. Cases are relatively uncommon due to the nature of the species, but the more common breaches include a Ta not following treaties, acting against another Hive without permission, indirectly acting against the best interest of the Hive, acting dishonestly towards her sisters, knowingly circumventing Cephalon regulations, or misusing resources. Much of the legislation covers rare edge cases, especially the ever-complicated sections regarding the application of the law and Virtual Reality. Sanctions if a breach is discovered to have occurred typically range from warnings to removal from positions of importance. The majority of the actual damage to a Ta found guilty tends to be reputational. &lt;br /&gt;
&lt;br /&gt;
While the above is true for the majority of cases, there are exceptionally rare breaches from time to time. In theory, statutes regarding permissible violence between Ta of the same Hive exist; however, in nothing but the most extraordinary circumstances is it considered acceptable for a Ta to move against another of her own Hive with violence, and the conventions regarding such are completely exhaustive. To use violence against another of her kin without following the conventions would bring social damnation with the strictest legal sanctions. A Ta committing the near unthinkable act of moving to intentionally kill another of her sisters permanently, soul and all, would almost invariably result in her being completely cast from the Hive and forbidden from returning under penalty of voiding. To be voided is indeed a very taboo sanction for Ta, and each instance constitutes a major historical event in its own right. Even Ta captured from other Hives during acts of aggression are expected to be treated as respected hostages and, if possible, integrated into the victorious Hives&#039; retinue. The punishment for not doing so may not be as extreme as killing one&#039;s own sisters, but it is still very punitive.&lt;br /&gt;
&lt;br /&gt;
==Holidays and calendar==&lt;br /&gt;
Like other sapient societies, there are days deemed special for Vaurcae. The traditional Vaurcesian calendar did not follow the moon or the sun, or even agricultural cycles, but rather predictable tectonic movements that were timed and repeated. Because time in [[Virtual Reality]] follows  a different logic, often seeing as if there was no time at all, keeping track of time in Virtual Reality is not a common practice in those that reside or remain linked in it. However, [[Vaurca#Cephalon (Type D)|Cephalons]] and traditional Vaurca clocks (Bound Workers meant to count time ever since they left [[Sedantis I|Sedantis]]) have allowed for the notion of time to not be lost in Vaurca society. The Sedantis calendar has become a niche as of late, since Vaurcae quickly adapted to the calendars of the cultures they now interact with.&lt;br /&gt;
&lt;br /&gt;
===Individual Celebrations===&lt;br /&gt;
A regular Vaurca will have some celebrations they may wish to commemorate. One that is universal among Unbound is Transubstantiation Day, or Vata’keilvetk. Typically occurring at or close to half of their lifespan, this day is significant in that the Vaurca’s neural socket has fully mapped the functions of their brain. The importance of having this complete map originates from the fact that Vaurca who die before their Transubstantiation day and reach the virtual paradise are considered to be at higher risk of &amp;quot;corruption&amp;quot; or personality &amp;quot;glitches&amp;quot; than those who have passed, though this is still considered uncommon. The completion of Transubstantiation is considered by the Hives to demonstrate that a Vaurca has matured in both mind and body. Many Unbound celebrate this day and go to great lengths to celebrate the Transubstantiation Day of their peers.&lt;br /&gt;
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Vaurcae do not keep track of birthdays, but they may celebrate the day they left their training. This is a common practice with younger individuals that were born after they were introduced to other cultures. Some broods, such as [[Vetju, Iron Queen|Vetju]], reject this idea altogether. Others, such as[[Athvur, The New Goddess|Athvur]], have embraced it and it has become almost universal.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are several milestones a Vaurca may wish to celebrate in their life. This can be any kind of accomplishment, and more often than not are decided among a group of individuals. An example may be a group of Unbound Workers, celebrating together their architectural feat every year. Schools of thought, groups and cliques may produce these days for anything they deem worthy of remembrance. &lt;br /&gt;
&lt;br /&gt;
By request, and if approved by their hive-cells overseeing Ta, an Unbound may forgo incineration upon death for a far older practice of Reclamation. In this practice, the deceased unbounds implants are removed, and their body is specially prepared for consumption by their hive-cell. It is the belief that by consuming the physical remains of the deceased, they may move on into [[Vaurca Religion#Hive Pantheon|the Aether]] without worry of what they leave behind. [[Skrell|Skrellian]] historians believe that this practice likely came around between the [[Vaurca History#The Era of Agriculture|Era of Agriculture]] and the Era of Augments, and probably served a purpose for the hives then. Regardless of its history, this practice had fallen out of favor for the more efficient methods, but it has recently found a resurgence within all Vaurca Hives.&lt;br /&gt;
&lt;br /&gt;
===Hive Celebrations===&lt;br /&gt;
Some other holidays, such as [[The Lii&#039;dra#29930 BCE|the victory of the Zo’ra over the Lii’dra]], are commemorated every year. While some broods may adopt the end of the Hive War as a celebration too, it is only in the Zo’ra Hive that is deemed official. In the human calendar, the 27th of August is when this is celebrated. Since 2461, the Zo’ra Hive has had a parade in [[Flagsdale]] to commemorate it.&lt;br /&gt;
&lt;br /&gt;
A popular holiday among K’lax is Technology Day, which in the human calendar is celebrated every second Sunday of October. This is a mass event that celebrates and remembers the great individuals of each brood, as well as their technological advancements. Originally called [[Vetju, Iron Queen#Ka’Akaix’Yix K’lax|Yix Day]], Technology Day has spread to broods such as [[Mouv, The Recondite Queen|Mouv]] and [[Scay, The Hidden Queen|Scay]].&lt;br /&gt;
&lt;br /&gt;
