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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ForgottenTraveller</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ForgottenTraveller"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/ForgottenTraveller"/>
	<updated>2026-05-31T03:35:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=3199</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=3199"/>
		<updated>2016-01-13T20:49:42Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: Map added per JB request. Gif Concept to come.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--        Intro        --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Please, be aware that not everything on this wiki is completely up-to-date. For more assistance contact a staff member.&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;!--        Banner at Top        --&amp;gt;&lt;br /&gt;
{| id=&amp;quot;mp-topbanner&amp;quot; style=&amp;quot;width:100%; background:#fcfcfc; margin-top:1.2em; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        Nanotrasen Guide to Living on Baystation 12        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; border:none; background:none; margin-left: 0em&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to the &#039;&#039;&#039;NSS Aurora&#039;&#039;&#039; wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: relative; top:0.2em; font-size:95%;&amp;quot;&amp;gt;Most content copied or edited gratefully from [http://tgstation13.org/wiki/Main_Page /tg/ station] and [http://wiki.baystation12.net/index.php/Main_Page Baystation 12]. Join us at: byond://server.aurorastation.org:1234&lt;br /&gt;
&amp;lt;br&amp;gt;Today&#039;s date for the NSS Aurora:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;{{CURRENTDAYNAME}} {{CURRENTDAY2}} {{CURRENTMONTHNAME}} 2458&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Lore Links        --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:4px 0 0 0; width:100%; background:none;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:100%; border:1px solid #ddcef2; background:#faf5ff; vertical-align:top; color:#000;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;vertical-align:top; background:#faf5ff; color:#000; text-align: center; width:100%; font-size:2em; font-weight:bold;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:summary.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Background summary|Lore Summary]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:timeline2.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Timeline]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:150px-IconBackstory.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Corporate Regulations|Regulations]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:Guides2.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides|Aurora Guides]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[http://wiki.baystation12.net/index.php/Guides Baystation Guides]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        END LORE LINKS       --&amp;gt;&lt;br /&gt;
&amp;lt;!--        More Navigation       --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
  |valign=top|&amp;lt;div style=&amp;quot;width: 100%; float:center; border:1px solid #ddcef2; background:#faf5ff; &amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;margin-left:12%; margin-right:12%; margin-top:5px; &amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;More Navigation&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
  {|width=&amp;quot;100%&amp;quot;;&amp;quot;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|&#039;&#039;&#039;[http://aurorastation.org/rules.html Server Rules]&#039;&#039;&#039;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://github.com/Aurorastation/Aurora Aurora Github Repo]&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[http://aurorastation.org/forums/index.php Forums]&lt;br /&gt;
  &amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;vertical-align:top; background:#faf5ff; color:#000; text-align: center; width:100%; font-size:2em; font-weight:bold;&amp;quot;&lt;br /&gt;
 |[[File:AuroraMap.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- To insert link add a break (&amp;lt;br&amp;gt;) and then insert the link --&amp;gt;&lt;br /&gt;
&amp;lt;!--        END NAVIGATION       --&amp;gt;&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=3186</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=3186"/>
		<updated>2016-01-07T00:27:05Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--        Intro        --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Please, be aware that not everything on this wiki is completely up-to-date. For more assistance contact a staff member.&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;!--        Banner at Top        --&amp;gt;&lt;br /&gt;
{| id=&amp;quot;mp-topbanner&amp;quot; style=&amp;quot;width:100%; background:#fcfcfc; margin-top:1.2em; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        Nanotrasen Guide to Living on Baystation 12        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; border:none; background:none; margin-left: 0em&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to the &#039;&#039;&#039;NSS Aurora&#039;&#039;&#039; wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: relative; top:0.2em; font-size:95%;&amp;quot;&amp;gt;Most content copied or edited gratefully from [http://tgstation13.org/wiki/Main_Page /tg/ station] and [http://wiki.baystation12.net/index.php/Main_Page Baystation 12]. Join us at: byond://server.aurorastation.org:1234&lt;br /&gt;
&amp;lt;br&amp;gt;Today&#039;s date for the NSS Aurora:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;{{CURRENTDAYNAME}} {{CURRENTDAY2}} {{CURRENTMONTHNAME}} 2458&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Lore Links        --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:4px 0 0 0; width:100%; background:none;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:100%; border:1px solid #ddcef2; background:#faf5ff; vertical-align:top; color:#000;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;vertical-align:top; background:#faf5ff; color:#000; text-align: center; width:100%; font-size:2em; font-weight:bold;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:summary.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Background summary|Lore Summary]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:timeline2.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Timeline]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:150px-IconBackstory.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Corporate Regulations|Regulations]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:Guides2.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides|Aurora Guides]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[http://wiki.baystation12.net/index.php/Guides Baystation Guides]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        END LORE LINKS       --&amp;gt;&lt;br /&gt;
&amp;lt;!--        More Navigation       --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
  |valign=top|&amp;lt;div style=&amp;quot;width: 100%; float:center; border:1px solid #ddcef2; background:#faf5ff; &amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;margin-left:12%; margin-right:12%; margin-top:5px; &amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;More Navigation&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
  {|width=&amp;quot;100%&amp;quot;;&amp;quot;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|&#039;&#039;&#039;[http://aurorastation.org/rules.html Server Rules]&#039;&#039;&#039;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://github.com/Aurorastation/Aurora Aurora Github Repo]&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[http://aurorastation.org/forums/index.php Forums]&lt;br /&gt;
  &amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- To insert link add a break (&amp;lt;br&amp;gt;) and then insert the link --&amp;gt;&lt;br /&gt;
&amp;lt;!--        END NAVIGATION       --&amp;gt;&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=2744</id>
		<title>Chef</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=2744"/>
		<updated>2015-12-17T02:57:57Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: Created page with &amp;quot;{{WIP}}  {{JobPageHeader|headerbgcolor=gray|feaderfontcolor=gray|stafftype=CIVILIAN|imagebgcolor=#CCCCCC|img=Chef.png|jobtitle=Chef, Cook|access=Kitchen|difficulty=Easy|superi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader|headerbgcolor=gray|feaderfontcolor=gray|stafftype=CIVILIAN|imagebgcolor=#CCCCCC|img=Chef.png|jobtitle=Chef, Cook|access=Kitchen|difficulty=Easy|superior=Head of Personnel|duties=Make food for the crew|guides=}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Chef&#039;&#039;&#039; it&#039;s your job to cook for the crew and keep them fed. Really, that&#039;s it.&lt;br /&gt;
The &#039;&#039;&#039;Chef&#039;&#039;&#039; or &#039;&#039;&#039;Cook&#039;&#039;&#039;&lt;br /&gt;
A citizen or possess a work visa.&lt;br /&gt;
At least 18 years old.&lt;br /&gt;
Speak Tau-Ceti Common/Basic unaided by translation devices or software.&lt;br /&gt;
No outstanding warrants or bounties.&lt;br /&gt;
Bachelors Degree in Culinary Arts, or Hospitality. Or pass (75%+) Culinary aptitude test&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-size:11pt;&amp;quot;&amp;gt;&#039;&#039;&#039;Note: The gibber only accepts humans when emagged. Serving humans is bad, got it?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* An apron and cool looking hat.&lt;br /&gt;
* 2 Meat Spikes.&lt;br /&gt;
* A gibber.&lt;br /&gt;
* A machine that can dispense trays, plates, cups, and knives.&lt;br /&gt;
* 2 microwaves.&lt;br /&gt;
* A Smart Fridge.&lt;br /&gt;
* A CondiMaster that allows you to separate and bottle liquid ingredients.&lt;br /&gt;
* Shutters to close you in for privacy or [[Traitor|other things]].&lt;br /&gt;
* Rolling Pin.&lt;br /&gt;
* Blender.&lt;br /&gt;
* Drinks dispenser that will also dispense some ingredients, such as sugar.&lt;br /&gt;
* Salt and pepper shakers.&lt;br /&gt;
* A nifty (but now outdated) cookbook.&lt;br /&gt;
* Eggs.&lt;br /&gt;
* Meat.&lt;br /&gt;
* Flour.&lt;br /&gt;
* Space Milk and Soy Milk.&lt;br /&gt;
* [[Universal Enzyme]].&lt;br /&gt;
* Partial Hydroponics access which allows you to grow your own ingredients and use the biogenerator in the absence of a gardener.&lt;br /&gt;
&lt;br /&gt;
=== Meatgrinder ===&lt;br /&gt;
[[Image:Meatgrinder.png]]&lt;br /&gt;
&lt;br /&gt;
The Meatgrinder is a device that is found in the [[Kitchen Freezer]]. It can be used to grind up living or dead animals, turning them into a horrible bloody mess and yielding some [[Meat]] chunks. However, the meatgrinder does not [[Syndicate Items#Electromagnetic Card|normally]] accept humans. The meat can then be used in [[Food|food production]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Guide to Food and Drinks]].&lt;br /&gt;
&lt;br /&gt;
== Cooking and You ==&lt;br /&gt;
&lt;br /&gt;
Experimenting is unfortunately not rewarded with using the microwave. You&#039;ll just end up with a burned mess that is NOT good to eat. If a microwave gets dirty, you&#039;ll need to give it a blast of Space Cleaner. If a microwave gets broken, you&#039;ll need some either a wrench or a screwdriver to repair it.&lt;br /&gt;
&lt;br /&gt;
The processor and the blender are much more forgiving. The processor will only take things that it recognizes and the blender will blend any food item (granted, you might not get anything interesting out of it). You also have a CondiMaster Neo to separate and identify anything you produce with your blender.&lt;br /&gt;
&lt;br /&gt;
The Oven, Grill, Deep Fryer, Candy Machine, Cereal Maker, and Cream-Master Deluxe&lt;br /&gt;
&lt;br /&gt;
Oven can make bread, pie, cake, jelly, donk pocket, kebab, salad, waffles&lt;br /&gt;
&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
Your neighbor, [[Botanist|hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes.  They will dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind.  A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes.  After they have those, just request plants as needed.  They are also capable of producing milk and meat with biomass, which can become very useful if you do not have [[Quartermaster|a cargo staff]] to order cattle from.&lt;br /&gt;
&lt;br /&gt;
If you have no gardener, you can access part of the garden from your kitchen, including four hydroponics trays, the biogenerator, and seed and fertilizer machines.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the gardener is a good step to take if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Monkeys can be stuck up on meat hooks for meat carvery purposes, and Cows can be ordered from the [[Quartermaster]] and used in the gibber. They can also be milked with a bucket, but they do require feeding. Chickens produce eggs, which can also be quite helpful. Feed chickens and cows with wheat to get them to produce milk and eggs.&lt;br /&gt;
&lt;br /&gt;
=== Blending ===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from botany, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Chef is an interesting position. You can take syringes full of nasty [[Chemist|chemicals]] and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don&#039;t forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Remember, the gibber only accepts humans when emagged, so decide if it&#039;s worth the telecrystals.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2378</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2378"/>
		<updated>2015-11-20T04:18:42Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;| [[File:{{{img}}}|64x64px|{{{jobtitle}}}]] &amp;lt;br&amp;gt; &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections.&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2377</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2377"/>
		<updated>2015-11-20T04:15:03Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;| [[File:{{{img}}}|50x50px|{{{jobtitle}}}]] &amp;lt;br&amp;gt; &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;img_generic&#039;&#039;&#039; is the generic image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only in-action image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only generic image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Both images defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2376</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2376"/>
		<updated>2015-11-20T04:13:24Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;| [[File:{{{img}}}|50px|{{{jobtitle}}}]] &amp;lt;br&amp;gt; &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;img_generic&#039;&#039;&#039; is the generic image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only in-action image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only generic image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Both images defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2375</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2375"/>
		<updated>2015-11-20T04:08:55Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: Mk.FUCKTHISNOISE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;| [[File:{{{img.png}}}|50px|{{{jobtitle}}}]] &amp;lt;br&amp;gt; &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;img_generic&#039;&#039;&#039; is the generic image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only in-action image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only generic image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Both images defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2374</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2374"/>
		<updated>2015-11-20T04:05:37Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: MkIII&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;| {{{img_generic|}}} [[File:{{{img_generic.png}}}|50px|{{{jobtitle}}}]] {{{img|}}} [[File:{{{img.png}}}|50px|{{{jobtitle}}}]] {{{img|}}} &amp;lt;br&amp;gt; {{{img_generic|}}} &amp;lt;br&amp;gt; &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;img_generic&#039;&#039;&#039; is the generic image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only in-action image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only generic image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Both images defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2373</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2373"/>
		<updated>2015-11-20T03:56:05Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: MkII&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;| {{{img_generic|}}} [[File:{{{img_generic|{{{jobtitle}}}.png}}}]] {{{img|}}} [[File:{{{img|{{{jobtitle}}}.png}}}]] {{{img|}}} &amp;lt;br&amp;gt; {{{img_generic|}}} &amp;lt;br&amp;gt; &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;img_generic&#039;&#039;&#039; is the generic image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only in-action image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only generic image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Both images defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2372</id>
		<title>Template:JobPageHeader</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:JobPageHeader&amp;diff=2372"/>
		<updated>2015-11-20T03:54:09Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: TestFix4Gollee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;{{{headerbgcolor|#bbbbbb}}}&amp;quot; align=&amp;quot;center&amp;quot; colspan=2|&amp;lt;font color=&amp;quot;{{{headerfontcolor|#000000}}}&amp;quot;&amp;gt;&#039;&#039;&#039;{{{stafftype|UNDEFINED}}} STAFF&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width = 150 align=center bgcolor=&amp;quot;{{{imagebgcolor|#cccccc}}}&amp;quot;| {{{img_generic|}}} [[File:{{{img_generic|{{{jobtitle}}}.png}}}]] {{{img|}}} [[File:{{{img|{{{jobtitle}}}.png}}}]] | {{{img|}}} | &amp;lt;br&amp;gt; | {{{img_generic|}}} | &amp;lt;br&amp;gt; | &#039;&#039;&#039;{{{jobtitle|Job}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Access:&#039;&#039;&#039; {{{access|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; {{{difficulty|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Supervisors:&#039;&#039;&#039; {{{superior|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Duties:&#039;&#039;&#039; {{{duties|Not defined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Guides:&#039;&#039;&#039; {{{guides|Not defined}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
This template is intended to be at the top of each of the jobs pages to provide a basic overview of each job.&lt;br /&gt;
&lt;br /&gt;
== Meaning of parameters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;headerbgcolor&#039;&#039;&#039; is the background color of the upper part which spans the entire width of the screen. This should be a dark color.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;headerfontcolor&#039;&#039;&#039; is the font color of the same part as headerbgcolor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stafftype&#039;&#039;&#039; is the word that is added before STAFF. So adding the word MAINTENANCE here yields MAINTENANCE STAFF. Intended to be in caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;imagebgcolor&#039;&#039;&#039; is the background color of the space behind the image and the job title. this should be a light color as the job title is always black.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;img&#039;&#039;&#039; is the in-action image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;img_generic&#039;&#039;&#039; is the generic image file, without the &amp;quot;File:&amp;quot; or &amp;quot;Image:&amp;quot; prefix. (see examples below)&lt;br /&gt;
&#039;&#039;&#039;jobtitle, access, difficulty, guides and duties&#039;&#039;&#039; are self-explanatory.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Example of the finished product. Check the source code for the code that generated the thing below. Please document any changes you make to the template code in the parameters and usage sections&lt;br /&gt;
&lt;br /&gt;
No image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only in-action image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only generic image defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Both images defined:&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Captain.png&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and Nanotrasen Officials&lt;br /&gt;
|duties = Command the ship, protect the nuke disk, stop revolutions, get killed for all mentioned before.&lt;br /&gt;
|guides = no separate guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2140</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2140"/>
		<updated>2015-07-04T11:31:39Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = Tajara410x320.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = Adhomai&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (Tah-jaw-rah both singular and multiple) are a race of humanoids which possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades and padded, digitigrade feet. &lt;br /&gt;
&lt;br /&gt;
To apply to be one of the cat-like Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Adhomai|Adhomai]]&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajaran can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajaran have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajaran can see much better in the dark than humans.&lt;br /&gt;
* Tajaran are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajaran cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear hardsuits and hardsuit helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as non-hardsuit space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajaran command options aboard the Aurora are limited too; Head of Security, Chief Medical Officer, Head of Personnel, Research Director, and Chief Engineer&lt;br /&gt;
* Coloration&lt;br /&gt;
:Hharar group, usual coloration:&lt;br /&gt;
::Beaver Brown (RGB 159, 139, 112)&lt;br /&gt;
::Kochiba (RGB 107, 68, 35)&lt;br /&gt;
::Taupe (RGB 72, 60, 50)&lt;br /&gt;
:Zhan-Khazan group, usual coloration:&lt;br /&gt;
::Blue-Grey (RGB 34, 37, 50)&lt;br /&gt;
::Dark Gray (RGB 30, 30, 30::&lt;br /&gt;
Chocolate (RGB 94, 38, 18)&lt;br /&gt;
:Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
::Orange (RGB 238, 64, 0)&lt;br /&gt;
::Cinnamon (RGB 160, 82, 45)&lt;br /&gt;
::Ruddy (RGB 138, 54, 15)&lt;br /&gt;
::Cream (RGB 205, 175, 149)&lt;br /&gt;
:M&#039;sai group, usual coloration:&lt;br /&gt;
::White (RGB 238, 223, 204)&lt;br /&gt;
::Ivory (RGB 205, 205, 192)&lt;br /&gt;
::Wheat (RGB 205, 186, 150)&lt;br /&gt;
::Silver (RGB 192, 192, 192)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Tajaran share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajaran are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat in an efficient manner. There are only a handful of areas where fur is not present, those being on the palm of their paws, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
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Occasionally, the fur around a Tajaran&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal more wiry than the rest of the fur on a Tajaran&#039;s body. Some Tajaran tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots and most conceivable combinations have been recorded by scientists both Tajaran and human. The mean body weight of a male Tajaran is somewhere between 145 cm and 185 cm in height, while the mean body mass is between 55 kg and 90 kg. Females tend to range between 135 cm and 185 cm in height, with their own weight somewhere around 35 kg to 75 kg. As such, both their body weight and height is roughly comparable to the average human.&lt;br /&gt;
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===Tajaran Evolution===&lt;br /&gt;
The Tajaran evolved as a predatory, cave-dwelling species upon their home planet of Adhomai, and as a result they have a pair of fairly large, well developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. They have a thin, refractive layer which, while allowing them their low light vision, has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
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The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle, but has since evolved and shifted towards a more omnivorous role. Tajaran have sharp, needle like teeth in the front of their jaw which are quite clearly geared to tear meat; the further along the jaw line one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Atop their heads, Tajaran have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
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===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits, and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajaran employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end in order to allow easy usage of standard human based technology. This is a task that Tajaran tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around on &lt;br /&gt;
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The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty six and forty eight hours, with a subsequent twenty to twenty eight hours of sleep. Normally, the waking period is spotted with three to four fifteen minute naps in order to keep the Tajaran refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajaran are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid and disoriented until their circadian rhythm is righted.&lt;br /&gt;
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===Tajaran Build===&lt;br /&gt;
In comparison to most other known species, the Tajaran body is designed to specifically be more flexible, lithe and slender despite their thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajaran are sexually dimorphic; females have more elongated muzzles, shorter ears, as well as more petite forms, and their distribution of body fat is entirely different than that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
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Tajaran are built for the extremely low temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajaran will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajaran resign themselves to thin clothing. Those who find themselves confined to  bio suit or radiation suit for extended periods of time will end up feeling extremely uncomfortable and perspiring heavily.&lt;br /&gt;
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==Social==&lt;br /&gt;
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Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajaran prefer to take names (whereas young Tajaran are given them at birth) that they find they themselves are able to pronounce and are also phonetically pleasing. For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce. Traditionally, Tajaran names included their clan name, and some Tajaran carry over this tradition and have their &#039;middle&#039; name be their clan name.&lt;br /&gt;
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As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages is Siik’mas and Siik’tajr.  &lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of Tajaran, the &#039;religious&#039; language shared between most Tajaran from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the most common for Tajaran and almost every Tajaran knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Renaissance era and continues to be the most prevalent language on Adhomai since. &lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajaran to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajaran speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
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Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajaran ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Devahhi, Ya&#039;ssa and other such languages. &lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a language traditionally used by farmers. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin characters as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajaran use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajaran have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy, and has made a widespread comeback with increasing literary levels amongst the Tajaran public.&lt;br /&gt;
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Tajara as a rule tend to roll the “R” sound, extending it.  They also tend to refer to themselves in the third person perspective instead of the traditional first person ( “He has completed his work instead of “I have completed my work) though Tajara who have spent a large amount of their lives in space or among other species may overcome this trait with great difficulty.  Most Tajara will only speak to someone in the first person if it is someone they trust substantially.  The occasional “slip up” can still be expected however, as being surrounded by a mostly Human crew can occasionally confuse them into using first person.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion &amp;amp; Cuisine ===&lt;br /&gt;
[[File:Sillytajdoodle.png|thumb|alt=An example of Tajaran fashion.|An artist&#039;s representation of typical Tajaran fashion.]]&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and your standard Tajaran never really cared much for floofy dresses anyway. Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver.&lt;br /&gt;
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Tajaran typically wear many layers of clothing to protect themselves from the freezing winds of Adhomai. Underwear is long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the inner most insulating layer. Then, a Tajaran will overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks.&lt;br /&gt;
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Similarly, due to the cold temperatures of Adhomai, Tajaran favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working class Tajaran, coupled with some bread and water or ale.  Pre-industrial Tajaran used to have community meals around bonfires to keep their food from cooling off too much.&lt;br /&gt;
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However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better heated homes than the peasantry and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajarans. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajaran to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajaran, and in place of books the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajaran. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Tajaran capital was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Renaissance Era, it was constructed from high quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - have never been looked kindly upon by the Tajaran public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajaran as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajaran, given the fact that only the nobility were taught en masse how to read, and that every family had it&#039;s own private expansive library that even learned peasants had to pay out of pocket to access. This led to a widespread destruction of much of historical Tajaran text following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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==History==&lt;br /&gt;
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[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
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===Nobility and the Ancient Past===&lt;br /&gt;
For as long as most Tajaran care to remember, Adhomai had always been under the rule of nobility. The most dated historical text that still exists in Tajaran possession dates back at least four thousand years and still talks about &#039;serving their masters&#039;, so many historians agree that the trend of blood rule is more deeply-routed in Tajaran existence than was previously considered.&lt;br /&gt;
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The ancient past of the Tajaran is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millenia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Even top Tajaran scholars in this day and age have only theories of what life was like in ancient Adhomai.&lt;br /&gt;
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What is known, however, is that tension had slowly been increasing over a span of thousands of years between the populace and their fellow noble families. Based upon empirical evidence, historians believe that Tajaran were at one point free from the rule of nobility but were a more deeply religious species than now. Ancient relics that survived the annihilation ordered by countless nobles suggest that the current lineage of Tajaran noble families stemmed from religious leaders appointed by primitive clans that were revered as a connection to the Tajaran god, S&#039;rendarr.&lt;br /&gt;
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===Tensions Rise=== &lt;br /&gt;
However, at some point, these religious leaders clashed and either pitted their followers against one another or amicable clans married and bred until the current leadership had spawned from their efforts. Over time, the nobility as it were slowly began to lose their religious inclination and approximately four thousand years ago Adhomai entered a Renaissance period. Religious devotion amongst Tajaran had been dropping steadily in conjunction with the lower influence it had upon their nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to the current day.&lt;br /&gt;
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Literature was heavily regulated from this point forward following &#039;enlightened&#039; publications by individuals  deemed dangerous to the health of noble rule. Scarce few copies of these texts were preserved in the remains of several noble houses. In the place of novels, many famous Tajaran sculptors, musicians, and artists spawned. However, rather than their works being presented for public viewing, they were collected by noble families and only a handful were shown outside of their &#039;palaces&#039; for the peasantry to admire.&lt;br /&gt;
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Following this era, tension between the nobility and the peasantry began to steadily increase, believed to have stemmed from increasingly harsh rulers and laws. Thirty years prior to human discovery of Adhomai, the deep-seeded mistrust between peasants and nobles had reached an all time high. The Tajaran species were trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
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The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajaran was forced into almost twenty hour work days with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previous. This is largely attributed to the fact that rather than having new inventions published for the peasantry, the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
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Automobiles are considered one of the best examples of this. Using a combustion engine much like primitive human vehicles with extra anti-freezing measures and a combination of wheels and tracks, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajaran to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
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Further restricting the rights of the individual Tajaran, legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwhind of political turmoil, a fresh generation of Tajaran were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
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===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in 2418. A Sol Alliance funded expedition into the Tajaran home system discovered the by comparison primitive species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained unharmed by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year 2420, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. After the nobility had captured one of the original Tajaran that had been shuttled off world, he was sentenced to be publicly hung by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;D&#039;as&#039;ral Massacre&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
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[[File:Emplacements.jpg|thumb|alt=Gun emplacements.|Wartime photo capture of rebel artillery emplacements.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves, or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a clan called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and bloodily end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By 2421 the revolution had finally come to an end with a total of more than fourty million casualties, of which more than half were loyalist forces. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles.&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with ruling. Human corporations took express interest in this; the Hadii were one of the few noble families that saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government, and ushered in a new federal republic. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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Now, NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajaran during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance and the Skrellian Union has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership have risen in response, and for now all is quiet on Adhomai. However, there are many Tajaran who still believe that revolution is needed again to throw off the corporate shackles; from one slavemaster to the next.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Politics &amp;amp; Religion===&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajaran were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals that ask Messa to spare them from whatever ill tidings she may bring.&lt;br /&gt;
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Despite being the majority religion, there exist several others. Namely, the second largest religion is the worship of the Snow God Ma&#039;ta&#039;ke, which dates back to ancient Tajaran times. A figure of legend, Ma&#039;ta&#039;ke is believed to have been the head of a hardy clan of mountain dwellers that regularly came to the aid of another clan who was constantly plagued by bandits and wild animals. He is revered as fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul, for the records of his dealings with other clans show understanding and kindness. Similar to the followers of S&#039;rendarr and Messa, those who believe in the Snow God preach unity and understanding for the betterment and longevity of Tajaran as a species.&lt;br /&gt;
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At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalits, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajaran would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
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Due to the Tajaran&#039;s history as an oppressed species, they have grown to be more open minded and liberal with each other than other races, like humans. Homosexuality amongst Tajaran is as a majority a non-issue, and racial or gender discrimination is mostly nonexistent. Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship amongst the families of most villages, towns, and cities. Irregardless of the size of the population, pre-uprising Tajaran were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships amongst families. However, this traditional practice has met with extreme criticism following post-uprising debates.&lt;br /&gt;
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As a whole, the Tajaran could be described as a communistic species, given their history of oppression. Proponents of revolution are still present on Adhomai following the puppet government that has been set up, and tensions are still high and heated amongst some prominent factions and the federal government.  However, the Hadii are a clever bunch and have ensured to appease Tajaran not only by entirely overhauling the legal system to bring it in line with other species&#039;, but to pass edicts and other bills that play to the Tajaran&#039;s desire for fair and equal treatment. There are three major political parties on Adhomai; the Loyalist party, which is made up of Hadii members as well as other politicians that support and agree with the federal government, the People&#039;s Party, who contrastingly oppose the federal government due to its overarching nature and liken it to previous times under the nobility, and then Humanist Party, who want to give humanity a greater role in Tajaran politics and even allow them to govern the planet as part of the Sol Union.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
====Hharar====&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
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“The Typical Tajara”&lt;br /&gt;
=====Hharar Physiology=====&lt;br /&gt;
Hharar, as the first Tajaran ethnicity who Humanity came in contact with is generally viewed as the &#039;typical Tajaran&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were.&lt;br /&gt;
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Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. On average, they are on par with most humans as far as intelligence and physical strength go. However, in most cases their IQ is slightly lower than your usual human, which is generally attributed to the sub-par schooling and education Tajaran received prior to the Great War. Irregardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajaran, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
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The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
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There are variations and of course exceptions to this rule, however Taupe is the darkest a Hharar gets and Beaver is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico in rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and Calico mothers can have normal brown daughters.&lt;br /&gt;
=====Hharar Culture=====&lt;br /&gt;