C’thur celebrates Independence Day every February 1st, which is when the Zo’ra recognized them as an autonomous Hive. Ever since the injury of High Queen C’thur, however, the celebration has become more solemn, as her future is uncertain. However, [[Xetl, The Voracious Queen|Xetl]] is known to be even more excessive this day, and other broods try to avoid contact with Xetl’s spawn as they can really misbehave.&lt;br /&gt;
&lt;br /&gt;
==Entertainment==&lt;br /&gt;
Within the VR, many various activities are performed, and leisure is a vast category. Things from sports and physical activities, to what can be understood as video games, to even esoteric and strange pastimes are what Vaurcae tend to do when connected. However, many working Unbound have become more separated to their Virtual Realities, as the changes in their lifestyle in these past years has required for them to remain in the real world more often than not. Unbound have found new ways to entertain themselves, be it simply socializing with coworkers, performing different activities or just consuming alien media. While seen primitive in some aspects, Vaurcae are known to enjoy human or Skrell media, and find the methods of storytelling in holovision to be novel. Many other hobbies, often considered of other species, have been adopted too.&lt;br /&gt;
&lt;br /&gt;
The strong work ethic in Vaurca society means a Worker will often find pleasure in rendering service to their Hive. While other forms of entertainment are widely sought, many broods will not find themselves bored when performing their designated duties.&lt;br /&gt;
The Bound are completely deprived of pleasure and have no desire to entertain themselves. &lt;br /&gt;
&lt;br /&gt;
==Fashion and Cuisine==&lt;br /&gt;
Throughout Vaurca history, fashion has remained nearly non-existent. Lacking any kind of genitalia, they have nothing to be embarrassed about. Traditionally, they would often go nude or with small garments covering their mouths. Since the Hiveships were built, some Vaurca prefer to wear thin blindfold-like cloth over their eyes to prevent the light from giving them headaches or discomfort. &lt;br /&gt;
Recent human fashion, however, has had a huge boom in the Vaurca society. While some prefer to remain as naked as possible, the recent surge in robes and clothing built for Vaurcae are some examples of clothes they have adopted. Others prefer the saggy look of human-tailored clothes on them, sometimes even to show their affinity to alien lifestyles. &lt;br /&gt;
&lt;br /&gt;
Vaurca cuisine is viewed as extremely bland and tasteless to the other species. Generally consisting completely of their genetically engineered fungus that they grow en masse, it is grinded down into a paste, boiled, or eaten raw. It is described as tasting like boiled cabbage to humans that lived to tell. For Vaurcae themselves, because taste is rarely an issue with their cuisine, many traditional Vaurcesian dishes often have wildly different textures. The more different it is, the more fancy the meal is considered.&lt;br /&gt;
&lt;br /&gt;
The fungus, &#039;&#039;&#039;K’ois&#039;&#039;&#039; (‘The Substance’), is a translucent, bulbous mushroom that thrives in any environment it is placed in, apart from being overly wet. While it appears this fungus is genetically bred to be so adaptable, it is also presumed it was naturally abundant over the Vaurcae home planet. It glows a sickly yellow, and this gives the entire plant a yellow hue.&lt;br /&gt;
&lt;br /&gt;
A dying breed of Sedantian flora, the Skye’mok is a bioluminescent fungus that can be fermented into mead. Unlike humans, Vaurcae don’t get drunk from alcohol but fluoride. Since the Vaurca arrival to Spur, &#039;&#039;&#039;Skye’mok&#039;&#039;&#039; has been mostly forgotten because toothpaste has proven to be a better drink for the Vaurcae. However, this doesn’t stop some traditionalists from making their own Sye’mok breweries, advocating that while not as strong as toothpaste to get somebody drunk, the taste is better.&lt;br /&gt;
&lt;br /&gt;
==Math and numbers==&lt;br /&gt;
While math is deemed universal, the Vaurca understanding of numbers goes beyond the other species’ conception. A proof of this is how Vaurca are named, as each number can have a long connotation, and Vaurcae are known for being able to count to high numbers. Because of such, non-mathematicians have misinterpreted Vaurcesian numeration as simplistic, often regarding that all the numbers assigned to the common Workers translate simply to ‘infinity’. This is untrue, as they are quantifiable. &lt;br /&gt;
&lt;br /&gt;
Base ten and binary systems are seen as primitive to Vaurcae, and the success of their computers depends greatly on their overcoming of this. The complex calculations and immense storage capacity are what made the Cephalon caste possible. &lt;br /&gt;
&lt;br /&gt;
==The Arts==&lt;br /&gt;
Besides their mathematics, Vaurcae have no written language anymore. Instead, all that can be deemed literature is stored in the same Virtual Reality and retold by priests or authorized individuals. The way a Vaurca can consult the data stored in the VR is with an advanced peer-to-peer protocol that allows information to be absorbed and shared easily. Because of this, there has been no need to write or type.&lt;br /&gt;
&lt;br /&gt;
Art still remains an important subject today, with new masonry and sculpture subterranean projects. The word ‘art’ in Vaurca society is similar to the classical understanding of it in human societies, involving technique too. As such, a Vaurca highly knowledgeable in their field of study can be deemed an artist or artisan.&lt;br /&gt;
&lt;br /&gt;
Reliefs and rock gardens are also popular means, and have been the supplement for painting or photography. As Virtual Reality advanced, however, digital art, with its complex avatars that have more dimensions and are seen as ‘beyond real’, has been considered a noble medium through which an artist can develop. &lt;br /&gt;
&lt;br /&gt;
Music is an important part of Vaurca culture, with unique instruments that rely heavily on vibrations and rhythm. As their calendar and antennae, these patterns are deemed superior to any sound. However, introduction of Skrellian and human instruments to the Vaurca repertoire has opened new veins for Vaurca music to follow.&lt;br /&gt;
 &lt;br /&gt;