Given that the Hharar are the most populous of the Tajaran ethnic groups, their culture is generally the most ubiquitous on Adhomai and in the psyche of the galaxy at large when thinking of &#039;Tajaran society&#039;. The religion involving the worshipping of S&#039;rendarr and Messa is thought to have been propogated by ancient Hharar and the original noble lines to have started from them. This has led to many of the less populous ethnic groups to look down upon the Hharar, with some extremists going so far as to blame them for a lifetime of enslavement.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajaran. This fact is reinforced by their history as the brunt of the workforce used by the plutocracy, as they were easier to control and force into unpleasant conditions than some of the other ethnic groups. As such, they tend to give their respect to superiors easier than other Tajaran might. Most loyalists during the Great War were of Hharar descendence. Further, the familial system of Tajaran clans is also thought to have been a Hharar invention; the structure of clans and the introductions of arranged marriages are traditions started long ago that have encompassed many Tajaran of other ethnic groups marrying into Hharar families.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr are the primary languages descended from the ancient and venerable language of Hhar&#039;Tol. Hhar&#039;Tol or &#039;Hill speak&#039; is a nearly dead language almost never used in modern Tajaran society. The sole remnants of the language can be found in many ruins left in the Highlands of ancient Hharar villages and cities. Some schools created by the Hadii offer Hhar&#039;Tol as an available language for students and attendees to learn.&lt;br /&gt;
&lt;br /&gt;
Since their liberation, the Hharar have been found to hold positions of middle or high wealth, owing to their intellectual capabilities. They are described as loyal workers who are passionate and not afraid to voice their opinions. Given their history as the plutocracy&#039;s major workforce and the largest part of the Tajaran &#039;peasantry&#039;, they are typically well-rounded individuals with more appreciation of older traditions than other Tajaran ethnic groups. &lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
Zhan-Khazan - Mountain-Keeper&lt;br /&gt;
&lt;br /&gt;
“The Workhorse”&lt;br /&gt;
=====Zhan-Khazan Physiology=====&lt;br /&gt;
Zhan-Khazan are the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Their history as an ethnicity is one not well documented; very little historical texts describing them were preserved in the wake of the Great War, and archaeological dig sites are difficult to preserve given the climate of Adhomai. What is known, however, is that the Zhan-Khazan were at one point a race of cave-and-mountain dwelling Tajaran that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
&lt;br /&gt;
Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than their close relatives, the M&#039;sai. Featuring more toned, muscular bodies, thicker fur coats, and a heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. They are by no means less intelligent than the Hharar, but most Zhan-Khazan do not pursue the same type of work. Zhan-Khazan make up a significant amount of Tajaran employed in resource gathering, construction, civil jobs such as law enforcement and even culinary work such as butchering.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents.&lt;br /&gt;
=====Zhan-Khazan Culture=====&lt;br /&gt;
or most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. They were subject to harsher punishments and more repressive mandates as the plutocracy viewed them as lesser to other Tajaran. Faced with work that segregated them from most settlements, the Zhan-Khazan have grown to be incredibly protective of their families and their own and follow traditional family values closely. Things like arranged marriages, inter-clan courting and gift-giving, and clan alliances were and are exceedingly common for Zhan-Khazan, and they support a close family life style. Those who go against their family face exile from their small, tight-knit communities. Zhan-Khazan also hold their co-workers in similar high regard, though not as much as blood ties.&lt;br /&gt;
&lt;br /&gt;
Many Zhan-Khazan worship the Snow God, and scholars believe this faith was invented by this ethnic group. Small shrines are a common sight amongst settlements of or having a high population of Zhan-Khazan, and they hold very active, evangelical services. As such, many Zhan-Khazan take the teachings of the Snow God to heart, including unification amongst Tajaran. They care immensely about the future of their species and most do what they can for the betterment of Tajaran as a whole. Zhan-Khazan are highly valued agricultural and mining experts, and they make up almost seventy percent of the farmer and rancher population of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajaran, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to the Snow God and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. &lt;br /&gt;
====Njarir’Akhran====&lt;br /&gt;
Njarir’Akhran - Nobleman&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Blood Rulers&amp;quot;&lt;br /&gt;
=====Njarir&#039;Akhran Physiology=====&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population, though reports see that number reducing slowly between honor killings and hate crimes given their close relation to the Tajaran nobility. Easily identifiable by their large ears, fluffy tails, luxurious fur and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in clans. Those who married outside of or slept outside of their bloodline were generally disowned by their family and forced into peasant life. This accounts for practically all surviving Njarir outside of those in the Hadii clan, who serve in important parts of the federal government. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences. Many have fled Adhomai only to be offered cushy jobs elsewhere working for the Alliance, other factions, or transstellar corporations. These individuals are looked down upon even more.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns as well as tortoiseshell or patched tabby patterns were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
=====Njarir&#039;Akhran Culture=====&lt;br /&gt;
Due to their history as the ruling class of Tajaran, many records pertaining to Njarir practices and culture were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and destruction of castles, villas, and chateaus, has led to a loss of critical information in ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. As stated previously, keeping the bloodline pure was almost mandated amongst the noble clans and anyone who broke this rule was exiled to a life as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman were obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the Great War, almost every noble family was systematically exterminated. The only noble clan still in power is the Hadii, who serve in the Tajaran government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to anger the Tajaran public any further due to the still unstable post-revolution period on Adhomai. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these noble clans evolved from religious leaders.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse and is not taught or provided as a language able to be learned.&lt;br /&gt;
====M’sai====&lt;br /&gt;
M&#039;sai - Hunter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Soldier&amp;quot;&lt;br /&gt;
=====M&#039;sai Physiology=====&lt;br /&gt;
As the third (though only by a small margin) populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajaran and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. Not all M&#039;sai resign themselves to these positions, however, and enjoy helping Zhan-Khazan on the country farms or performing civil duties in cities from garbage disposal to cargo inspections.&lt;br /&gt;
&lt;br /&gt;
Characterized by their thin, slender forms, the M&#039;sai are deceptively light; by Tajaran standards, they are thin. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well-insulated against Adhomai&#039;s cold as their brethren. However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as he weathered the winds, a M&#039;sai can easily and quickly sprint through without being affected. The product of millenia of breeding between Zhan-Kazan and Hharar, the M&#039;sai are agile, intelligent, and have quick reaction times, making them ideal for high stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
=====M&#039;sai Culture=====&lt;br /&gt;
M&#039;sai are known to typically be mild-mannered, but can also be prone to more aggression than their brethren. M&#039;sai make up a significant portion of the People&#039;s Army of Adhomai, with a 2454 census giving a total of sixty-two point eight percent of soldiers, airmen, and sailors having been M&#039;sai. They are very loyal to their friends and family, but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists, and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
Historically, they were employed by the plutocracy to aid in hunting and ranching, though the majority made up the armies and guards of cities, villages, and towns. They also made excellent scouts, and during the Tajaran&#039;s Renaissance period, were part of cartography teams assigned to record and draw maps of then-unexplored territory in the northern regions of the planet. In the town of Davistok, a silver statue of the explorer D&#039;nante was commissioned by its noble family for having discovered the land there the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rassan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and took made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
[[File:Capital.jpg|thumb|alt=The Tajaran capital.|The Tajaran capital of Nal&#039;tor has seen great developments in recent years.]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran homeworld has suffered plenty in the only three decades since the end of the revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy.&lt;br /&gt;
 &lt;br /&gt;
Many Tajaran villages and even some cities show remnants of war; where many buildings and monuments once stood, rubble and artillery craters are all that remain. Landmines scattered throughout the wilderness are still active and provide dangers to hunting parties or travellers, and abandoned bunkers and artillery emplacements litter the countryside. Trenches and battle sites are still being discovered, and every other week you hear a rumor about how someone had their leg blown off after stumbling into a mine field.&lt;br /&gt;
 &lt;br /&gt;
There is a steady stream of money being fed into the Tajaran government. NanoTrasen, as per it&#039;s agreement with the president, have set up mining and logging operations on Adhomai using the local work force for the most menial of tasks. In return, company funded clinics and schools are slowly being spread out and build in the needy areas. Tajaran resource operations are now all but nonexistent; the buildings that were once part of the nobility&#039;s small gathering efforts have now been refurbished and are being used by NanoTrasen.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off world to educate the younger generation of Tajaran. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
There are still several proponents of revolution that oppose the current government, but in the light of the previous, incredibly bloody war that rocked Adhomai, no armed conflict has been reported as of yet. Calling themselves the &#039;Followers&#039;, this group of revolutionaries are made up of Tajaran from almost every walk of life. Opposing corporate claims on Tajaran soil and citing mismatched development and governmental negligence as the fault of humanity, they aim to &#039;free Tajaran from the new shackles imposed upon them by the corporate overlords&#039; and return Adhomai to a &#039;free, prosperous planet like our ancestors dreamed of&#039;.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Adhomai&amp;diff=2138</id>
		<title>Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Adhomai&amp;diff=2138"/>
		<updated>2015-07-04T11:25:43Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: ForgottenTraveller moved page Ahdomai to Adhomai: Spelling fix&lt;/p&gt;
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&lt;div&gt;{{wip|assign = Susan}}&lt;br /&gt;
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[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai, the third largest planet in the S&#039;rand&#039;marr system. Homeworld to the &#039;&#039;[[Tajara]]&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Adhomai (major planet designation 1345 Adhomai) is the fourth planet from S&#039;rendarr and the home planet of the [[Tajara]]. It is a cold and icy world, suffering from almost perpetual snowfall and extremely low temperatures. Adhomai is the only habitable world in its system and is composed mostly of rock and ice, and has a mass one quarter larger than Earth&#039;s. Adhomai was discovered in 2414 by a Sol Union funded expedition and has been classified as the third largest planet in its home system of S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
==Climate==&lt;br /&gt;
&lt;br /&gt;
Adhomai is a planet that is characterized by it&#039;s harsh winters and barely noticeable summers. Out of all four seasons, winter lasts the longest due to the planet&#039;s distance from the system&#039;s suns as well as the tilt of the axis. Heavy snowfall is the norm on Adhomai, with uncolonized areas suffering from an overabundance of &#039;snow drifts&#039;, making travel difficult without motorized or animal assistance. The harshest winters and strongest blizzards are found near the poles of the planet, with the warmest weather being found closer to the equator; very few areas on Adhomai are prone to the melting of snow at the height of summer, and most of them are located on the equatorial line.&lt;br /&gt;
 &lt;br /&gt;
The temperature regularly dips well below the freezing point in human measurements and rarely ever goes over. The lowest temperature ever recorded was a record low of negative one hundred and eighty two degrees fahrenheit. Though Tajaran are more insulated against the cold and have evolved to handle it, they are by no means immune to its effects. The same can be said of Adhomai&#039;s native fauna, though to a lesser extent.&lt;br /&gt;
 &lt;br /&gt;
Only fourty-two percent of Adhomai&#039;s surface in covered in water, and the surface is permanently frozen. Rather, the majority of the planet&#039;s landmass is graced with high-rising mountain ranges that are comprised of tough minerals, fighting a constant battle with Adhomai&#039;s high winds against erosion. The highest peak on Adhomai comes in shy of Olympus Mons by about seventy thousand feet, and the pressure at the peak is too little to survive without special equipment.&lt;br /&gt;
&lt;br /&gt;
==Flora &amp;amp; Fauna==&lt;br /&gt;
&lt;br /&gt;
Most of the life on Adhomai has evolved to compensate for the extreme weather conditions as well as low temperatures. The smallest animal recorded matches the size of a sheep; small animals lose body heat too quickly and would quickly find themselves defeated by Adhomai&#039;s low temperatures. Rather, the majority of animal life has been noted to have thick layers of fur or fat as insulation, with hibernation cycles similar to the bears of Earth. Further, very little animal life is bipedal; rather, to avoid damage from the unforgiving winds, almost all animals have evolved to be quadrapedal. It is thought that at one point in the Tajaran evolution the species was quadrapedal, but how they came to be bipedal has not been explained.&lt;br /&gt;
 &lt;br /&gt;
Plant life, similarly, has evolved to combat the freezing temperatures. Insulated much like their animal cousins, plant cells are reinforced to prevent the water in their systems from freezing and thus kill the plant itself. As Adhomai is distant from the system&#039;s sun, less light is needed for photosynthesis and given the rich mineral make up of the planet, there is plenty in the frozen soil to live off of. Non-Tajaran have noted that plants used in Tajaran dishes are exceptionally chewy and tough, almost like a piece of meat.&lt;br /&gt;
 &lt;br /&gt;
Very few fauna roam the snowdrift hills of the planet; pachiderm-like creatures that are prized for their fur are one of the few. The size of a schoolbus, they were traditionally hunted by Tajaran for their juicy meat as well as their thick fur, which is still used in the construction of homes on Adhomai today. These are akin to cows for the Tajaran species, and are professionally herded and domesticated to supply the population.&lt;br /&gt;
 &lt;br /&gt;
Some of Adhomai&#039;s thriving ecosystem is instead hidden beneath the surface of the planet in great, expansive caves thought to have been created long ago when Adhomai was a young planet. Shielded from the harsh winds of the outside world, many creatures make their homes in the cave systems close to or near by exits to the surface, daring only to leave so that they may scavenge for fruit or hunt for prey. It is thought that Tajaran at one point in their evolution resided in caves, and evidence of carvings on the rock walls of certain cave systems support this. Archaeological digs have discovered primitive furniture and lodgings that may have been left by Tajaran ancestors.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
&lt;br /&gt;
Adhomai is prized highly for its rich mineral deposits and the abundance of heavy metal ores located in the planet&#039;s crust. Mining, as well as logging and hunting, have traditionally been the most important of Tajaran roles, given that nearly all pre-discovery buildings were constructed using wood and stone with animal fur as insulation. It was not until the involvement of humans, however, that the true potential for mining was discovered. With scanning equipment capable of penetrating down to the planet&#039;s core, vast quantities of valuable metals have been discovered and the majority of manual labor finds itself in the mining trade now.&lt;br /&gt;
 &lt;br /&gt;
Exports of animal fats and fur have also brought riches to the planet. Tajaran furs are prized for their insulating abilities and certain species of animal have been noted to have &#039;luxurious, velveteen fur coats&#039; that make good luxury furniture, coats, clothing, and blankets. Because of the nature of their ecosystem, Adhomai also has a monopoly on the exportation of these materials; creatures exported from the planet, unless taken care of under specific and expensive conditions, quickly experience heat stroke and die. This makes the off-planet breeding and selling of these creatures of dubious monetary value.&lt;br /&gt;
 &lt;br /&gt;
What it lacks in manufacturing power, Adhomai makes up for in the presence and exporting of raw materials. Given that the Tajaran had only reached the height of their industrial revolution prior to stagnation, they were unable to achieve the level of technology that other species were capable of. While more factories are being upgraded and built to facilitate the cheap construction of important products by untrained workers, Adhomai is valued amongst supercorporations and other high profile individuals because of the abundance of raw resources, which has quickly led to a human-funded expansion of the resource gathering industry.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Adhomai&amp;diff=2137</id>
		<title>Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Adhomai&amp;diff=2137"/>
		<updated>2015-07-04T11:25:08Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = Susan}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai, the third largest planet in the S&#039;rand&#039;marr system. Homeworld to the &#039;&#039;[[Tajara]]&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Adhomai (major planet designation 1345 Adhomai) is the fourth planet from S&#039;rendarr and the home planet of the [[Tajara]]. It is a cold and icy world, suffering from almost perpetual snowfall and extremely low temperatures. Adhomai is the only habitable world in its system and is composed mostly of rock and ice, and has a mass one quarter larger than Earth&#039;s. Adhomai was discovered in 2414 by a Sol Union funded expedition and has been classified as the third largest planet in its home system of S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
==Climate==&lt;br /&gt;
&lt;br /&gt;
Adhomai is a planet that is characterized by it&#039;s harsh winters and barely noticeable summers. Out of all four seasons, winter lasts the longest due to the planet&#039;s distance from the system&#039;s suns as well as the tilt of the axis. Heavy snowfall is the norm on Adhomai, with uncolonized areas suffering from an overabundance of &#039;snow drifts&#039;, making travel difficult without motorized or animal assistance. The harshest winters and strongest blizzards are found near the poles of the planet, with the warmest weather being found closer to the equator; very few areas on Adhomai are prone to the melting of snow at the height of summer, and most of them are located on the equatorial line.&lt;br /&gt;
 &lt;br /&gt;
The temperature regularly dips well below the freezing point in human measurements and rarely ever goes over. The lowest temperature ever recorded was a record low of negative one hundred and eighty two degrees fahrenheit. Though Tajaran are more insulated against the cold and have evolved to handle it, they are by no means immune to its effects. The same can be said of Adhomai&#039;s native fauna, though to a lesser extent.&lt;br /&gt;
 &lt;br /&gt;
Only fourty-two percent of Adhomai&#039;s surface in covered in water, and the surface is permanently frozen. Rather, the majority of the planet&#039;s landmass is graced with high-rising mountain ranges that are comprised of tough minerals, fighting a constant battle with Adhomai&#039;s high winds against erosion. The highest peak on Adhomai comes in shy of Olympus Mons by about seventy thousand feet, and the pressure at the peak is too little to survive without special equipment.&lt;br /&gt;
&lt;br /&gt;
==Flora &amp;amp; Fauna==&lt;br /&gt;
&lt;br /&gt;
Most of the life on Adhomai has evolved to compensate for the extreme weather conditions as well as low temperatures. The smallest animal recorded matches the size of a sheep; small animals lose body heat too quickly and would quickly find themselves defeated by Adhomai&#039;s low temperatures. Rather, the majority of animal life has been noted to have thick layers of fur or fat as insulation, with hibernation cycles similar to the bears of Earth. Further, very little animal life is bipedal; rather, to avoid damage from the unforgiving winds, almost all animals have evolved to be quadrapedal. It is thought that at one point in the Tajaran evolution the species was quadrapedal, but how they came to be bipedal has not been explained.&lt;br /&gt;
 &lt;br /&gt;
Plant life, similarly, has evolved to combat the freezing temperatures. Insulated much like their animal cousins, plant cells are reinforced to prevent the water in their systems from freezing and thus kill the plant itself. As Adhomai is distant from the system&#039;s sun, less light is needed for photosynthesis and given the rich mineral make up of the planet, there is plenty in the frozen soil to live off of. Non-Tajaran have noted that plants used in Tajaran dishes are exceptionally chewy and tough, almost like a piece of meat.&lt;br /&gt;
 &lt;br /&gt;
Very few fauna roam the snowdrift hills of the planet; pachiderm-like creatures that are prized for their fur are one of the few. The size of a schoolbus, they were traditionally hunted by Tajaran for their juicy meat as well as their thick fur, which is still used in the construction of homes on Adhomai today. These are akin to cows for the Tajaran species, and are professionally herded and domesticated to supply the population.&lt;br /&gt;
 &lt;br /&gt;
Some of Adhomai&#039;s thriving ecosystem is instead hidden beneath the surface of the planet in great, expansive caves thought to have been created long ago when Adhomai was a young planet. Shielded from the harsh winds of the outside world, many creatures make their homes in the cave systems close to or near by exits to the surface, daring only to leave so that they may scavenge for fruit or hunt for prey. It is thought that Tajaran at one point in their evolution resided in caves, and evidence of carvings on the rock walls of certain cave systems support this. Archaeological digs have discovered primitive furniture and lodgings that may have been left by Tajaran ancestors.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
&lt;br /&gt;
Adhomai is prized highly for its rich mineral deposits and the abundance of heavy metal ores located in the planet&#039;s crust. Mining, as well as logging and hunting, have traditionally been the most important of Tajaran roles, given that nearly all pre-discovery buildings were constructed using wood and stone with animal fur as insulation. It was not until the involvement of humans, however, that the true potential for mining was discovered. With scanning equipment capable of penetrating down to the planet&#039;s core, vast quantities of valuable metals have been discovered and the majority of manual labor finds itself in the mining trade now.&lt;br /&gt;
 &lt;br /&gt;
Exports of animal fats and fur have also brought riches to the planet. Tajaran furs are prized for their insulating abilities and certain species of animal have been noted to have &#039;luxurious, velveteen fur coats&#039; that make good luxury furniture, coats, clothing, and blankets. Because of the nature of their ecosystem, Adhomai also has a monopoly on the exportation of these materials; creatures exported from the planet, unless taken care of under specific and expensive conditions, quickly experience heat stroke and die. This makes the off-planet breeding and selling of these creatures of dubious monetary value.&lt;br /&gt;
 &lt;br /&gt;
What it lacks in manufacturing power, Adhomai makes up for in the presence and exporting of raw materials. Given that the Tajaran had only reached the height of their industrial revolution prior to stagnation, they were unable to achieve the level of technology that other species were capable of. While more factories are being upgraded and built to facilitate the cheap construction of important products by untrained workers, Adhomai is valued amongst supercorporations and other high profile individuals because of the abundance of raw resources, which has quickly led to a human-funded expansion of the resource gathering industry.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=2116</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=2116"/>
		<updated>2015-07-03T21:39:47Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#C0C0C0&amp;quot; | [[:Category:Lore|Quick Navigation]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionaea]] · [[Vaurca]] · [[Vox]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]] · [[Einstein Engines]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon Federation]] · [[Unathi|Izweski Nation]] · [[Tajara|People&#039;s Republic of Adhomai]] · [[Minor Factions|Frontier Factions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Epsilon Eridani]] · [[Sol]] · [[Tau Ceti]] · [[Altair]] · [[Trimurti_%28Gliese_581%29|Trimurti]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Misc|Miscellaneous]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=2114</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=2114"/>
		<updated>2015-07-03T21:29:05Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#C0C0C0&amp;quot; | [[:Category:Lore|Quick Navigation]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionaea]] · [[Vaurca]] · [[Vox]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon Federation]] · [[Unathi|Izweski Nation]] · [[Tajara|People&#039;s Republic of Adhomai]] · [[Minor Factions|Frontier Factions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Epsilon Eridani]] · [[Sol]] · [[Tau Ceti]] · [[Altair]] · [[Trimurti_%28Gliese_581%29|Trimurti]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Misc|Miscellaneous]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=2113</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=2113"/>
		<updated>2015-07-03T21:26:57Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#C0C0C0&amp;quot; | [[:Category:Lore|Quick Navigation]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionaea]] · [[Vaurca]] · [[Vox]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon IV(Qerrbalak)]] · [[Unathi|Izweski Nation]] · [[Tajara|People&#039;s Republic of Adhomai]] · [[Minor Factions|Frontier Factions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Epsilon Eridani]] · [[Sol]] · [[Tau Ceti]] · [[Altair]] · [[Trimurti_%28Gliese_581%29|Trimurti]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Misc|Miscellaneous]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=2083</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=2083"/>
		<updated>2015-06-14T08:47:12Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: Created page with &amp;quot;{{Navbox Lore}} {{Infobox Species  |Species = IPC  |Scientific = Integrated Positronic Chassis  |Image = IPC410x320.png  |System = N/A  |World = N/A  |Language = Skrellian, Ta...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Overview --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- OCC Info for playing the species --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Biological information --&amp;gt;TBA&lt;br /&gt;
&amp;lt;!-- Build --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Notes on naming and language info --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Religious and Political info--&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historical notes --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All other notes --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=2081</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=2081"/>
		<updated>2015-06-14T08:37:12Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: General Formatting applied&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vacura&lt;br /&gt;
 |Scientific = TBA&lt;br /&gt;
 |Image = TBA&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Vaurca, (Vore-Kah, Vaurca in singular term and Vaurcae in &lt;br /&gt;
multiple) are bipedal animal-like organisms from the first moon of [[Sedantis | Sedantis I]] , vaguely reminiscent of Earth prawn. They have a complex caste system based on three types, and are very prevalent in human space after their first hive-ship contact on December 21, 2456. Although tolerated on NanoTrasen stations, they are often discriminated against, and are unwelcome on most human-owned worlds, barring Tau Ceti.&lt;br /&gt;
To apply to be one of the insect-like Vaurca, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Sedantis]]&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
As most of the other races in the game, the Vaurca have buffs and debuffs. Detailed here so you can know what to stay away from.&lt;br /&gt;
&lt;br /&gt;
Buffs:&lt;br /&gt;
*Custom language, like all other races. :p to access.&lt;br /&gt;
*Pressure &amp;amp; Cold resistant. Basically, can survive in space with internals.&lt;br /&gt;
*Radiation resistant.&lt;br /&gt;
*Have a nifty bite function. Click on &#039;bite&#039; in IC tab with an aggressive hold and you shred into them with mandibles.&lt;br /&gt;
*Can see in the dark, a little more than tajarans, so pretty well.&lt;br /&gt;
*Minor brute damage buff. X.5 addition.&lt;br /&gt;
&lt;br /&gt;
Debuffs:&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Are slightly slower than a human. Not as bad as a diona. About as slow as a borg.&lt;br /&gt;
*Take a lot of extra fire damage. x2 exactly.&lt;br /&gt;
*Damage from EMP&#039;s.&lt;br /&gt;
*Flash&#039;s can blind them after 3+ uses.&lt;br /&gt;
*(non-gameplay mechanic) Dislike light.&lt;br /&gt;
*(non-gameplay mechanic) Generally very specialised, often no inter-department knowledge. Basically, no cross-departmental, Unbound or Bound alike.&lt;br /&gt;
*(non-gameplay mechanic) Can&#039;t be any form of head, unless you count a Quartermaster as a head.&lt;br /&gt;
*(non-gameplay mechanic) If you&#039;re a drone, basically, everyone has free reign to abuse you.&lt;br /&gt;
&lt;br /&gt;
===Information for Whitelisted Players===&lt;br /&gt;
====Playable Factions/Types/Castes====&lt;br /&gt;
You read the lore, but you don&#039;t quite know what factions are playable yet. Basically, any hive you come up with is playable. Any hives detailed in the Major Hive list are playable, and the Lii&#039;dra are for Nuke Op and event use only. You could also be a bug from disguise coming from the Lii&#039;dra hive if your an antagonist.&lt;br /&gt;
&lt;br /&gt;
Castes That are playable: Bound, Unbound.&lt;br /&gt;
&lt;br /&gt;
Biological Types that are playable: Type A, and Type BA. These can be either castes.&lt;br /&gt;
====Personalities: Playing a Vaurca====&lt;br /&gt;
=====Playing drones. (Bound)=====&lt;br /&gt;
For whatever reason, you have decided to play as a drone from a hive of the Vaurca. You have read the lore, but still need a little help. Drones are hard to play, I&#039;ll tell you that. The closest thing in-game currently, would be synthetics and AI&#039;s. They are not un-intelligent, but because of their lack of self-awareness, they don&#039;t really understand the concept of death, pain, or very complex thought processes. They are an amalgam of the Hive&#039;s intelligence, but often only specialize in a certain task. They often probably speak slowly, and have trouble with Basic.&lt;br /&gt;
&lt;br /&gt;
You can play them as any civilian job, and any cadet, barring security and science. Theoretically, they can also be played as engineers. They can be Type A, or BA, depending on how you want to design your character.&lt;br /&gt;
=====Playing standard. (Unbound)=====&lt;br /&gt;
You have decided to play the most human-like aspect of the Vaurca, and the one with the most opportunities. The Unbound are a cool factor of the Vaurca. They can either be completely unique, spending their time in the physical world, learning, and the like, and loving themselves and others, or can be similar to drones, fresh off a hive and from their VR, barely learning anything. They can hate their bodies or others around them, because they were torn from the VR they call paradise.&lt;br /&gt;
&lt;br /&gt;
They can be any job, and can be either Type A or Type BA.&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
Speaking is a hard choice to make. While it can be complex, feel free to add/subtract certain parts of the speech affects that you care. This can be explained ICly due to knowledge of basic as an Unbound, or a high-tech synthesizer, and also because each hive has their own variations on Vaurcese. &lt;br /&gt;
&lt;br /&gt;
Standard language, however, is gutteral, often placing &#039;ck&#039; and &#039;g&#039; in front of vowels. For example, &amp;quot;My nagme isck Vigncentck.&amp;quot; If this is too hard for you to memorize, try simply adding &#039;ck&#039; when necessary. &amp;quot;My namck is Vincentck.&amp;quot; Although, this doesn&#039;t look as &#039;cool.&#039;&lt;br /&gt;
&lt;br /&gt;
Some other variations of voice you might want to try: &#039;k&#039; when necessary,(&amp;quot;Seckcurity to skience!&amp;quot; buzzing your z&#039;s and s&#039;s, &amp;quot;Zzecurity to szzienzze!&amp;quot; Another variation n is that they like to take long breaths, causing pauses, or quick speaking. &amp;quot;Securitytoscience!&amp;quot; Or &amp;quot;Seckurity... toskience!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Feel free to experiment and have fun with it though!&lt;br /&gt;
====Help with naming====&lt;br /&gt;
Okay, so the Vaurca naming system is confusing, and difficult. You don&#039;t quite get it, or you want some creative help with making a formic name. Now, keep in mind, I&#039;ll only detail out the &#039;traditional&#039; naming system, commonly used by the Major Hives. This does not mean you are only restricted to this naming system! As with the speech patterns, have fun and experiment!&lt;br /&gt;
&lt;br /&gt;
Basically, the traditional naming system entails what the lore says. The first syllable is Ka, or Za, for Type A and B respectively. The second syllable is Viax, and Akaix, for Bound and Unbound respectively. Finally, the last symbol is what you want it to be, following the naming system. It is masked a number, but it can be whatever you want it to sound like. For a Type A Unbound it would be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being something I came up with on the top of my head. Whatever your name is, just tack the Hive name for the last name.&lt;br /&gt;
&lt;br /&gt;
Again, each hive is different, and can assume human names, or you can just jumble a bunch of syllables together to make something remarkably... Vaurcae.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Vaurca seem to look like terrestrial prawns, but act like ants, or termites. While their biology looks similar to something like a termite; scientifically, this description is largely superficial. There are three types of Vaurca biologically, and these tend to corrugate with the cultural caste system. There is extreme evidence hinting from all types of Vaurca biologically, that they have augmented themselves and genetically engineered a few of their modern traits, and it is near impossible to predict what they could have been like before they developed these augments.&lt;br /&gt;
&lt;br /&gt;
===Type A (Workers)===&lt;br /&gt;
[[File:ambassadorzor.jpg|thumb|right|Ambassador Va&#039;zuilts Zo&#039;ra, a Type CB &#039;Prince&#039; ambassador for the Zo&#039;ra Hive, currently living in an embassy in Mendell City, Biesel. It is adorned in Alliance gear for the sake of decency.]]&lt;br /&gt;
&lt;br /&gt;
Biologically, Type A are the most prevalent and can be seen as the &#039;backbone&#039; of Vaurca societies. Their most prevalent feature is their hardened exoskeleton, varying in colors according to their hive. It is approximately three inches thick among all Type A Vaurca. The Exoskleton provides protection against harsh radiation, solar and otherwise, as well as acts as a pressure-suit, sealing their soft inner core from the outside world. This allows most Type A Vaurca to have EVA periods of around 4 hours or more, assuming they have internals. They are bipedal, with bird-like talon toes. Their legs separate into two parts, that form into what would be their feet, with the end of the &#039;toes&#039; always touching the ground. Their hands consist of a type of &#039;grasping&#039; arrangement, two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand.&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 dual hearts provide a significant sloshing motion to prevent the blood from stagnating. Their blood is a copper-based hemoglobin, with a high dependency of sulfer, creating a yellow tinted blood, with a very potent stink. This open circulatory system, however, can lead to wounds that pierce the exoskeleton and minor layer of skin to bleed out unless treated quickly. They function well with an atmosphere of mostly oxygen, nitrogen, and very trace amounts of gaseous plasma. Along their throat they have their breathing apparatus, which is definitely a form of cybernetic implant. This implant converts station atmosphere into a tolerable one, and injects very small amounts of plasma into it.&lt;br /&gt;
====Limbs====&lt;br /&gt;
Type A have two large, insect-like eyes, and two smaller ones underneath, that 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 phosphorics. This hyper-sensitivity, however, leads to heavily increased eyesight in dark areas, like the tunnels of their cities or the narrow, nearly lightless corridors of their ships. They also have large, insect-like antennae that protrude from their head, above their large eyes. 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 Type A. Also acting a sensory and nerve database, when these antennae are lost, they can cause confusion, dizziness, nausea, communications problems, and is extremely painful. Some observations have been concluded with: &amp;quot;It&#039;s like watching a drunk man trying to walk.&amp;quot;&lt;br /&gt;
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Their mouth parts 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. They click these mandibles together, combined with their vocal chords and pheromones they release, and create their archaic language. Their breathing apparatus also acts a voice synthesizer, allowing them to speak intelligibly, (despite very alien-sounding) human languages.&lt;br /&gt;
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Type A are created after initial birth, and given a slightly more moist and warmth emphasized nurturing environment before hatching.&lt;br /&gt;
===Type B (Warriors)===&lt;br /&gt;
Type B are the second most prominent of the biological parts of Vaurca society. Varying massively in size and specific biological parts, they have, essentially, the same physiology as Type A. Type B can range in size from six feet tall, to twenty eight recorded feet tall. They can be bipedal, quadrupeds, or hextopeds. Despite each Type B&#039;s appearance, they have been filed into three general categories.&lt;br /&gt;
====Type BA====&lt;br /&gt;
Type BA range generally from 5 feet, to 9 feet tall. Bipedal and usually more exo-skeleton thick, Type BA have exactly the same physiology as Type A, but seem to posses extreme amounts of augments, more aggressive focused. Examining of their exoskeleton reveals two inches thicker, and supporrted with carbon nano-tubes that provide a stronger-than steel natural armor, but allows type BA to move around freely and at will.&lt;br /&gt;
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Their antennae are modified to have motion sensors and audio + sensory amplifiers, so they can seek out enemies quicker. Their eyes have semi-glass-like coverings over them that protect it from most forms of damages, and also provide a HUD for synchronizing weaponry that Type BA wield. There is evidence of stumps along where their shoulder blades would be, which provides the theory that there may have been wings there at one point. Some Type BA have integrated jet packs there, for easier EVA transport and quick mobilization within gravity.&lt;br /&gt;
====Type BB====&lt;br /&gt;