It is considered heavily Taboo to take a picture of or depict the Queen or Lesser Queen of a Hive in non-VR media, as it is considered a disgrace to their spiritual beauty. Because of this, they rarely make public appearances to humanity or any species outside of their Realms. Queen Athvur is an exception to this.  &lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Up until 2463, Vaurcae politics between Hives was at a standstill due to each Hive&#039;s distanced location relative to one another, and due to the fact that each was dedicated to recovering from the exodus. On the date of May 10th, 2463, The Zo&#039;ra invited both of the other Hives to a diplomatic summit, reviving the ancient Court of Queens inside of their &amp;quot;Capital&amp;quot;, New Sedantis. This new council was designed to discuss the next steps to move the Vaurca up the ladder in modern society, but has a tendency to devolve into squabbles between individual Queens, especially after the alleged theft of the Bulwark caste by the Zo&#039;ra not too long after the original summit was called. More about this particular event can be found on the [[Court of Queens Arc]] page.&lt;br /&gt;
&lt;br /&gt;
The Court of Queens meets intermittently to discuss all things relating to the Hives, usually at the request of a member. Queens can choose to either make an appearance physically or send a Ta as a proxy if they are busy with other projects, freeing up precious time. Notably, certain Queens tend to not make an appearance at all, including Xetl and Scay, with neither providing consistent reasonings as to why, although Scay&#039;s brood is typically present in some capacity regardless in the form of worker caste Vaurcae operating as observers. &lt;br /&gt;
&lt;br /&gt;
Although tensions between the Hives are higher than they ever have been before, no one Hive has deviated from making regular appearances to the Court, regardless of the topic. The Court of Queens is often seen as the Vaurca&#039;s singular political edge in a world where the species is in the minority, and nobody wants to be left out, even if it could mean yet another accusation or embarrasment. Despite being revived by the Zo&#039;ra, each Hive has equal say in Court matters.&lt;br /&gt;
&lt;br /&gt;
A notable achievement of the Court of Queens is the abolishment of Avowals on 4/24/2464, covered [https://forums.aurorastation.org/topic/16567-caprice-sun/#comment-156052 here].&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
One of the highest honors a Worker or Warrior can normally receive in their respective Hives is to be bestowed the title of Xakat&#039;kl&#039;atan or Master of Ideal Forms. Usually achieved after death, this title can only be bestowed by a Queen or Lesser Queen. It recognizes the recipient as an authority in their particular field of study, and it is these respective masters that are approached by those newly born or training, seeking to benefit from their mastery. To become a Xakat&#039;kl&#039;atan while still alive is rare, but when it does occur the Ka or Za in question becomes something akin to a celebrity amongst their Hive, or even others. Regardless of what they choose to do, living or dead, they remain staunch advisors of their Hive Queens. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
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		<title>File:Wplc.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Wplc.png&amp;diff=33104"/>
		<updated>2024-05-17T03:10:37Z</updated>

		<summary type="html">&lt;p&gt;Desven: Made by Desven.&lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
Made by Desven.&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33093</id>
		<title>War in Heaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=War_in_Heaven&amp;diff=33093"/>
		<updated>2024-05-16T04:27:11Z</updated>

		<summary type="html">&lt;p&gt;Desven: /* General Za&amp;#039;Akaix&amp;#039;Gist K&amp;#039;lax */&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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{{Infobox military conflict&lt;br /&gt;
 |conflict = War in Heaven&lt;br /&gt;
 |partof = K&#039;lax Civil War&lt;br /&gt;
 |image = Klaxflag&lt;br /&gt;
 |date = 29 March 2466 - present&lt;br /&gt;
 |location = [[War in Heaven#Xathul Xon|Xathul Xon]]&lt;br /&gt;
 |result = Ongoing&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Tupii, The Surrogate Queen|Tupii-K&#039;lax brood]]&lt;br /&gt;
 |combatant2 = [[Zkaii, The Sleepwalker|Zkaii brood]]&lt;br /&gt;
 |commander1 = [[War in Heaven#General Za&#039;Akaix&#039;Gist K&#039;lax|Za&#039;Akaix&#039;Gist K&#039;lax]]&lt;br /&gt;
 |commander2 = [[War in Heaven#Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax|Za&#039;Akaix&#039;Xeru K&#039;lax]]&lt;br /&gt;
 |strength1 = Unknown&lt;br /&gt;
 |strength2 = Unkown&lt;br /&gt;
 |casualties1 = Unknown&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the news article arc page, see [[War in Heaven Arc]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Tupii-Zkaii War, also known as the K&#039;lax Civil War, K&#039;lak&#039;iek (&amp;quot;K&#039;lax War&amp;quot;), or the War in Heaven, is an ongoing armed conflict between [[Tupii, The Surrogate Queen|Queen Tupii]] and [[Zkaii, The Sleepwalker|Queen Zkaii]] of the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]]. Unlike traditional armed conflicts, the K&#039;lax Civil War utilizes [[Virtual Reality|Vaurca Virtual Reality technology]] extensively for combat. The main battleground is an intermediary realm known as &#039;&#039;&#039;Xathul Xon&#039;&#039;&#039; or &#039;&#039;&#039;The Crucible&#039;&#039;&#039;, located in the Interstice connecting both queens&#039; domains.&lt;br /&gt;
&lt;br /&gt;
The War in Heaven is fundamentally a succession war. Queen Tupii, leader of the ancient K&#039;lax brood, claims to be the rightful heiress to the K&#039;lax throne. This marks a historical crisis as it is the first recorded Vaurca succession war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Shortly before the [[Vaurca History#The Exodus|Vaurca Exodus from Sedantis]], a fire erupted within High Queen Mother K&#039;lax&#039;s chambers in the [[Sedantis_I#Tata&#039;kree&#039;xt_-_Mother&#039;s_Nest|Tata&#039;kree&#039;xt]]. This shameful tragedy resulted in the deaths of K&#039;lax, her guards, and the destruction of several Cephalons. To maintain stability, the K&#039;lax kept this event a closely guarded secret, concealing the truth, especially from the Zo&#039;ra Hive. However, news of K&#039;lax&#039;s death spread quickly. Mother K&#039;lax&#039;s remains and the damaged [[Vaurca Biology#Cephalons (Type D)|Cephalons]] were taken aboard the Kloxa&#039;xia, and significant efforts were made to recover lost data from the burnt neural sockets. Ultimately, reconstruction attempts proved futile, resulting in the permanent loss of vital information.&lt;br /&gt;
&lt;br /&gt;