Type BB range from being 6 feet tall to 9 feet tall. They are quadrupedal, and have very thick exo-skeletons. Type BB have generally the same physiology as Type A and BA. They have presence of extremely heavy augmentation to their bodies and mind-system. While most other Vaurca are bipedal, Type BB have four, spindle-like legs, that are extremely strong, made from a different substance than their actual exoskeleton, resembling more metallic than chitinous material. At where the feet of these legs would be, are highly adaptible and flexible graspers that allow a Type BA to scale nearly any surface, including vertical, and sustain little damage from large drops.&lt;br /&gt;
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On their interior, they come equipped with a bio-generator, taking &#039;energy&#039; from their bloodstream and heart motions, to help power their equipment, as well as having an tri-implementation of internal, highly efficient high-storage batteries. They have internal adrenal injectors that they can use during high-intensity combat situations, and have blood-clotting formulas to treat wounds faster.&lt;br /&gt;
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Their exoskeleton is similarly reinforced as Type BA, with carbon nano-tubes and synthetic plating reincforcing the bulk of the chitinous layer, but also has a thin layer of energy shielding that comes from unknown sources within Type BB itself, covering the very most outer layer of exo-skeleton, seeming to have various node-points that spread across Type BB&#039;s body.&lt;br /&gt;
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Weaponry wise, they seem to be mobile weapons platforms, without even needing to wield a weapon. They have two long, razor-sharp arms that come with energy-supplements for eviscerating enemies, two integral energy weapons above their front shoulders that have automated targeting and fast firing speeds, and are often seen with larger mounts on their backs, ranging from Anti-Air cannons, mortars, siege cannons, or a mounted ballistic/energy machine guns.&lt;br /&gt;
====Type BC====&lt;br /&gt;
Being very different from the other Types of Vaurca, but inherently  similar to Type B, Type BC are somewhat of a phenomenon. They are completely mechanical, ranging from airborne, to land-based, to water and submarine based, they are essentially vehicles piloted by lobotomized Vaurca Type A and B nerve centers.&lt;br /&gt;
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They are created from invalid Type A and B, and are used in warfare, transportation, exploration, and many other uses, similar to how Humans use many vehicles for their own endeavors. Some are even reported to be entire fighter-frigate sized space-ships.&lt;br /&gt;
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===Type C (Breeders)===&lt;br /&gt;
Type C are the rarest among Vaurca, in that they make up around 2-3% of their entire species. They consist of two parts, male and female to Human standards, and each part has a very unique acting on their specific hive.&lt;br /&gt;
====Type CA====&lt;br /&gt;
Type CA are an extreme anomaly compared to other races around known space. Acting as the female counterpart of Type C Vaurca, they are generally hosted within large Iron Wombs that automatically artificially inseminate, and ensure eggs are transported to hatcheries and nurseries unharmed. Physically, type CA are blobulous, with thousands of tiny cilia along their underside to assist them with movements if required. The have a large feeding tube protruding from their front, and alongside that feeding tube, a neural tube that can connect to any Vaurca, barring Type CB.&lt;br /&gt;
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This neural tube connects any given Vaurca access to the collective conscious, and allows for instantaneous sentient possession by the millions of multiple &#039;personalities&#039; stored within Type CA&#039;s body. Type CA are theorized to act as a form of Virtual Reality connection hub, where anything can be simulated and created. Type CA are often seen around many &#039;Unbound&#039; Vaurca, transferring information and replacing personalities.&lt;br /&gt;
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Type CA go through three phases, different from their Type A and B compatriots. After initial larvae period, they enter the &#039;royal&#039; phase, where they are around the size of a standard Type A, and have seperated ego&#039;s. During this phase, they seek a viable spot for a new hive.&lt;br /&gt;
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The next phase is the &#039;Established&#039; phase, where they grow approximately 5x their original height and begin laying eggs for the hive. This phase is generally short, and it is predicted that the phases ended at this time, before the Augmentation period. This Queen has a very large abdomen like structure, where eggs are created and layed, two scythe-like arms, and a large head with six eyes and antennae.&lt;br /&gt;
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The final phase is the &#039;Storage&#039; phase, where the Type CA completely melds with technology and finds an adequet Type CB to maintain continuous offspring with, becoming the type detailed in the original explaination.&lt;br /&gt;
====Type CB====&lt;br /&gt;
Type CB are the second, and male counterpart, of Type C Vaurca. They are essentially exactly the same as Type A Vaurca, but they sport large functional wings that allows them to fly through the air at high speeds, theorized to allow them to get around their home planet to find mates quicker.&lt;br /&gt;
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===Evolution===&lt;br /&gt;
The Vaurca have evolved from small, hive-like entities that seemed to group together in tight, nomadic hives and wander their home planet in search for large growths of their primary food substance, a rampant and non-nutritious fungus entity known through their language as K&#039;ois, (Translated to: The Substance). There is evidence of them evolving from small insects, and through unknown means rampantly increasing in size and numbers some time before pre-sentient history. This may be due to a sudden introduction or increase of Oxygen in the atmosphere.&lt;br /&gt;
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The Vaurca evolved into their current form roughly 200,000 years ago, before developing agriculture 60,000 years ago. Thousands of years were spent fighting over the few areas of rich farmland on the planet. Their arid and sparse environment drove them to develop advanced methods of genetic and technological augmentation. Approximately 15,000 years ago, the first Vaurca craft left their solar system. In the time since, they have radically modified their genome and appearance, leading to the development of the current system of castes. Evidence of the early appearance of Vaurca before their augmentation is sparse, but what sources exist do suggest that Type A Vaurca most closley resemble their &#039;natural&#039; appearance without augmentation. It is suggested that the current concept of a Queen has changed from its original meaning, with the methods of influence changing from primarily using chemicals and pheremones to control the population to the creation of large paradise-like virtual realities in which the vast majority of the Vaurca population spends its entire existence. In the modern day, the Vaurca have used their technology to allow their many physical workers to serve the hive with extreme efficiency and unquestioning loyalty.&lt;br /&gt;
====Sleep Cycle====&lt;br /&gt;
Vaurcae sleep cycle is a very hard to one to predict. While it seems like most of all Types of Vaurca don&#039;t actually sleep at all, there is evidence of, a few hours per standard day, the Vaurca enter a stasis-like state in that their mind shuts off and they stay still. This is similar to how a robot can enter &#039;sleep mode&#039; and it is theorized that this time is used for sorting memories and useful information in a specific, Bound or Unbound, Vaurca.&lt;br /&gt;
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===Birthing Cycle===&lt;br /&gt;
All Vaurcae, disrearding Type C, go through an initial birthing process that is made up of three phases. This birthing cycle is similar to any insect, although further studies show how much more incredibly complex these processes are.&lt;br /&gt;
====Eggs====&lt;br /&gt;
After being first layed by the Queen and transported mechanically to the birthing and nursery chambers of a hive, Vaurca eggs are incredibly fragile, approximately 91.44 centimeters tall and 30.48 centimeters thick, they have a thin slimey covering and are transparent, often being a dirty brown or whitish color. The devoloping larvae can be seen inside. They are connected to a feeding machine, supplying nutrients to the forming larva. These nutrients are also a growth hormone, making the Vaurca grow faster, and shortening hatch period. The egg will hatch in a period of four to ten days.&lt;br /&gt;
====Lesser Larvae====&lt;br /&gt;
The second phase of the birthing cycle, Lesser larvae are what come from initially hatched eggs. Frail and very weak, they are always a milky white color, without any eyes and transparent, soft skin. They are photophobic, and oftn require assisted movements. During this phase, all forms of conscious are removed an downloaded into the Virtual Reality of the hive. The Vaurca remains in this period for approximately one standard week.&lt;br /&gt;
====Greater Larvae====&lt;br /&gt;
The final phase of the birthing cycle, greater larvae are a mature version of the Lesser. They have a weak, but effective exoskeleton, and are capable of moving themselves around. Being approximtely a meter long, they also have four eyes and a feeding mouth at the bottom of their &#039;head.&#039; During this phase, necessary hormones and minor augmentation are injected to determine wether a given larva will become a Type A or B. Vaurca stay in this period for about 5 weeks, before hatching into their designate role of the Hive&#039;s society. After they mature, they are then heavily augmented, the neural tube being inserted in the back of their head, and any structural and internal machinery placed.&lt;br /&gt;
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==Social==&lt;br /&gt;
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Vaurcae naming systems are fairly simple. Although their names in their own hive language are extremely complex, with the learning of Tau Ceti Basic and other languages, the Vaurca have been forced to simplify their names. Naming is based of a numbering system, determined after birth. This name includes a caste and biological designation, the number they are, and finally what hive they are from. The first name proceeds like this: Biological-Caste-Number, with Ka being used for all Type A, Za being used for all Type B, and Va being used for all Type C. Type C do not have Caste names. Caste-wise, Vias is for Bound, Akaix is for Unbound. Vaurca hive numbers are very large, so the final part of their name will vary with every Vaurca. An example: Ka&#039;vias&#039;dsith Zo&#039;ra, indicates an unbound drone with the number of 8123 from the Zo&#039;ra Hive. An example of a Type CA with this, is Va Zo&#039;ra, indicating it is a Type C from the Zo&#039;ra hive. For a Type CB, it would be Va&#039;Uyats Zo&#039;ra, indicating it is 213 of Type CB from the Zo&#039;ra hive.&lt;br /&gt;
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However, this naming structure is flexible between hives. This much is the most common arrangement studies have found so far. Some phenomenons have been observed where Vaurca will change their first name to a standard Human, Unathi, Tajaran, Skrell, or even robotic name, to attempt to &#039;fit in&#039; with their crowd, all though the number that do this is small.&lt;br /&gt;
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Vaurcae language structure, to non-Vaurca ears, sounds extremely archaic and cryptic, like simple clicks and grunts more than a language. However, to a creature that knows the language, all types of Vaurcese is extremely complicated and each syllable has many thousands of different connotations it could convey. Combined with subtle antennae movement and pheromone release, it is not hard to say that it is a language that can never be spoken or understood by another species. While each hive has their own small variations of Vaurcese, the language can be universally understood.&lt;br /&gt;
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It is produced by clicking the mandibles and mouth pieces together, while sending air through the mouthpieces as well as the vocal chords. It is described as sounding like clicks and high pitched squeals. The Vaurca, however, utilize synthetic throat implants that synthesize a very alien-sounding, but intelligible, Tau Ceti Basic or any other language.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Fashion &amp;amp; Cuisine===&lt;br /&gt;
Throughout Vaurca history, fashion has remained nearly non-existant. Often going nude or with small garments covering their mouth pieces to prevent any forms of contagions inside, they have do not have as bad as a nudity taboo as other races seem to have. Also lacking any kind of genitalia, they have nothing to be worried about when inside their hives. However, some Vaurca prefer to wear thin blindfold-like cloth over their eyes to prevent the &#039;extreme light&#039; from giving them headaches or discomfort.&lt;br /&gt;
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On their homeworld, however, Vaurca that go above-ground, venturing from their massive underground and mountain-based hives are often seen wearing cloth to prevent radiation sickness, despite their natural resistance against radiation.&lt;br /&gt;
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Vaurca that venture EVA, despite their natural tolerance to high/low/vacuum pressure environments, are seen wearing soft-suits, that allow them prolonged times in space for construction, operations, and other EVA activities.&lt;br /&gt;
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Vaurca cuisine is viewed upon 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 describes as tasting chalk-like or like iron to Humans, and if eaten too much, some humans can get nauseated.&lt;br /&gt;
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The fungus, K&#039;ois (&#039;The Substance&#039;), is a white, bulbous mushroom that thrives in any environment it is placed in, apart from 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.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
Art is a strange subject when it comes to the Vaurca. While not possessing any form of written art, that we currently know of, their art comes in a virtual sense. This art-style goes hand in hand with the Vaurcae caste system. They view their Virtual Reality as a paradise, and can simulate anything and everything. Due to this Virtual Reality, they have never had the need, since uploading themselves to it, to draw, write, or anything else.&lt;br /&gt;
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This Virtual Reality also acts as an information data hub, so as long as there are Type CA still alive, all Vaurcae knowledge can still be accessible, without the need for written or typed documentation.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Vaurca viewings upon the world and the unknown in general is fairly standard to most other races. The sentient parts of their species regard the Type CA, or their &#039;Queen&#039;, as the God&#039;s of their hive. This is due to the relationships the personalities and the drones have with each other, as well as the Queen itself being the &#039;harbor&#039; of the Virtual Reality, which to them is Heaven.&lt;br /&gt;
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Similar to how humanity views the afterlife, they believe there is a heaven and a hell. K&#039;seaiu&#039;iut (Heaven, Paradise, etc) and Ck&#039;ois&#039;tika (The World Above). Because of the harmful UV radiation and the overall in-hospitable surface of their planet, primitive Vaurca viewed space and the sky as where all souls who did not benefit the hive in their lifetime would go, a place of eternal pain and damnation to the F&#039;sixast&#039;kis, (The Black Queen) who would torture them in a psuedo-opposite Virtual Reality world that they could never escape from.&lt;br /&gt;
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Because of their large caste difference, the Bound of the Vaurca believe this wholeheartedly. The Unbound have a slightly different approach on this mentality. They believe all drones to be simple carriers of the good of their hive, and that each is merely a piece of clothing to put on, wear out, and then dispose of as necessary, while also indulging that their service to the hive can approve of unlimited time within the Virtual Reality, instead of a violent death traversing and learning for the good of the hive.&lt;br /&gt;
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==History==&lt;br /&gt;
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===The Old Era===&lt;br /&gt;
The earliest records of Vaurca intelligence range from some time starting between 100,000 and 150,00 years ago. During this period, the first signs of actual documentation and history are recorded. According to the documents and few murals, nomadism claims all the primitive hives due to the harsh nature of the planet. Queens venture with their workers by their side, exhausting caves of one of the only food substances on the planet. This nomadism is caused because of the harsh nature of the moon, orbitting the intensely radioactive gas giant, Sedantis I. Despite the lack of resources, a structure is seen taken place during this time, as there is evidence of a culture of warfare being brought up. Some battles are seen depicted on cave murals, and a sense of honor is creaed around drones where, if victorious in battle, the enemy bodies must be consumed after their head is severed from the body with the victor&#039;s mandibles. All fighting was done using the claws on a drone&#039;s hand, with mandibles, or usage of the legs; although tools existed, it seemed using them in battle was a form of taboo. This may explain why most warriors of present day Vaurca use weaponry integrated into themselves; a way to fight more efficiently without breaking their code of honor.&lt;br /&gt;
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===The Era of Change===&lt;br /&gt;
Approximately 60,000 years ago, the nomadism is recorded to have ceased, with the developement of large-scale farming of their primary fungus foodsource. This leads to a massive increase of drones, and some hives are recorded to nearly cover entire deserts. While this leads to explosive tech, it also fuels competition and strife between the hives, as fertile farmland was a rare and extremely coveted prize. The old honor system begins to be discarded, as steel forges begin creating weapons like the ranged &#039;Spike Maul,&#039; a primitive but effective cross-bow weapon that fires barbed spikes at a high velocity, and &#039;Claws of Steel,&#039; metal encasings around the already formdiable claws of the drones. Similar developements that humans also discovered were made, such as simple spears and axe-like weapons.Some armors are created to counteract the effects of weapons like these. Some warriors were known as &#039;Yuis&#039;uit&#039;oi,&#039; meaning &#039;The Riders,&#039; as they would ride some of the indigenous species of their planet into battle. These animals included the massive beetles known coaqually as &#039;scarabs&#039; to humans. Scarabs were driven to extinction due to their constant use in warfare and inability to breed fast enough to cope with their numbers falling. Many massive battles of several hundred thousand warriors are recorded from this era, and vast cities can still be discovered on Sedantis, remnants of these once massive hives.&lt;br /&gt;
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Despite war being a massive part of the Era of Change, there appears to be massive improvements in governmental systems. According to ancient manuscripts, the Queen was reduced from being the center, ruling body of the hive to a simple breeding and advisory tool. Evidence of larger hives, such as the Zo&#039;ra hive, are ruled by an elected Council, making decisions that effect the hive in total. This gives evidence that all, or nearly every, Vaurca was originally self aware and chose its own path in life.&lt;br /&gt;
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===The Era of Augments===&lt;br /&gt;
The Era of Change ended approximately 20,000 years ago, when the technological and cultural growth reached a head after the developement of nuclear technology. While always prone to augmenting themselves, any attempts to completely genetically change a given drone, or even cybernetically enhance it ended in catastrophic failure that ended in death for the subject. This phenomenon occured for unknown reasons. Evidence suggests that the Vaurca either had a lucky break, or discovered a form of alien technology on their home-moon, that allowed them to suddenly completely engineer themselves cybernetically, but also on the genetic level, leaving what we know as Vaurca today; the three biological and cultural castes, and the &#039;paradise&#039; of the Queen. Fundemantal changes began to strike across the entire race as the old ways were solidified into a modern work-horse fueled by the new power and efficiency of the workers and soldiers. Workers could work for ten times as long, five times as hard, and for 25% of the food and water originally needed, and soldiers could be much more terrifying and formidable in battle. While the augments offered many new freedoms, a certain physical system began to occur as a soldier who was given war augments, could not easibly be an efficient general purpose worker or artist, and left it trapped within the war caste indefinitely; which began to become a social problem, as most hatchlings were given augments that hardened them for a future role from birth, a role that most did not want. A Vaurca who had wanted to become a farmer would end up being a pilot, or part hazerdous waste disposal team.&lt;br /&gt;
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This lack of social freedom paved way for the enigmatic development of the &#039;Paradise&#039; we see today, where the conscioussness of a Vaurca is downloaded onto the virtual reality hub of the Queen, and from there can do anything, be anything, simulate anything or converse with fellow Vaurca from the nueral level; experiencing emotions on an entire new dynamic, something unrelateable by other sentient species. After the developement of the Paradise, all warriors and workers are drones, nothing more. Mindless (but effective, efficient, and cost-less) machines that work for the hive, while their minds explore the limitless reality offered within the Type CA.&lt;br /&gt;
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===The Era of Stars===&lt;br /&gt;
Movement into the stars for the Vaurca was inevitable, despite the fear they have of the sky and its possible connotation of hell. Initial movement into the stars was recorded after the Vaurca discovery of fusion power, approximately 12,000 years ago, encompassing the entirety of human history itself. Starting with unmanned probes and progressing to massive STL colony ships, Vaurca space history has been something of a mystery, as no hive discovered FTL prior to human contact, apart from the War-Driven Lii&#039;dra hive, but even they only discovered the secrets of warp technology conveniently close to human contact; only 40 years before. The reason that no hive discovered FTL technology is theorised that they did not observe, or had no chance to observe, some of hte natural phenomenon that other races learned FTL technology from; like observing a wormhole for warp, or testing for resonance cascade scenario such as Dr. Samantha Tigard and her Skrellian science team were attempting to study.&lt;br /&gt;
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This non-developement of FTL led to many difficult situations for interstellar hives, such as the Zo&#039;ra, K&#039;lax, Lii&#039;dra, and other major hives. Because they could not feasibly house entire fleets, they were led to the developement of &#039;Star Homes&#039; or, &#039;Titan Primes,&#039; as they are named by human observers. These Star Homes are massive constructs, and capable of multi-tasking many different functionalities. Star Homes are battleships, colony ships, mobile incubators, carriers, refineries, and production facilities all in their own. Being very modular, they can exchange parts and are easily repairable if damaged as long as there is an abundance of resources, such as an asteroid or planet. Star Homes carry smaller warships in case enemy hives come in contact with them, but due to sheer size and scale, are fully capable of combatting another Star Home or smaller vessels if forced to do so; but only as a last resort. Through the use of Star Homes, the Vaurca have been able to more or less populate the habitable systems of the Spider nebula, and through the use of FTL communicators have been able to hold weak governmental fabric amongst hives.&lt;br /&gt;
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Prior to human contact, most hives were at war with each other, with the leaderboards reading the Lii&#039;dra hive as winning, and the Zo&#039;ra hive and its allies as losing. While tensions have never been fully settled, when presented with the drive technologically advanced Lii&#039;dra, most hives united under the banner of the Zo&#039;ra who were the most populous hive, and comparably advanced, but not to the Lii&#039;dra. The Lii&#039;dra inexpleicable developed Warp technology, and were using it to systematically destroy the Star Homes of Zo&#039;ra and its allies, as well as their colonies.&lt;br /&gt;
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===Contact with Humanity (The New Era)===&lt;br /&gt;
None of the species of the galaxy had any idea that the Vaurca existed until an eventful day in November, 2456 when the drive plume and heat signature of a massive ship burning its engine in order to slow down for an approach was detected near the Romanovich cloud, in Tau Ceti. While the galaxy was taken aback by this information, the Sol Alliance ( With NanoTrasen Assistance) acted immediately. A small scout vessel was dispatched to the ship, which was revelead to be a 30 kilometer (18.23 mile) vessel, mostly engine and radiator. Dubbed &#039;Titan Prime&#039; by the media, Tau Ceti and news places over the known galaxy were bubbling with excitement as the object approached its apparent destination: Biesel.&lt;br /&gt;
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After a few weeks, the object passed the Romanovich cloud and dispatched over twenty drones to key locations in Tau Ceti. Some of these locations included the NMSS Odin, the ASV Von Braun, ASV Arcadia, NSS Aurora, NSS Exodus, NMV Retaliation, and one to each planet. These drones were tiny compared to the ship; and even to fighters of the current generation, spanning about twenty meters long and seven tall. Although all drones dispatched to the location turned back immediately, one did not. The one that was headed for the NSS Aurora stayed, and in fact, contacted the station through use of the station&#039;s own intercommunication system; displaying a single, unintelligible message. After a period of three hours, the crew were dispatched to the probe and entered, finding a hollow vessel. In the middle was a single alien computer, and in a corner of a room were Vaurca eggs, presumably for use in early colonization.&lt;br /&gt;
&lt;br /&gt;
Research crew of the NSS Aurora, including Dr. Phoebe Essel and team were able to interact with the computer, painstakingly finding ways to translate the cryptic language it was attempting to speak in, and after usage of a pAI, were able to teach the machine Tau Ceti Basic. After some conversation, the computer detached itself and was brought aboard the NSS Aurora for a psuedo-first contact situation. During this time, humanity learned that the probe was, in fact, a type BC Vaurca, and that it had been sent in order to document the indigenous species of the solar system. The computer tapped into the bluespace connection of the Artificial Intelligence of the station, uploaded core data files onto its hardware, and then departed.&lt;br /&gt;
&lt;br /&gt;
From this point on, communications diplomatically occured. First radio contact was established with the Prime Minister of the Sol Alliance, Chief Executive Officer and Board of Directorates of NanoTrasen, and the Type CA of Titan Prime. It was learned that the vessel was sent approximately three thousand years ago on a colinization mission from the Spider Nebula, a dense cluster that none of the known species took any interest in. It was also learned that Titan Prime housed six million Vuarca on it, a staggering number for even a vessel of that massive size. Basic history was exchanged, and preperations occured for a bluespace gate to be built in the Spider Nebula, specifically the star system of Sedantis (Home of the species, and currently owned by the Zo&#039;ra hive). This would connect the race with the other species of the galaxy for technological advancement, diplomacy, trade, and other boons of galactic community.&lt;br /&gt;
&lt;br /&gt;
While the construction ships assembled, Titan Prime came closer to Biesel, but, before settling into a stable orbit around the planet, disaster struck. A lone destroyer accompanied by a wing of piggy-packing frigates, owned by the violently anti-alien, pro-human organization known as &#039;Terran Confederacy of Truth Crusaders,&#039; or TFTC, managed to steer through the blockade put up by Sol Alliance military vessels. The ship and its compatriots fired four nuclear missiles, and managed to get around fourty mass driver shots into the ship before simultaneousley being apprehended by Titan Prime&#039;s weaponry, and Sol Military ships.&lt;br /&gt;
&lt;br /&gt;
While the ship was prepared to take damage, it was not ready for a surprise attack. The attack crippled parts of the ship and killed over 40,000 Vaurca. An emergency distress call was sent towards NanoTrasen and the Sol Alliance, and they acted immediately. Ferries, re-purposed cargo ships, and civilian shuttles evacuated 2 million inhabitants of Titan Prime, ferrying them mostly to New Gibson and Biesel, respectively. Evacuations are still undergoing, but damage to Titan Prime and chaos in the ship is making it more difficult. The Queens and type CB of the ship were rescued first, and are reportedly residing in stations housed by the Alliance or in the Provinces, and one Type CB resides within the Administration district of Mendell City, acting as diplomat.&lt;br /&gt;
&lt;br /&gt;
Today, over a million and a half bound and unbound Vaurca live in &#039;Provinces,&#039; a non-offensive term for the concentration camp-like slums they are forced into on New Gibson, and over 500,000 Vaurca live in similar &#039;Provinces&#039; on Biesel. Officials are extremely worried about the cost of continued evacuation of Titan Prime, as the quick-breeding Vaurca could out-breed the already solidified civilian population in sixteen years.&lt;br /&gt;
&lt;br /&gt;
Back in the Spider Nebula, however, the tides of war turn as knowledge from Titan Prime flows in from the Bluespace gate that was recently built. Since first contact, the Zo&#039;ra hive has discovered Bluespace, and extremely advanced forms of weaponry, turning them against their own kind. Since a week after the bluespace gate was built, the Zo&#039;ra hive is currently undergoing a war of conquest, and subjegating other hives as &#039;Client Hives&#039; which work and build for the Zo&#039;ra hive, enslaving hives, or utterly destroying the hives that do not surrender. Since the Lii&#039;dra hive had been tormenting the Zo&#039;ra hive for a longer period of time, the Zo&#039;ra hive has hit Lii&#039;dra extremely hard, taking down their number of colonies and Star Homes by 75%. The Lii&#039;dra, who refuse to surrender, fight with the ferocity of knowing they will be destroyed if the Zo&#039;ra are not stopped, and similar hives are beggining to ally under a new banner - the Banner of the Lii&#039;dra; one of xenophobia and war.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
There are three distinct caste systems that work in complicated harmony with each other, that seem to be independent of biological constraints, however, also seem to go hand-in-hand. This Caste system is decided by how many personalities are currently inside the Virtual Reality, and how many Type A and B Vaurca are required.&lt;br /&gt;
====The Bound====&lt;br /&gt;
This is the most prominent caste. The Bound are, essentially, lobotomized Type A and B Vaurca that unquestionably follow the orders of superiors to the death. They appear to not be self aware, able to carry out conversations, but unable to make decisions for themselves. They seem to not have any sense of possession, willingly giving out any and all of their possessions to those who ask. The Bound are the main workforce; A slave-like caste that the Vaurca social system is built upon. All Bound Vaurca have data-sockets in the back of their head, accessible by the neural tube of the Type CA Vaurca to allow gathering of information, or ascension into the Unbound. They can be thought of like cyborgs.&lt;br /&gt;
&lt;br /&gt;
All warriors and standard drones are Bound. They are commonly seen on NanoTrasen stations as civilian jobs, like cargo technician, chef, assistant, Janitor, or any kind of apprentice, barring security and science. While they, by law, receive pay, there are no regulations in place for simply asking for the Bound&#039;s money, so they are often employed as nearly cost-less workers.&lt;br /&gt;
&lt;br /&gt;
Derogatory names are often assigned to The Bound by the Unbound, generally consisting of names like: &#039;The Burden,&#039; &#039;The Mindless,&#039; &#039;Unsanitary,&#039; &#039;Thoughtless,&#039; and many others. This is an interesting relationship, as The Bound seem to revere and even worship The Unbound, like each one was a minor God.&lt;br /&gt;
====The Unbound====&lt;br /&gt;
This is the second most prominent caste. The Unbound are essentially the only sentient part of Vaurca sociology, in that they are the embodied personas stored on Type CA in the Virtual Reality, uploaded into The Bound. They are perfectly capable of making rational, thinking decisions, and are naturally intuitive and curious, much like a human. Behavior wise, each Unbound is nearly identical when they are first transferred out of their Virtual Reality paradise. As they begin to learn and gain experience, however, they become individualized and have personalities for themselves. (Even if it is simulated.)&lt;br /&gt;
&lt;br /&gt;
The Unbound learn as any normal human, while having access to the Hive Network of any hive, they go through periodic &#039;resets&#039; where their knowledge is absorbed, and occasionally, the personality switched out for another. When a Bound steps up to Type CA, the neural tube temporarily connects the personality back with the hive, and they instantly share information.&lt;br /&gt;
&lt;br /&gt;
The Unbound are chosen through multiple factors. While they are the very fringe of their species, the Unbound measure around 2,000-3,000 per large hive. Approximately 30% of the Unbound are voluntary, genuinely curious about the outside world, or are patriotic enough to assist the hive in any way they can. However, the other 70% of the Unbound are chosen in an automatic raffle, where they are ripped from their virtual reality paradise and made to serve the Hive. This can lead to disgruntlement. They will often detest their body, and themselves, and be genuinely hateful to everything, merely doing the minimum and full fulling their job.&lt;br /&gt;
&lt;br /&gt;
The Unbound are often sent off into the world independently from the Hive to learn and study their surroundings, or, in the event they stay in the hive, manage the Bound and perform civic duties, such as scientific research and diplomacy. In practice within human societies, they often live alone in their own apartments like any other citizen, and work to support themselves, rarely having monetary aid from their Hive. Every few months, they must make the journey back to their Type CA, and deposit information. At this point, they can determine if they wish to go back into the Virtual Reality, or stay in the physical world.&lt;br /&gt;
&lt;br /&gt;
On NanoTrasen stations, they are often employed as any human would be, generally not having any specializations until they learn about a department; they can be seen frequently as interns. This is not always the case, as they learn very rapidly, and some have been subjected to schooling already, passing as any graduate would.&lt;br /&gt;
====The I&#039;soiasfi====&lt;br /&gt;
Being an unusual caste, and the translation having thousands of connotations, there has not been a definite translation created for the third, and rarest Caste of the Vaurca. Generally describing a scene like &#039;Heaven,&#039; &#039;Paradise,&#039; &#039;Tranquility,&#039; and &#039;Utopia,&#039; I&#039;soiasfi describes what the Type C are. They are carriers of the release of their species; Type CA is revered as a God and rightful leader due to the collective that resides within her. Type CB is revered and loved as natural leaders, and because of their natural affinity for their own personality, they are able to command entire Bound and Unbound forces efficiently.&lt;br /&gt;
&lt;br /&gt;
Type CA holds the personalities and ego&#039;s of all The Bound, to allow their physical counterparts to be used in the way that they are. The personalities are entertained by the Virtual Reality system that resides within Type CA, allowing virtually anything to be simulated, created, destroyed, or predicted.&lt;br /&gt;
&lt;br /&gt;
Type CA has little to no actual power within itself. The collective within Type CA decides Hive-wide decisions, and Type CB are expected to act as nodes, relaying the Hive&#039;s orders to Unbound that then relay orders back to the Bound in a complex hierarchy system.&lt;br /&gt;
&lt;br /&gt;
===Major Hives===&lt;br /&gt;
Although there are thousands of hives, and colors or physical parts of each Hive is not excepted in Vaurca society, as there can be completely different colors of Vaurca within hives, depending on how they are raised, there are generally normals for each Hive. Each hive has varying levels of technology and size, these are just the major ones.&lt;br /&gt;
====Zo&#039;ra====&lt;br /&gt;
Zo&#039;ra - &amp;quot;Unstoppable.&amp;quot;&lt;br /&gt;
=====General=====&lt;br /&gt;
Zo&#039;ra, the largest and most powerful hive, and also the first one discovered by Humanity following their Hive-ship &#039;Titan Prime.&#039; Zo&#039;ra believe themselves to be the Alpha of the Vaurca, and the face of their species, seeing as they have he best technology due to their connections with NanoTrasen and humanity. While they do not conquer other hives to extinction, they employ &#039;client-hives&#039; that supply the Zo&#039;ra with resources, and man-power when desired.&lt;br /&gt;
&lt;br /&gt;
Most Zo&#039;ra do not like other hives, having a superiority complex.&lt;br /&gt;
&lt;br /&gt;
Because of the size of the Zo&#039;ra hive, they function with a series of Type CA. The &#039;High Queen&#039; as it stands, is on the homeworld, with &#039;minor&#039; Type CA functioning in a relay effect of power.&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra are on a current &#039;war of conquest&#039; with their own species because of their discovery of Bluespace technology due to contact with humanity, and the building of a stable Bluespace gate within their home system, Sedantis. They maintain trade with NanoTrasen and the Sol Alliance.&lt;br /&gt;
=====Military Projection=====&lt;br /&gt;
*Star Homes: 14 currently operational, 7 under construction.&lt;br /&gt;
*Navy: Approximately 79.3% strength of Sol Alliance projection.&lt;br /&gt;
*Army: Approximately 90% strength of Sol Alliance projection.&lt;br /&gt;
*Overall: Approximately 86% strength of Sol Alliance projection.&lt;br /&gt;
=====Population Projection=====&lt;br /&gt;
*Systems Occupied: 34&lt;br /&gt;
*Colonies operational: 23&lt;br /&gt;
*Total Population projection: 77.3 Billion&lt;br /&gt;
*Type A population projection: 46.9 Billion&lt;br /&gt;
*Type B Population projection: 30.4 Billion&lt;br /&gt;
*Type CA Population projection: 1 million&lt;br /&gt;
*Type CB Population Projection: 30 million&lt;br /&gt;
&lt;br /&gt;
*Bound percentage: 99%&lt;br /&gt;
*Unbound percentage: 1%&lt;br /&gt;
*Total amount of Unbound: 773 million.&lt;br /&gt;
=====Technological Projection=====&lt;br /&gt;
*Rating: Advanced.&lt;br /&gt;
*Drive type: FTL, Bluespace. (After initial contact with humanity.)&lt;br /&gt;
*Weapons: Laser, particle, projectile.&lt;br /&gt;
*Technological summary: The Zo&#039;ra hive is incredibly technologically advanced compared to other hives, and about *even when it comes to humanity. They have the best weaponry, efficient bluespace drive systems that they have *equipped onto their own ships, and advanced shielding systems that they have agreed to share knowledge with NanoTrasen.&lt;br /&gt;
=====Relations Summary=====&lt;br /&gt;
Races:&lt;br /&gt;
*Humanity: Good.&lt;br /&gt;
*Skrell: Good.&lt;br /&gt;
*Unathi: Neutral.&lt;br /&gt;
*Tajaran: Neutral.&lt;br /&gt;
*Diona: Neutral.&lt;br /&gt;
*Vox: Cool.&lt;br /&gt;
&lt;br /&gt;
Human Factions:&lt;br /&gt;
*Sol Alliance: Allied.&lt;br /&gt;
*Republic of Biesel: Allied.&lt;br /&gt;
*Eridani Federation: Neutral.&lt;br /&gt;
*Republic of Elyra: Cool.&lt;br /&gt;
*Syndicate: Hostile.&lt;br /&gt;
&lt;br /&gt;
Other Hives:&lt;br /&gt;
*K&#039;lax: Client-Hive.&lt;br /&gt;
*Vess&#039;ex: Client-Hive.&lt;br /&gt;
*Lii&#039;dra: War.&lt;br /&gt;
*V&#039;scal: War.&lt;br /&gt;
*F&#039;iosi: War.&lt;br /&gt;
*Zat&#039;ios: War.&lt;br /&gt;
====K&#039;lax====&lt;br /&gt;
K&#039;lax - &amp;quot;The Deceivers.&amp;quot;&lt;br /&gt;
=====General=====&lt;br /&gt;
K&#039;lax, the second most powerful hive, and second discovered by humanity, after initial Bluespace gate contact. The K&#039;lax are complete subsidiaries and a Client-Hive towards the Zo&#039;ra hive, although they do not dislike this title. They are generally similar to the Zo&#039;ra.&lt;br /&gt;
=====Military Projection=====&lt;br /&gt;
*Star Homes: 2 currently operational, 1 under construction.&lt;br /&gt;