Queen Zkaii—a pivotal figure in the development of modern Virtual Reality—refused to acknowledge Mother K&#039;lax&#039;s death. During the Exodus, Zkaii founded the [[Vaurca Religion#Mother Dream|Mother Dream religion]], perpetuating the belief that High Queen K&#039;lax remained alive. Although considered eccentric, Zkaii&#039;s skill, closeness to Mother K&#039;lax, and leadership positioned her as a likely candidate for the next High Queen. Following initial [[Vaurca History#The First Contact With Unathi|contact with the Unathi]], the K&#039;lax Hive received a fiefdom in what is now known as [[Tret]], with Zkaii becoming its first Overlord. This decision was marked alongside Zkaii&#039;s official coronation as High Queen.&lt;br /&gt;
&lt;br /&gt;
The old K&#039;lax brood faced neglect even before Zkaii&#039;s ascent and their once-central position in the Hive declined. However, this situation worsened significantly following her rise to power, with their treatment deteriorating to a state akin to that of the queenless. Many Vaurcae, who believed the original brood deserved respect, viewed this as deeply unjust due to its historical significance. This tension was aggravated by the stance of many K&#039;lax brood Breeders who openly preferred allegiance to the Zo&#039;ra Hive over their new Unathi overlords. While the rest of the K&#039;lax Hive adapted to their circumstances, the K&#039;lax brood defiantly refused to acknowledge their changing status. Zkaii, upholding her denial of Mother K&#039;lax&#039;s death, remained deliberately neutral on the matter. To acknowledge the old brood&#039;s plight would be a tacit admission of Mother K&#039;lax&#039;s demise.&lt;br /&gt;
&lt;br /&gt;
During the first gathering of the new Court of Queens in Caprice, the K&#039;lax Hive faced significant pressure to resolve the issue of the old K&#039;lax brood. Under scrutiny, they were forced to select a formal representative for the neglected brood. This resulted in the election of Ta&#039;Akaix&#039;Tupii&#039;maxk&#039;rekxak K&#039;lax, a former confidante of Mother K&#039;lax, as the new brood Queen. Notably, this marked a departure from tradition, as Vaurca broods typically dissolved or faded following the death of their Queen.&lt;br /&gt;
&lt;br /&gt;
Since her election, Queen Tupii has been known for stepping up in many of the Hive&#039;s affairs. She has taken a leadership role in various matters, including Tret&#039;s colonization and meeting the high demand of Vaurca Warriors in Izweski&#039;s ranks. This, in turn, has led Tupii to become the de facto face of the Hive, overshadowing the less charismatic Zkaii.&lt;br /&gt;
&lt;br /&gt;
==Brood Relations==&lt;br /&gt;
It has been widely reported that High Queen Zkaii was never keen on Tupii. Shortly after Tupii&#039;s coronation, Zkaii denied any interviews with Moghresian media. The suspicions were confirmed on November 29, 2463, when the Hivenet Watch&amp;lt;ref&amp;gt;The Hivenet Watch, also referred to as Hivewatch, is officially known as the Human-Skrell Alliance for Hivenet Surveillance and Research. Headquartered in Mendell City, Biesel, and Zuvl&#039;Qlip, Qerr&#039;Malic, its primary functions include monitoring Hivenet activity across the Orion Spur and spearheading efforts to decipher the enigmatic Virtual Reality logs. While not a direct governmental agency, the Hivenet Watch maintains a close working relationship with both the Republic of Biesel and the Nralakk Federation.&amp;lt;/ref&amp;gt; recorded High Queen Zkaii openly stating that Tupii was &amp;quot;the wrong choice&amp;quot; in a royal channel of Hivenet. This finding was reported in various tabloid newspapers across Moghes but was ultimately deemed of little interest.&lt;br /&gt;
&lt;br /&gt;
Similar incidents followed, including rumors by high-clearance Surrogates of both broods. On May 4, 2465, Jason Schmidt of the vaurphobic website, &#039;&#039;Vaurca Updates Online&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;Vaurca Updates Online (VUO)&#039;&#039; is a self-described &amp;quot;Vaurca skeptic network.&amp;quot; While the site has no single ideological stance, the watchdog group Vaurca Equality has flagged it for promoting vaurphobia and hate speech. VUO is criticized for spreading misinformation, including claims that Vaurcae carapaces leak phoron and conspiracy theories alleging the Zo&#039;ra Hive has plans to colonize Mars, fueling Solarian fear. Due to these concerns, VUO is banned within the Republic of Biesel.&amp;lt;/ref&amp;gt;, posted an article titled &amp;quot;Trouble in Virtual Paradise: When Izweski&#039;s Allies Clash.&amp;quot; Schmidt&#039;s article provided insider information on the Zkaii and Tupii&#039;s broods, alongside speculation on the Unathite economy if both factions were at war. However, the questionable reputation of &#039;&#039;Vaurca Updates Online&#039;&#039; led to the dismissal of Schmidt&#039;s report.&lt;br /&gt;
&lt;br /&gt;
==Important Figures==&lt;br /&gt;
=== General Za&#039;Akaix&#039;Gist K&#039;lax ===&lt;br /&gt;
General Gist, originally hatched around 27,488 BCE as a K&#039;lax brood Warrior, exemplified an early strategic mind even before the advent of Virtual Reality training. Gist&#039;s interest in K&#039;lax leadership, particularly in the ancient [[Vaurca_History#The_Rise_of_Zo&#039;ra|Queen Neiim]], fueled its rapid rise through the ranks. Augmented to become a [[Vaurca Biology#Za, The Warriors (Type B)|Vaurca Marshal]], Gist&#039;s enhanced ability to predict complex outcomes provided significant tactical advantages against the Lii&#039;dra. Gist played a crucial role in the [[The Great Hive War#Zo&#039;rane Victories|Fiery Years of the Lii&#039;dramachy]], notably commanding early K&#039;lax Warform prototypes at the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]] and successfully repelling the [[The Lii&#039;dra|Lii&#039;dra]] from the region.&lt;br /&gt;
&lt;br /&gt;
After its death in 27,465 BCE, Gist was posthumously awarded the [[Vaurca_Culture_and_Society#Xakat&#039;kl&#039;atan|Xakat&#039;kl&#039;atan]] rank. Its strategic contributions faded into relative obscurity during the post-Lii&#039;dramachy recovery until the Hive Renaissance, where Gist&#039;s role in thwarting [[Hives Renaissance#Prelude|the Warladies]] regained notoriety. Though unverified, legend holds that Gist was banished to the Interstice, becoming a proponent of strategic finesse over brute force. Some speculate this ostracization was due to Zo&#039;rane disapproval of Gist&#039;s views. Gist&#039;s survival following the death of Mother K&#039;lax and the loss of her Cephalons is a subject of debate, with rumors suggesting a corrupted Gist was later recovered and sanitized. Enemies of the general use this to discredit Gist&#039;s current actions, labeling it lobotomized or &amp;quot;Viax Gist.&amp;quot; However, there is no basis for these beliefs, and Gist was likely deep in the Interstice when the realm of Mother K&#039;lax was forever lost.&lt;br /&gt;