*Navy: Approximately 23.9% strength of Sol Alliance projection.&lt;br /&gt;
*Army: Approximately 12.3% strength of Sol Alliance projection.&lt;br /&gt;
*Overall: Approximately 17% strength of Sol Alliance projection.&lt;br /&gt;
=====Population Projection=====&lt;br /&gt;
*Systems Occupied: 5&lt;br /&gt;
*Colonies operational: 6&lt;br /&gt;
*Total Population projection: 30 Billion&lt;br /&gt;
*Type A population projection: 15.9 Billion&lt;br /&gt;
*Type B Population projection: 14.1 Billion&lt;br /&gt;
*Type CA Population projection: 1 million&lt;br /&gt;
*Type CB Population Projection: 30 million&lt;br /&gt;
&lt;br /&gt;
*Bound percentage: 99%&lt;br /&gt;
*Unbound percentage: 1%&lt;br /&gt;
*Total amount of Unbound: 3 million.&lt;br /&gt;
=====Technological Projection=====&lt;br /&gt;
*Rating: Pre-warp.&lt;br /&gt;
*Drive type: STL.&lt;br /&gt;
*Weapons: Laser, particle, projectile.&lt;br /&gt;
*Technological summary: The K&#039;lax hive is lagging far behind due to their status as client-hive towards the Zo&#039;ra. While the second largest population wise, they are certainly nothing compared to the might of the Zo&#039;ra hive.&lt;br /&gt;
=====Relations Summary=====&lt;br /&gt;
Races:&lt;br /&gt;
*Humanity: Good.&lt;br /&gt;
*Skrell: Good.&lt;br /&gt;
*Unathi: Neutral.&lt;br /&gt;
*Tajaran: Neutral.&lt;br /&gt;
*Diona: Neutral.&lt;br /&gt;
*Vox: Cool.&lt;br /&gt;
&lt;br /&gt;
Human Factions:&lt;br /&gt;
*Sol Alliance: Neutral.&lt;br /&gt;
*Republic of Biesel: Neutral.&lt;br /&gt;
*Eridani Federation: Good.&lt;br /&gt;
*Republic of Elyra: Neutral.&lt;br /&gt;
*Syndicate: Neutral.&lt;br /&gt;
&lt;br /&gt;
Other Hives:&lt;br /&gt;
*Zo&#039;ra: Allied. (Client Hive.)&lt;br /&gt;
*Vess&#039;ex: Good.&lt;br /&gt;
*Lii&#039;dra: War.&lt;br /&gt;
*V&#039;scal: Cool.&lt;br /&gt;
*F&#039;iosi: Cool.&lt;br /&gt;
*Zat&#039;ios: Cool.&lt;br /&gt;
====Vess&#039;ex====&lt;br /&gt;
Vess&#039;ex - &amp;quot;The obsessed.&amp;quot;&lt;br /&gt;
=====General=====&lt;br /&gt;
Vess&#039;ex, the third known hive, is a very strange one. Having low technology and low population, they hate all other hives. In fact, they are more like the Lii&#039;dra in that they dislike anything that isn&#039;t themselves, excepting one thing:&lt;br /&gt;
&lt;br /&gt;
Humanity. They adore humanity for whatever reason, often taking on their naming structure, and have begun modelling their ships after Sol Alliance vessels. This phenomenon is unexplained.&lt;br /&gt;
=====Military Projection=====&lt;br /&gt;
*Star Homes: 2 currently operational, 4 under construction.&lt;br /&gt;
*Navy: Approximately 23% strength of Sol Alliance projection.&lt;br /&gt;
*Army: Approximately 14.2% strength of Sol Alliance projection.&lt;br /&gt;
*Overall: Approximately 17% strength of Sol Alliance projection.&lt;br /&gt;
=====Population Projection=====&lt;br /&gt;
*Systems Occupied: 3&lt;br /&gt;
*Colonies operational: 4&lt;br /&gt;
*Total Population projection: 16.2 Billion&lt;br /&gt;
*Type A population projection: 8.1 Billion&lt;br /&gt;
*Type B Population projection: 8.1 Billion&lt;br /&gt;
*Type CA Population projection: 1 million&lt;br /&gt;
*Type CB Population Projection: 30 million&lt;br /&gt;
&lt;br /&gt;
*Bound percentage: 99%&lt;br /&gt;
*Unbound percentage: 1%&lt;br /&gt;
*Total amount of Unbound: 1 million.&lt;br /&gt;
=====Technological Projection=====&lt;br /&gt;
*Rating: Colonial.&lt;br /&gt;
*Drive type: STL.&lt;br /&gt;
*Weapons: Laser, particle, projectile.&lt;br /&gt;
*Technological summary: The Vess&#039;ex are the lowest in technological prowess, and can be compared to humanity during the early 2000 era.&lt;br /&gt;
=====Relations Summary=====&lt;br /&gt;
Races:&lt;br /&gt;
*Humanity: Adoration. (Very good.)&lt;br /&gt;
*Skrell: Cool.&lt;br /&gt;
*Unathi: Cool.&lt;br /&gt;
*Tajaran: Cool.&lt;br /&gt;
*Diona: Cool.&lt;br /&gt;
*Vox: Cool.&lt;br /&gt;
&lt;br /&gt;
Human Factions:&lt;br /&gt;
*Sol Alliance: Allied.&lt;br /&gt;
*Republic of Biesel: Allied.&lt;br /&gt;
*Eridani Federation: Allied.&lt;br /&gt;
*Republic of Elyra: Good.&lt;br /&gt;
*Syndicate: Neutral.&lt;br /&gt;
&lt;br /&gt;
Other Hives:&lt;br /&gt;
*Zo&#039;ra: Allied. (Client Hive.)&lt;br /&gt;
*K&#039;lax: Neutral.&lt;br /&gt;
*Lii&#039;dra: War.&lt;br /&gt;
*V&#039;scal: War.&lt;br /&gt;
*F&#039;iosi: War.&lt;br /&gt;
*Zat&#039;ios: War.&lt;br /&gt;
====Lii&#039;dra====&lt;br /&gt;
Lii&#039;dra - &amp;quot;Hatred.&amp;quot;&lt;br /&gt;
=====General=====&lt;br /&gt;
Hive Lii&#039;dra, although small population wise, is the closest in military power to the Zo&#039;ra due to their discovery of warp, on their own. Prior to human contact, they were in all-out war with the Zo&#039;ra hive, and winning. However, after the Zo&#039;ra were exposed to bluespace technology, and blueprints for weaponry designed by NanoTrasen, the Lii&#039;dra hive has fallen very much behind this war, and is losing battles daily.&lt;br /&gt;
&lt;br /&gt;
They have turned to other hives and the Syndicate for aid against the Zo&#039;ra hive, but maintain extreme hostilities towards other races and humanity in specific.&lt;br /&gt;
=====Military Projection=====&lt;br /&gt;
*Star Homes: 5 currently operational, 6 under construction.&lt;br /&gt;
*Navy: Approximately 37.9% strength of Sol Alliance projection.&lt;br /&gt;
*Army: Approximately 12.9% strength of Sol Alliance projection.&lt;br /&gt;
*Overall: Approximately 20% strength of Sol Alliance projection.&lt;br /&gt;
=====Population Projection=====&lt;br /&gt;
*Systems Occupied: 7&lt;br /&gt;
*Colonies operational: 14&lt;br /&gt;
*Total Population projection: 30 Billion&lt;br /&gt;
*Type A population projection: 15 Billion&lt;br /&gt;
*Type B Population projection: 14.8 Billion&lt;br /&gt;
*Type CA Population projection: 1 million&lt;br /&gt;
*Type CB Population Projection: 30 million&lt;br /&gt;
&lt;br /&gt;
*Bound percentage: 99%&lt;br /&gt;
*Unbound percentage: 1%&lt;br /&gt;
*Total amount of Unbound: 6 million.&lt;br /&gt;
=====Technological Projection=====&lt;br /&gt;
*Rating: Moderate-Advanced.&lt;br /&gt;
*Drive type: FTL, Warp.&lt;br /&gt;
*Weapons: Laser, particle, projectile.&lt;br /&gt;
*Technological summary: The Lii&#039;dra are second when it comes to technology. Developing Warp due to their luck-chance of observing a stellar phenomenon, they were in the process of dominating their only foe, the Zo&#039;ra Hive, when first contact was made with Humanity.&lt;br /&gt;
=====Relations Summary=====&lt;br /&gt;
Races:&lt;br /&gt;
*Humanity: Cool.&lt;br /&gt;
*Skrell: Cool.&lt;br /&gt;
*Unathi: Neutral.&lt;br /&gt;
*Tajaran: Neutral.&lt;br /&gt;
*Diona: Good.&lt;br /&gt;
*Vox: Cool.&lt;br /&gt;
&lt;br /&gt;
Human Factions:&lt;br /&gt;
*Sol Alliance: Hostile.&lt;br /&gt;
*Republic of Biesel: Hostile.&lt;br /&gt;
*Eridani Federation: Cool.&lt;br /&gt;
*Republic of Elyra: Cool.&lt;br /&gt;
*Syndicate: Benefactor.&lt;br /&gt;
&lt;br /&gt;
Other Hives:&lt;br /&gt;
*K&#039;lax: Cool.&lt;br /&gt;
*Vess&#039;ex: Cool.&lt;br /&gt;
*Zo&#039;ra: War.&lt;br /&gt;
*V&#039;scal: Allied.&lt;br /&gt;
*F&#039;iosi: Allied.&lt;br /&gt;
*Zat&#039;ios: Good.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=2080</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=2080"/>
		<updated>2015-06-14T08:29:36Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Aurora-specific lore for Dionae pending}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionaea&lt;br /&gt;
 |Scientific = D. Sapiens&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = Epsilon Ursae Minoris&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = N/A&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Credited to Baystation Wiki, in particular, the users Asanadas, Kilakk, Zuhayr, and a number of other users.&lt;br /&gt;
&lt;br /&gt;
Dionaea, Diona for singular, are sentient plant-like creatures that have a three stage life process. Seed, nymph, and adult. Seeds grow into Diona Nymphs, which eventually evolve into adults. They are not a race meant for science experimentation, and killing one is considered to be murder.&lt;br /&gt;
&lt;br /&gt;
* Take note that a Diona Nymph is not legally recognized as a person, unlike the adults. Killing one is not to be regarded as murder. Random killings will violate OOC server rules.&lt;br /&gt;
&lt;br /&gt;
* In order to apply to join in as an adult Diona, please visit the forums and make a whitelist application: [http://aurorastation.org/forums/index.php]&lt;br /&gt;
&lt;br /&gt;
Observers may set a preference to join in as a Diona Nymph if one is created, this does not require any whitelisting at this time.&lt;br /&gt;
&lt;br /&gt;
The dionaea are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility, and come in a wide variety of shapes and colours to reflect the intelligence of each individual creature.&lt;br /&gt;
&lt;br /&gt;
An adolescent diona, known as a diona nymph, will take genetic material, usually blood, from a variety of sources. On human stations this has earned them a reputation for being &#039;bitey&#039;, as they will often and without warning steal a droplet from some interesting individual to encorporate into their emerging gestalt.&lt;br /&gt;
&lt;br /&gt;
Dionaea have no planets, government, or society. The diona reproductive cycle eventually results in the humanoid diona, in their &#039;seed&#039; or &#039;samen&#039; state, making a pilgrimage of sorts to a communally agreed-upon site - either a gas giant or a star, depending on the &#039;strain&#039; of the individuals. Once there, they interlink their bodies and enter an orbit around the celestial body, fusing and merging into a fledgeling superorganism that will eventually grow to the size of a space station. The gestalt feeds on the gasses and emissions of the star or planet, converting them into myriad useful forms or storing them in sacs and bladders for buoyancy in atmosphere, or in recent years, for trade with interested bodies.&lt;br /&gt;
&lt;br /&gt;
Prior to this transformation, the dionaea spread their samen throughout the galaxy. They do so by imitating the forms and modes of speech of the races that they encounter, picking facts and thoughts from minds and using them to shape ambassadors. The trade of energy and rare matter from stars and gas giants is used to facilitate the dispersal of the seeds throughout cultures, and the seeds will gather as much information as they can, developing into wildly unique and interesting individuals to bring as much variation as possible to the gestalt when they merge. They will also collect scientific information on bioengineering, genetics, chemistry and biological science in order to improve their gestalt state and therefore the seeds that will eventually be produced.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
* :q To talk in the Dionaea language.&lt;br /&gt;
* Dionaea must be in lit areas to survive. Darkness will cause damage and eventually death. However, light increases nutrition and nutrition is consumed to heal brute and toxins damage.&lt;br /&gt;
* Radiation will also increase Diona nutrition without ill effects.&lt;br /&gt;
* Dionaea Nymphs are grown in hydroponics trays in botany.&lt;br /&gt;
* A Diona Nymph must steal blood in order to progress. Stealing blood helps them understand languages being spoken, and will eventually let them evolve into an adult if they also consume enough food.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
===Mentality===&lt;br /&gt;
Dionae are highly curious, intelligent (if slow) and passive. They feel pain of a sort, though in a very different manner to humans, but are only able to emulate emotion. An &#039;adolescent&#039; diona will generally take on observed traits of the entities around it as a side-effect of the instinctive information-gathering and hoarding that each diona conducts.&lt;br /&gt;
&lt;br /&gt;
They do not have names as such, and when asked for one by other races will often supply an excessively long and poetic description of a memory they consider fundamental to their makeup ex. &#039;the spatter of starlight across the face of the iron mountain and the deep note of the planetsong&#039;. This has been known to make Heads of Personnel need to go have a lie down when filling out ID cards.&lt;br /&gt;
&lt;br /&gt;
They have no concept of personal or mental space, and those who are new to human culture tend to be excessively touchy-feely or invasive of privacy.&lt;br /&gt;
&lt;br /&gt;
Dionaea have nothing resembling government. They speak about the chorus or song of a group in the same manner that one would talk about teamwork or membership in a group.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
While smaller Dionaea are capable of vocalizing languages from all manner of other races, thanks to their fluid form, they tend to do so in a monotone or as a series of heavy bass rumbles or grinds. They come across as very slow and not very smart in Siik&#039;tajr due to the relative slowness of their &#039;ear&#039; and &#039;tail&#039; growths, but communicate very well in Sinta&#039;unathi. They cannot speak Skrellian at all due to the pitch variations required.&lt;br /&gt;
&lt;br /&gt;
Their own language, colloquially called Rootsong, is based predominantly on the emission of radio and heat waves and as such is very very difficult to speak without several hundred kilograms of specialized machinery. Luckily, a diona nymph can harvest the rudiments of language from blood samples and communication is rarely an issue.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Contact===&lt;br /&gt;
Roughly 300 years prior to the present day, Skrellian exploratory craft came across the system known to human astronomers as Epsilon Ursae Minoris during routine scouting patrols. They dutifully flagged it for review, as it was a ternary system with a triad of stars, and went on their way, noting a few strange readings from the upper photosphere of the system&#039;s core bodies.&lt;br /&gt;
&lt;br /&gt;
Only when the mining fleets of a Skrell industrial consortium arrived in 2294 did the readings become explained. A thick belt of drifting matter was slung in a wide arc around the three central stars, held in place by the machinations of ancient energy-patterning machines. The ruins were ancient and devoid of anything remarkable, and the patterning node technology both inefficient, aesthetically ugly, -dangerously- radioactive and a decade behind modern tech.&lt;br /&gt;
&lt;br /&gt;
Far more interesting to the surveyors were the odd readings from the photospheres. Investigations stalled when attempting to delve into the immense heat and hard radiation rising from the stars, but eventually an odd comms contact was made. Preliminary analysis of the data had the scientists in fits of excitement. It seemed that the stars were sentient. Secondary analysis was less exciting but slightly more bizarre: something in the upper photosphere, not the sun itself, was very pleased to meet the surveyor ships.&lt;br /&gt;
&lt;br /&gt;
Over the next several decades, science vessels were brought in and the strange electromagnetic language of the creatures that came to be called Dionaea was painstakingly decrypted. The scientists learned that the strange, immense structures were conglomerates of plantlike creatures, buoyed on rare and unstable gasses and fuelled by hard radiation, asteroid impacts and a kind of complex internal fusion.&lt;br /&gt;
&lt;br /&gt;
Eventually - over several years, due to the slow speed of thought of the Dionaea gestalts - an agreement was reached. The scientists would take from the Dionaea several samples and seeds, and sow them in other systems that the Dionaea could not reach. In exchange, the gestalts would allow the surveyors and miners to establish habitation modules on and in the bodies of the gestalts, allowing them to refine and export the rare gasses and elements only available to creatures living in the bosom of a star.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
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TBA&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=2079</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=2079"/>
		<updated>2015-06-14T08:24:21Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: General Formatting applied&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta Unathi&lt;br /&gt;
 |Politic = Izweski Nation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa. The planet&#039;s history can be summarized as being divided up between various hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honour, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honour also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the Contact War, many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
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TBA&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around seventy years, with those with access to more advanced medical care living for much longer. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six month gestation period, after which they are laid in a humid, warm area. After two to three weeks, the fetus is fully developed and hatches from the egg.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
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Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honourable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and war.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_Cities_(2).png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world is ruled by the Skrell and Humanity. The culture of humanity and Skrells have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on an Unathi’s ability to benefit the group, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
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===Religion===&lt;br /&gt;
&lt;br /&gt;
There are two major religions of the Unathi.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony, and as a byproduct of Unathi stubbornness has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck, or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. They tend to paint their bodies in paint blended of berries, some shamans even going so far as to mark themselves with the name of villagers who died in his village, making him or her a walking library to add onto the strong oral traditions of Tha&#039;kh. This practice, for obvious reasons, tends to be more common in smaller villages.&lt;br /&gt;
&lt;br /&gt;
Many tribes had their village shamans, who were elderly males - or rarely, women - seen as having a special connection to the spirit world. They consumed mind-altering herbs to enter and interact with the world of spirits, and to channel their energies into the spiritual world. Tribes would hold elaborate rituals where the village shaman would call upon the ancestors of the hunters or warriors to enter their weapons or fill the warriors with great courage and ability in battle. In modern times, this ritual is still practiced, but most unathi now call their ancestors to fill their weapon and grant it extraordinary abilities before they enter battle.&lt;br /&gt;
&lt;br /&gt;
Shamans tended to live simple lives, and dedicate their efforts to improve the community. They were spiritual leaders, and it was very rare that any got involved in politics. This lead to them being exploited by the Izweski nation, who drafted many into the army to make them perform rituals for the soldiers, often under duress. After the war ended with the nuclear devastation, the shamans began to be discriminated against by the government, and many are leaving the Izweski nation as travelling shamans or even leaving Moghes entirely. Very rarely do shamans enter Guwandi, but it is not unheard of.&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed more by Unathi from the Izweski nation. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference. The spirits of all unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all unathi. She is often called Three of One, because the spirits combine into three minor Gods that are all part of Ska&#039;kh: the Warrior, the Healer, the Farmer. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important, and that disasters are caused by an imbalance in the Great Three. &lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh priests tend to try to embody one of the Great Three. They become warrior priests, doctors or surgeons, or farmers. Warrior Priests of Sk&#039;akh are near universally highly respected, and form a small, elite fighting force that is on par with the War Riders. They go into battle with intricate runes drawn across their armoured plates, chanting to Sk&#039;akh for her blessing in the battle. Regular worship is communal, with Unathi clans or villages coming together to give thanks to their ancestors and Sk&#039;akh for good tidings, or to ask for favours or assistance in life, with a priest to guide the service or provide interpretation of Sk&#039;akhs intentions or assistance in contacting ancestors.&lt;br /&gt;
&lt;br /&gt;
===Politics===&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale.&lt;br /&gt;
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====Izweski Nation====&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38. He lives in the Izweski Castle in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection. Under the Lords are Alpha males, who watch over specific members of a clan&#039;s family, and then broodmothers, elderly female Unathi who look after the young and other females of the family&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with Nanotrasen offices in them leading to career opportunities.&lt;br /&gt;