&lt;br /&gt;
During the [[Vaurca History#Exodus|Exodus]], Gist actively supported Tupii&#039;s bid to become Queen of the K&#039;lax brood, leveraging the reach of Virtual Reality for her campaign. It was later resleeved in 2464 in a less-augmented Myrmidon-like form, resembling Warriors of ancient. It also served as Tupii&#039;s master-at-arms. This, alongside positive portrayal in &#039;&#039;Sinta Articles&#039;&#039;, boosted Gist&#039;s popularity with the Unathi. At the time of its death, Gist was one of the most famous Warriors in the K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
Gist was recalled to Virtual Reality, where Tupii chose it as her general-in-chief for the K&#039;lak&#039;iek. While Gist&#039;s unparalleled experience in real-world warfare provides a tactical edge, it is not known for conventional Virtual Reality combat prowess. Rather, Gist intends to transform the virtual battlefield into a labyrinth of complexity. It favors strategies that rely on meticulous planning, deception, and manipulating the very fabric of the Aether itself, forcing enemies to adapt or be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
=== Exemplar Za&#039;Akaix&#039;Xeru K&#039;lax ===&lt;br /&gt;
Exemplar Xeru is often regarded as the first K&#039;lax Warrior to have converted to the Mother Dream faith. Alongside [[Zkaii,_The_Sleepwalker#Ka&#039;Akaix&#039;Vhixok_K&#039;lax|Ka&#039;Akaix&#039;Vhixok K&#039;lax]], Xeru is regarded as one of the key figures of the emerging religion and the very first Mother Dream missionary. Eventually, Xeru was promoted to the rank of Exemplar and is believed to have already climbed out of simulation with Mother K&#039;lax herself, only returning to preach the faith.&lt;br /&gt;
&lt;br /&gt;
Little is known about Xeru in life. It is speculated that it died shortly before the Exodus and was not known for its combat abilities. However, Exemplar Xeru grew to believe that the best way to escape the nested simulations is to challenge Virtual Reality with what it calls &amp;quot;the mirrored body.&amp;quot; This mirrored body is an avatar trained to become strong enough to rip the veil of the Aether with its claws. Unbeknownst to the rest of the Hive, but with the full knowledge and likely support of Queen Zkaii, Xeru created a Mirrored Vanguard capable of making, breaking, and reshaping Virtual Reality.&lt;br /&gt;
&lt;br /&gt;
Xeru&#039;s mirrored body is a disturbing testament to its obsession: not merely an avatar within the Aether, but a grotesque attempt to manifest an impossible form. Witnesses describe Exemplar Xeru as a topological paradox—a shifting, contorting shape that defies conventional geometry. Its body seems to fold into itself, creating warped connections and violating the very concept of inside and outside. The strain of rendering this illogical form is so extreme that even powerful Cephalons struggle, distorting Xeru&#039;s movements into a glitched and disjointed spectacle. Enemies may mock this disorienting display as sluggishness or taunt the Exemplar as &amp;quot;Sleepy Xeru,&amp;quot; but they fundamentally misunderstand the profound violation of reality Xeru embodies.&lt;br /&gt;
&lt;br /&gt;
In selecting a general-in-chief for the K&#039;lak&#039;iek conflict, High Queen Zkaii made a decisive choice: Exemplar Xeru. This fervent zealot embodies Zkaii&#039;s will, possessing a potent combination of unwavering faith and a mastery of Virtual Reality.  Xeru&#039;s fanatical pursuit of transcending Cephalon limitations poses a unique and dangerous challenge to General Gist. Its unsettling abilities and unwavering devotion make it a formidable adversary.&lt;br /&gt;
&lt;br /&gt;
=== Weavewright Ka&#039;Akaix&#039;Udon K&#039;lax ===&lt;br /&gt;
Regarded as both a genius and a fool, Ka&#039;Akaix&#039;Udon K&#039;lax is a Xakat&#039;kl&#039;atan of the Zkaii brood. It is a renowned figure in Vaurca history due to its pivotal contributions to the development of [[Virtual Reality#Realms|Virtual Reality Realms]] during the [[Hives Renaissance]]. A low-numbered member of the brood, Udon was tasked from a young age with mastering the science of Cephalons and Virtual Reality mechanics. Udon collaborated with the enigmatic Masters of the Weave—a group of Virtual Reality engineers that pushed for significant changes in how Realms operate. While in this group, Udon helped create the modern infrastructure for Realms and Subrealms that underpin Vaurca society today, earning the title of weavewright—a builder of Realms.&lt;br /&gt;
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Despite this success, Udon eventually grew disillusioned with the limitations of Virtual Reality and sought refuge in the Interstice. There, it became a proponent of the Pilot Dream faith, developing a reputation for eccentric interpretations of its tenets. This divergence from Zkaii&#039;s beliefs led to a temporary estrangement. However, the Queen, who eventually grew interested in the Pilot Dream theory, recognized the potential of Udon&#039;s unique insights and invited it to return.&lt;br /&gt;
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Udon was granted unprecedented access to Cephalon technology, allowing it to fully redesign Zkaii&#039;s realm in according to its new theories of realm building. What resulted was Zkaii&#039;s conceptual realm, a groundbreaking achievement in Virtual Reality design. Conceptual realms lean towards the abstract, esoteric, and multi-dimensional. They often push the boundaries of what is capable of in Virtual Reality, focusing on sensations that become ineffable. Conceptual realms would only become more popular during the Exodus, with other broods adopting similar styles.&lt;br /&gt;
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Udon&#039;s craft invites visitors to engage with the realms it creates on multiple levels. Its approach to realm building is one of constant exploration and experimentation, pushing the very boundaries of what is considered possible within the virtual landscape. Udon views Virtual Reality not merely as the promised afterlife but as a medium for fundamentally challenging and expanding the boundaries of Vaurca perception and intellect. Each realm Udon creates is an esoteric, multi-layered experience, demanding its inhabitants to question deeply-held assumptions, adapt to utterly alien perspectives, and actively explore their surroundings to decipher hidden depths.&lt;br /&gt;
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Despite Udon&#039;s seemingly close relationship with Zkaii, it is not a believer in the Mother Dream. Seen by the Zkaiite Surrogates as a neutral voice among the Queen&#039;s inner circle, Udon was chosen to design the Xathul Xon. Additionally, it was rumored that Udon disliked Exemplar Xeru and sought not to give the exemplar a tactical advantage in the Xathul Xon. This decision further solidified Udon&#039;s position as a respected and independent voice within the Zkaii brood, even as the conflict between Zkaii and Tupii escalated.&lt;br /&gt;
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==Xathul Xon==&lt;br /&gt;
The Xathul Xon, also known as The Crucible, is a realm within Virtual Reality. Currently, documentation about The Crucible is limited. It is believed to have been commissioned to Ka&#039;Akaix&#039;Udon K&#039;lax of the Zkaii brood, per Vaurca war traditions. If the current supposition is correct, this custom dictates that following a formal declaration of war (presumably initiated by Queen Tupii), the opposing leader (High Queen Zkaii) has the right to select and shape the battleground to their advantage. Traditionally, the declaring faction dispatches Workers to scout the chosen area prior to battle. Currently, reports from Tupii&#039;s scouting party on The Crucible&#039;s specific nature remain confidential to those directly involved in the conflict.&lt;br /&gt;
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It is presumed that deaths experienced within the Xathul Xon result in a true form of death known as voiding. The first logs unraveled after the war&#039;s initiation indicate that participating Warriors face the peril of permanent death, a rare consequence within Vaurca culture.  This departure from typical Virtual Reality combat, where death carries less severe consequences, raises questions about the potential repercussions of The Crucible on the future of vaurkind.&lt;br /&gt;
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==Timeline==&lt;br /&gt;
=== March 2466 ===&lt;br /&gt;
Tensions between the Zkaii and Tupii broods reached a breaking point in March 2466. Public conflict erupted following a series of accusations and counter-accusations published in the Biesellite newspaper, [[Caprice Sun]]. While these allegations served as the immediate catalyst for war, simmering grievances and power struggles between the two broods had likely been escalating privately for some time. The true reasons behind this rift may be deeply rooted in the history of the K&#039;lax Hive.&lt;br /&gt;
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Following Vaurca war traditions, the declaration of war was likely done between March 20 and March 25, 2466, privately. The construction of the Xathul Xon was finished in the following days, seizing the time dilation of Virtual Reality to perfect the realm in what could be perceived as years inside.&lt;br /&gt;
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On March 23, 2466, the Hivenet Watch [[War in Heaven#Virtual Reality Report Findings|issued a report]] to the Eye of the Hegemon, the Izweski Hegemony&#039;s intelligence service, detailing a finding uncovered as part of their ongoing project to decipher Vaurca Virtual Reality. During a test within Queen Tupii&#039;s realm, analysts encountered what they believed to be a message from the recently deceased General Gist. The message&#039;s cryptic nature led some strategists to speculate about a potential surprise attack by the K&#039;lax Hive against the Hegemony. Following this incident, the K&#039;lax Hive remained under close surveillance.&lt;br /&gt;
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On March 26, reporter Emily Kaplan, known for her interview with Queen Tupii, announced her departure from the &#039;&#039;Caprice Sun&#039;&#039; via Chirper. A day later, Editor-in-Chief Melissa Wahlberg posted a resignation letter to the newspaper&#039;s website. These departures are speculated to be linked to the publication&#039;s coverage fueling a feud between Queen Tupii and Queen Zkaii. This coverage, promoting conflict between two broods within the Court of Queens, potentially undermined the Court&#039;s mission to foster Vaurca collaboration.&lt;br /&gt;
[[File:Emily Chirper.png|thumb|Emily&#039;s chirp of her departure from the &#039;&#039;Caprice Sun.&#039;&#039;]]&lt;br /&gt;
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On March 30, 2466, at approximately 10:43 p.m., Mendell City Time, Chirper user @klaxgamer466 reported that the subrealms of the K&#039;lax Hive had crashed[https://wiki.aurorastation.org/images/1/1a/Realms1.png]. This chirp was followed by many other K&#039;lax users sharing a similar experience, with some claiming that the Queen&#039;s realms were lagging as well. At the time, it was thought to be a hiccup in the Virtual Reality servers of the K&#039;lax Hive.&lt;br /&gt;
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Circa 11:03 p.m., the official Hivenet Watch Chirper account reported an &amp;quot;ongoing conflict&amp;quot; in K&#039;laxian realms[https://wiki.aurorastation.org/images/9/9a/Hivewatch1.png]. This was followed by a thread confirming armed conflict had erupted within these realms on March 31, 2466, at approximately 1:05 a.m.[https://wiki.aurorastation.org/images/3/34/Hivewatch2.png] Queen Zkaii and Queen Tupii were confirmed to be involved. No other parties were reported to be aware of or participating in the conflict.&lt;br /&gt;
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Rumors of the Xathul Xon&#039;s existence quickly spread among K&#039;lax Chirper users, prompting K&#039;lax Hive authorities to confirm its existence on the Hivenet. However, no further details were released regarding the realm&#039;s specific nature, the parameters of the conflict, or its broader purpose.&lt;br /&gt;
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===April 2466===&lt;br /&gt;
On April 4, 2466, Xuqiliq Qu&#039;qoq was announced as the new editor of the &#039;&#039;Caprice Sun&#039;&#039;. However, the newspaper has made no effort to address the ongoing conflict.&lt;br /&gt;
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On April 8, 2466, the [[Court of Queens]] convened an emergency session in Caprice to address the K&#039;lax conflict. They resolved to maintain a non-interventionist stance, prohibiting any involvement from the Hives or their respective broods, and decreed the containment of the Xathul Xon within its virtual realm.&lt;br /&gt;
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Details surrounding subsequent events remain shrouded in secrecy. On April 13, 2466, the Hivenet Watch initiated a covert operation in Skalamar, Moghes, deploying a pseudo-Cephalon&amp;lt;ref&amp;gt;A pseudo-Cephalon is a biological computer meant to function as a backdoor to Vaurca Virtual Reality. The pseudo-Cephalon operates by using a pheromone trail, fooling the otherwise secure network to relay to it. The specifics of a pseudo-Cephalon are currently unknown. Previous instances of pseudo-Cephalons were reportedly created by connecting a Vaurca larva into a wetware framework, though this is speculation. To achieve what &amp;quot;Larry&amp;quot; intends, the pseudo-Cephalon must be a fully-matured Vaurca closely resembling a genuine Cephalon computer. The Hivenet Watch does not refer to &amp;quot;Larry&amp;quot; as a pseudo-Cephalon, instead implying it is computer software.&amp;lt;/ref&amp;gt; nicknamed &amp;quot;Larry&amp;quot; into the Izweski Hegemony. This operation yielded the first known image of the Xathul Xon, leaked on April 19, 2466. &lt;br /&gt;
[[File:Xathulxon.png|thumb|The first image of the Xathul Xon, pressumably captured by &amp;quot;Larry.&amp;quot; The image supposedly depicts three batallions marching to face each other, though this interpretation has been contested.]]&lt;br /&gt;
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&amp;quot;Larry&amp;quot; officially commenced operations on April 28, 2466, as announced on the Hivenet Watch&#039;s Chirper account[https://wiki.aurorastation.org/images/1/10/Larry1.png]. Most information about the Xathul Xon comes from the Hivenet Watch&#039;s attempts to decipher its nature, supplemented by anecdotal reports from Vaurcae claiming knowledge of the events transpiring within the realm.&lt;br /&gt;
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===May 2466===&lt;br /&gt;
Following the outbreak of the K&#039;lax Civil War, information from the Hivenet Watch became increasingly scarce. Updates from their pseudo-Cephalon, &amp;quot;Larry,&amp;quot; were often speculative, with little concrete evidence of significant developments. The early days of May 2466 saw a series of uneventful chirps, interspersed with occasional unsubstantiated rumors of troop movements.&lt;br /&gt;
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On May 4, 2466, diplomatic talks between the Skrell and Unathi on [[Ouerea]] included a K&#039;lax delegation led by [[Vedhra, Princess of Configurations|Queen Vedhra]]. This fueled speculation that she might assume an interim leadership role during the conflict. However, the following day, Hegemon Not&#039;zar Izweski announced that he and his wife were expecting three hatchlings. Both Queens Zkaii and Tupii attended this joyous occasion. Their amicable interaction and silence on the ongoing war further deepened the conflict&#039;s mystery.&lt;br /&gt;
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==Ideologies==&lt;br /&gt;
As the idea of Vaurca succession is still novel, the ideologies behind it have recently formed. There are two major ideologies, followed by each combatant Queen. Variations and offshoots of these ideologies are prevalent, especially among K&#039;lax who are not directly involved in conflict or spectating from afar.&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;
===Hive Restorationism===&lt;br /&gt;
Hive restorationists believe the K&#039;lax Hive must be led by Mother K&#039;lax or a direct successor to maintain its identity and legacy. This ideology emerged after the [[Vaurca History#The Celis Conflict|Celis conflict]] and separation from the Zo&#039;ra, fueled by a sense that the Hive was straying from its traditions without Mother K&#039;lax&#039;s guidance. The misfortunes during [[Vaurca History#The Exodus|the Exodus]] further intensified this sentiment, as many believed that the K&#039;lax had a better chance of survival if remaining close to the Zo&#039;rane Hiveships.&lt;br /&gt;
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The K&#039;lax brood remained the most staunch proponent of the restorationist ideology even after the Hive&#039;s integration into the Izweski Hegemony. However, the gradual adoption of Unathi culture has led to the fragmentation of the restorationist ideology.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Zo&#039;raphile Restorationism====&lt;br /&gt;
Zo&#039;raphile restorationists believe the K&#039;lax Hive should return to Zo&#039;ra dominion. This stance is particularly prevalent within the Tupii-K&#039;lax brood, who benefited significantly under Zo&#039;ra rule. Zo&#039;raphile Restorationists often display strong opposition to Hegemony rule and culture, and in some radical instances, they may also reject [[Hephaestus Industries]]. Some Zo&#039;raphiles believe in a future where Mother K&#039;lax and Empress Zo&#039;ra will return to restore order to K&#039;lax society.&lt;br /&gt;
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====Moderate Restorationism====&lt;br /&gt;
Moderate restorationists believe that Hegemony integration is still possible. However, they are adamant in that only a director successor of Mother K&#039;lax, or Mother K&#039;lax herself, can rule the K&#039;lax Hive and oversee this new vassaldom. This position is held by younger Tupii-K&#039;lax subjects, particularly those that were hatched after the first contact with the Unathi.&lt;br /&gt;
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====Radical Restorationism====&lt;br /&gt;
Some restorationists believe that the K&#039;lax Hive would be better if straying from feudal and tributary systems, instead becoming an independent political entity. While enticing to some Vaurcae, radical restorationism is largely seen as idealistic, especially because the Hive has been historically described as a client state. In order to maintain the status quo, this belief is not endorsed by any K&#039;lax brood. Instead, it is held by some [[Queenless]] K&#039;lax who believe in Mother K&#039;lax&#039;s rule.&lt;br /&gt;
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====Tupiic Restorationism====&lt;br /&gt;
During her campaign to become brood queen, Tupii fostered the belief that she was the only viable candidate to lead the K&#039;lax Hive. This sentiment intensified within her realm, where eager [[Tupii,_The_Surrogate_Queen#Her_Realm|Xol&#039;raii&#039;kl&#039;ox]] knights actively seek to join her army. Following her election as Surrogate Queen, support for Tupiic restorationism grew. As Tupii has done her best to gain influence over all sectors of the Tupii-K&#039;lax brood, some Tupiic restorationists may held Zo&#039;raphile or moderate views.&lt;br /&gt;
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=====Non-Tupiic Restorationisms=====&lt;br /&gt;
Non-Tupiic restorationisms is a catch-all term for those restorationists who believe another Surrogate, rather than Tupii, should serve as the queen of the K&#039;lax brood. After the election of Queen Tupii, these beliefs have become fringe. They are now explicitly forbidden inside the brood.&lt;br /&gt;
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====Mother Restorationism====&lt;br /&gt;
Mother restorationism is an eccentric ideology in the K&#039;lax Hive. Its proponents follow the Mother Dream religion and believe that true restoration of the K&#039;lax Hive is possible only after escaping the simulation. Mother restorationists oppose Queen Tupii, particularly due to her stance against the Mother Dream. Tupii has voided advocates of this ideology, considering them defective souls. As a result, they have in turn become martyrs of the Mother Dream, believed to be connected to Mother K&#039;lax now.&lt;br /&gt;
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===Hive Integrationism===&lt;br /&gt;
Hive integrationism is considered a broad term encompassing the belief that one of the four remaining K&#039;lax Queens, besides Tupii, has the right to rule the Hive. Integrationism ideology surged shortly after Mother K&#039;lax&#039;s death, becoming the main ideology in the K&#039;lax Hive during the Celis conflict. Most K&#039;lax broods have accepted integrationism.&lt;br /&gt;
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In recent years, integrationist ideology has incorporated the idea of being a [[Izweski Hegemony|Hegemony]] fief, though it is not a necessary tenet of integrationism ideology. Hive integrationism was championed by High Queen Zkaii, who oversaw the integration of the K&#039;lax into the Izweski Hegemony.&lt;br /&gt;
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Historically, integrationists have avoided addressing Mother K&#039;lax&#039;s demise directly. Instead, they promote the belief that she ascended to a higher plane of existence or continues to exist as an emeritus Queen, guiding the K&#039;lax from the shadows. This purposeful avoidance of her death has led to a proliferation of speculative theories, which opponents of the ideology often exploit to portray integrationists as detached from reality.&lt;br /&gt;
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====Pious Integrationism====&lt;br /&gt;
Pious Integrationists believe Mother K&#039;lax divinely selected Queen Zkaii to lead the K&#039;lax Hive and that joining the Izweski Hegemony was a mandate from Mother K&#039;lax herself. This ideology is deeply intertwined with the Mother Dream religion. Although the Mother Dream emphasizes escaping simulations, most followers interpret Zkaii&#039;s rule as a crucial stage in the Hive&#039;s eventual escape from nested simulations as a whole. Some radical pious integrationists have gone as far as to believe that the Izweski Hegemony is a Virtual Reality realm and that the simulation is a training ground for the K&#039;lax. Most subjects of High Queen Zkaii subscribe to the pious integrationism ideology.&lt;br /&gt;
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====Secular Integrationism====&lt;br /&gt;
Secular integrationism, also known as meritocratic integrationism, is the belief that Queen Zkaii gained her place in the K&#039;lax Hive due to her tenacity and valor during the Exodus. This is a common belief held by many of the other K&#039;lax broods and was the de facto ideology of the Hive until the resurgence of the Tupii-K&#039;lax brood. Proponents believe that is unjust of Tupii to challenge the right of High Queen Zkaii and fear that the Hegemon would not allow for a new Overlord of Tret.&lt;br /&gt;
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=====Non-Zkaiic Integrationisms=====&lt;br /&gt;
Though rare, some small factions of the K&#039;lax Hive believe that another queen, such as [[Vedhra,_Princess_of_Configurations|Vedhra]] or [[Leto, The Seeker|Leto]], could have become High Queen instead. These beliefs are not persecuted and were prevalent at a point. However, Non-Zkaiic integrationism has fallen due to the relative prosperity of the K&#039;lax Hive in recent years.&lt;br /&gt;
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====Anti-Hegemony Integrationism====&lt;br /&gt;
Anti-Hegemony integrationists believe that Queen Zkaii has a legitimate claim to lead the K&#039;lax Hive but see the decision to become a fiefdom of the Izweski Hegemony as a mistake. They advocate for alternative paths, such as establishing an independent Tret and Pid state or occupying the Moghresian Wasteland. On rare occasions, some anti-Hegemony integrationists may even be considered Zo&#039;raphiles. This ideology is prevalent among the Mi&#039;kuetz but less common within the K&#039;lax Hive&#039;s broods. Anti-Hegemony integrationists are not hired by megacorporations and are considered as potential unionists by Hephaestus Industries.&lt;br /&gt;
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====Council Integrationism====&lt;br /&gt;
Council integrationists advocate for a radical departure from the traditional K&#039;lax power structure. They believe the Hive should be governed by a council comprised of all five brood queens, rather than a single High Queen. While this ideology did not historically oppose Tupii, her declaration of war has led many council integrationists to propose replacing her with another Surrogate of the K&#039;lax brood. Council integrationism is considered subversive and has recently faced persecution, including the use of pheromone manipulation tactics to reinforce the concept of a sole High Queen. Consequently, some council integrationists are labeled as defective and face the threat of voiding.&lt;br /&gt;
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==Virtual Reality Report Findings==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HR1.jpeg|Virtual Reality Report Cover Sheet&lt;br /&gt;
HR2.jpeg|Virtual Reality Report Memorandum 1&lt;br /&gt;
HR3.jpeg|Virtual Reality Report Memorandum 2&lt;br /&gt;
HR4.jpeg|Virtual Reality Report Findings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Footnotes==&lt;/div&gt;</summary>
		<author><name>Desven</name></author>
	</entry>
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