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Life in the country is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, and raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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====Ouerean====&lt;br /&gt;
The Ouerean Government is made up of a Colonial Government with a human Governor and Skrellian advisors and mayors.&lt;br /&gt;
&lt;br /&gt;
The Ouerean law system is a hybrid of the Ancient Honor Code and the traditional legal system  found throughout the civilized galaxy.&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
===Pre-Hegemony===&lt;br /&gt;
While most records were tragically lost in the later years of the Contact War, Unathi and human scholars theorize that Unathi lifestyles were predominantly nomadic in their early history. Up until 100 CE Unathi clans consisted of small villages usually numbering no more than 500 following the large herd of Threshbeasts across the savannahs that dominated the planet’s surface. Clans at the time weren’t accostomed to using weapons, as their natural talons served well enough to kill enemies in battle, leaving most early unathi warfare being brutal hand-to-hand affairs.&lt;br /&gt;
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Around 300 CE, many clans had settled down after discovering the benefits of agriculture. The population swelled, and the first true cities had established themselves. &lt;br /&gt;
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The planet was still divided amongst several hundred different clans, all of which were nearly unanimously hostile towards one another. Trade between clans was limited, leaving the balance of wealth and technological advancement severely stratified.&lt;br /&gt;
=== The First Hegemony ===&lt;br /&gt;
What few surviving records remain show that by 1000 CE, most of the planet’s surface was dominated between a dozen clans, each holding vast swaths of land. The Kres&#039;ha&#039;nor Clan is shown to have been the most powerful, controlling a population base of twelve million and a professional army, including the first recorded use of War Riders. They ruled over numerous Lords, all of whom lived in a system of feudalism, owing the Kres’ha’nor clan their loyalty and armies in exchange for protection and land.&lt;br /&gt;
&lt;br /&gt;
The Kres’ha’nor Hegemony lasted from roughly 920 CE - 1500 CE, benefiting from the brutal War Rider shock troops wielding steel glaives and heavy maces. It was the unquestioned power of the world, owning land and wealth which allowed it the industries necessary to forge steel, levy taxes, and even build walls around their cities to protect from raiders. This lasted until Clan Leader Kresshi Kres’ha’nor had died, his many sons fighting over who would rule the Clan in his place. The Hegemony fractured and collapsed into a dozen smaller, feuding clans with the Kres’ha’nor dynasty itself disappearing completely after the war ended.&lt;br /&gt;
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The Kres’ha’nor Hegemony had subjugated its neighbors for many years, and with it collapse the rest of Moghes began to gravitate away from one another and back to their isolated way of living.&lt;br /&gt;
=== The Second Hegemony ===&lt;br /&gt;
In 1823 CE, records show the first use of a steam engine by the Ras’iks Clan in S’th. The technological breakthrough sparked industrialization amongst the urbanized clans, but the developments weren’t felt beyond the new industrialized nations. It was even rejected with outright hostility in many areas outside the city, with many unathi resenting the upsets to traditional ways of life. Surviving records have numerous accounts of uprisings and attempts revolutions in industrialized nations, while the more primitive neighbors continued to aggressively raid their more advanced, and thus wealthy neighbors. It’s unclear if these events were random violence, or the first global war amongst the Unathi clans.&lt;br /&gt;
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It’s estimated from limited records that by 1922, the Sarakus Clan rose to power following a war amongst the industrialized nations and created a Hegemony. They ruled most of the land around the Moghresian Sea and southwestern Moghes. Their clan ruled harshly, and forced technological advances into the cities and towns in order to increase the wealth of their clan and loyal Lords. The rest of Moghes was divided as it always had been, between more primitive unathi tribes. Technology slowly trickled into their Clans, but life existed much as it had for a thousand years. Most Clans still fought with steel weapons and armour, while the lower classes acted as manual labour in fields or mines.&lt;br /&gt;
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===The Third Hegemony===&lt;br /&gt;
We do know without a doubt that in 1994, the Sarakus Clan ceased to exist after a sudden coup by a group known as the Traitor Lords. They stormed the Sarakus castle in Ma’ha’rem and slew the entire family and contingent of Clan Guard, establishing Lord Neeziah Izweski as the new ruling Clan Leader. The sudden, brutal coup sent shock-waves through the nation. It was almost unthinkable that Lords would turn on their Clan Leader in such a way.&lt;br /&gt;
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Immediately most Lords rebelled, forming the Honored Alliance. The civil war lasted for decades, spreading to include most of the planet and Clans. It was a new type of war, with ballistic weapons first used by Izweski infantry. The bullets are most similar to 21st century Earth anti-tank rifles, but due to Unathi armored plates became a standard infantry weapon. Heavy, unwieldy, and expensive to make with the limited industry, no more than a few thousand were ever fielded. But when they were used, it’s recorded that they were devastating. Wielding melee weapons and charging into battle as they always had, War Riders and infantry would be whittled down from unheard of distances.&lt;br /&gt;
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The war lasted until 2079 CE, when the Honored Alliance signed a cease-fire with the Izweski Nation. The war had seen many cities razed and looted, and deaths in the millions. The entire planet of Moghes was wounded, and would not recover for decades. Until First Contact, the surviving Clans and Izweski Nation rebuilt and consolidated their power.&lt;br /&gt;
&lt;br /&gt;
===First Contact===&lt;br /&gt;
In 2433, a human exploration team discovered Moghes. Shortly after, first contact was made. Humanity established contact with Clan Izweski, which proved to be controversial amongst the Sol Alliance. Many people questioned the morals of interacting with a pre-warp race that had only reached the technological level of Earth in the 1970’s. But unheeding the warnings, Sol Alliance merchants and scholars flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by Nanotrasen, it served to transport people to and from the planet’s surface.&lt;br /&gt;
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===The Contact War===&lt;br /&gt;
In 2437, the Izweski Nation had established the Izweski Space Program, and with bootlegged Sol Alliance technology constructed a rocket intended to carry 300 unathi colonists to their system’s second habitable planet, Ouerea. The launch was a disaster, with a yet-unidentified failure causing the rocket to explode after reaching 2,000 feet and the death of all hands. The failure sends shockwaves through all of Moghes, with the Izweski Nation suddenly besieged by scattered, angry neighboring Clans outraged by the unnatural use of technology leading to the loss of so many lives.&lt;br /&gt;
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The Sol Alliance partnered with the Skrellian Confederation to help Izweski construct a second rocket, with Nanotrasen engineers and scientists helping construct it. Its launch was successful, and Ouerea was colonized by 350 Unathi under the guidance of the Sol and Skrellian Alliances on 2438.&lt;br /&gt;
&lt;br /&gt;
The other Clans of Moghes were horrified on this turn of events, seeing the entire Unathi way of life being turned upside down so quickly. They blamed the Izweski Nation of coddling “alien invaders”, and formed the Traditionalist Coalition, which invaded the Izweski Nation. Izweski itself began to see civil unrest from angry commoners and Lords.&lt;br /&gt;
&lt;br /&gt;
It sparked a war which is now known as the Contact War.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathiatom.jpg|thumb|alt=Gun emplacements.|It&#039;s unknown how the Coalition acquired atomic weapons, but many conspiracy theories persist.]]&lt;br /&gt;
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Humans and Skrell evacuated the planet as the fighting got underway. The Coalition fought as its clans always had, with steel weapons and hand-to-hand combat. The biggest concession was the use of ballistic weapons, and propeller aircraft which they used to bomb Izweski targets.&lt;br /&gt;
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The Izweski used Skrellian and Human energy weapons like energy glaives, swords, and laser carbines, as well as fielding several hundred Mk I “Breacher Suits”, which the Izweski nation invented and utilized to frightening efficiency. They proved effective, but with the lack of Izweski air power both sides could do little more than gain temporary victories.&lt;br /&gt;
&lt;br /&gt;
The Skrellian Confederation found itself shocked by the violence unfolding on Moghes. They dispatched a cruiser to orbit over the planet, and transported down a peace delegation to the Coalition capital city. The shuttle was shot down by Coalition anti-air weapons, killing everyone on board. Offended, the Skrellian Alliance moved its cruiser in orbit around the Ouerean planet, pledging to never again provide assistance to Moghes, while Nanotrasen continued to do just that.&lt;br /&gt;
&lt;br /&gt;
On 2439, the Traditionalist Coalition suddenly dropped an atomic bomb on the Izweski city of Da’ha’den. It’s unknown how they gained access to atomic weapons, but the consequences were catastrophic: both sides began a continued exchange of atomic weapons. Hundreds were detonated across Moghes, with orbiting, observing Alliance stations and vessels having their shutters lowered to prevent eye damage to people observing during the time of the exchange.&lt;br /&gt;
&lt;br /&gt;
===Unathi Today===&lt;br /&gt;
By 2457, most of the interior of Moghes is uninhabitable. While the yields were lower than thermonuclear weapons, the fallout is still posing massive problems for Moghes. Most of the planet is now engulfed by a single desert, which is aptly named “The Wasteland”. The sole remaining cities still functioning exist in the Untouched Lands; shielded by the massive mountain ranges from the fallout and encroaching desert sands.&lt;br /&gt;
&lt;br /&gt;
The Izweski Nation exists as a shell of its former self. Its influence extends around Skalamar and Ma’ha’rem in the Untouched Lands, with Clan Leader S’kresti ruling it unquestioned, but the rest of the planet has devolved into the feudal system of Clanship, with ideologies, technology, and economies varying wildly. Moghean Unathi find themselves faced with the choice of continuing to do little more than etch out an existence on the home planet, or take lucrative offers from Nanotrasen and other megacorp to join their workforces. &lt;br /&gt;
&lt;br /&gt;
The Ouerean Unathi are faring far better; while numbered only in the high thousands, the planet is administered jointly by the Skrellian and Sol Alliance, and enjoys moderate growth.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their alpha and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===Military and Battle Honour===&lt;br /&gt;
Most battles are fought by simple infantry, as mounted units are something uncommon in modern times. When mounted units, called War Riders, do show up, they are usually feared by their enemies. They function like typical human cavalry, using their mount to run into the enemy formation and swipe at heads or necks. They fight with war glaives, riding their massive, armoured Warmount beasts. Threshbeasts are smaller, &#039;salamander&#039; like creatures also ridden into battle, which are lighter and thinner but are much faster than the cumbersome Warmounts.&lt;br /&gt;
&lt;br /&gt;
While modern ranged weapons has been becoming more standard in the Izweski Nation, the vast majority of Unathi shun them and consider them dishonourable. Melee weapons and claws are the most important tools of battle to the vast majority of Unathi. They take extreme pride in their weapons, and there is honour of killing someone in hand to hand combat that many Unathi consider completely absent in human warfare. As a result they tend to shun human ranged weapons.&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2078</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2078"/>
		<updated>2015-06-14T08:13:02Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = Tajara410x320.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = Adhomai&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (Tah-jaw-rah both singular and multiple) are a race of humanoids which possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades and padded, digitigrade feet. &lt;br /&gt;
&lt;br /&gt;
To apply to be one of the cat-like Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Ahdomai]]&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajaran can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajaran have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajaran can see much better in the dark than humans.&lt;br /&gt;
* Tajaran are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajaran cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear hardsuits and hardsuit helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as non-hardsuit space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajaran command options aboard the Aurora are limited too; Head of Security, Chief Medical Officer, Head of Personnel, Research Director, and Chief Engineer&lt;br /&gt;
* Coloration&lt;br /&gt;
:Hharar group, usual coloration:&lt;br /&gt;
::Beaver Brown (RGB 159, 139, 112)&lt;br /&gt;
::Kochiba (RGB 107, 68, 35)&lt;br /&gt;
::Taupe (RGB 72, 60, 50)&lt;br /&gt;
:Zhan-Khazan group, usual coloration:&lt;br /&gt;
::Blue-Grey (RGB 34, 37, 50)&lt;br /&gt;
::Dark Gray (RGB 30, 30, 30::&lt;br /&gt;
Chocolate (RGB 94, 38, 18)&lt;br /&gt;
:Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
::Orange (RGB 238, 64, 0)&lt;br /&gt;
::Cinnamon (RGB 160, 82, 45)&lt;br /&gt;
::Ruddy (RGB 138, 54, 15)&lt;br /&gt;
::Cream (RGB 205, 175, 149)&lt;br /&gt;
:M&#039;sai group, usual coloration:&lt;br /&gt;
::White (RGB 238, 223, 204)&lt;br /&gt;
::Ivory (RGB 205, 205, 192)&lt;br /&gt;
::Wheat (RGB 205, 186, 150)&lt;br /&gt;
::Silver (RGB 192, 192, 192)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Tajaran share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajaran are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat in an efficient manner. There are only a handful of areas where fur is not present, those being on the palm of their paws, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajaran&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal more wiry than the rest of the fur on a Tajaran&#039;s body. Some Tajaran tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots and most conceivable combinations have been recorded by scientists both Tajaran and human. The mean body weight of a male Tajaran is somewhere between 145 cm and 185 cm in height, while the mean body mass is between 55 kg and 90 kg. Females tend to range between 135 cm and 185 cm in height, with their own weight somewhere around 35 kg to 75 kg. As such, both their body weight and height is roughly comparable to the average human.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajaran evolved as a predatory, cave-dwelling species upon their home planet of Adhomai, and as a result they have a pair of fairly large, well developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. They have a thin, refractive layer which, while allowing them their low light vision, has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle, but has since evolved and shifted towards a more omnivorous role. Tajaran have sharp, needle like teeth in the front of their jaw which are quite clearly geared to tear meat; the further along the jaw line one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Atop their heads, Tajaran have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits, and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajaran employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end in order to allow easy usage of standard human based technology. This is a task that Tajaran tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around on &lt;br /&gt;
&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty six and forty eight hours, with a subsequent twenty to twenty eight hours of sleep. Normally, the waking period is spotted with three to four fifteen minute naps in order to keep the Tajaran refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajaran are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
In comparison to most other known species, the Tajaran body is designed to specifically be more flexible, lithe and slender despite their thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajaran are sexually dimorphic; females have more elongated muzzles, shorter ears, as well as more petite forms, and their distribution of body fat is entirely different than that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajaran are built for the extremely low temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajaran will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajaran resign themselves to thin clothing. Those who find themselves confined to  bio suit or radiation suit for extended periods of time will end up feeling extremely uncomfortable and perspiring heavily.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajaran prefer to take names (whereas young Tajaran are given them at birth) that they find they themselves are able to pronounce and are also phonetically pleasing. For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce. Traditionally, Tajaran names included their clan name, and some Tajaran carry over this tradition and have their &#039;middle&#039; name be their clan name.&lt;br /&gt;
&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages is Siik’mas and Siik’tajr.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of Tajaran, the &#039;religious&#039; language shared between most Tajaran from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the most common for Tajaran and almost every Tajaran knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Renaissance era and continues to be the most prevalent language on Adhomai since. &lt;br /&gt;
&lt;br /&gt;
It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajaran to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajaran speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajaran ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Devahhi, Ya&#039;ssa and other such languages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a language traditionally used by farmers. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
&lt;br /&gt;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin characters as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajaran use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajaran have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy, and has made a widespread comeback with increasing literary levels amongst the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajara as a rule tend to roll the “R” sound, extending it.  They also tend to refer to themselves in the third person perspective instead of the traditional first person ( “He has completed his work instead of “I have completed my work) though Tajara who have spent a large amount of their lives in space or among other species may overcome this trait with great difficulty.  Most Tajara will only speak to someone in the first person if it is someone they trust substantially.  The occasional “slip up” can still be expected however, as being surrounded by a mostly Human crew can occasionally confuse them into using first person.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion &amp;amp; Cuisine ===&lt;br /&gt;
[[File:Sillytajdoodle.png|thumb|alt=An example of Tajaran fashion.|An artist&#039;s representation of typical Tajaran fashion.]]&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and your standard Tajaran never really cared much for floofy dresses anyway. Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver.&lt;br /&gt;
&lt;br /&gt;
Tajaran typically wear many layers of clothing to protect themselves from the freezing winds of Adhomai. Underwear is long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the inner most insulating layer. Then, a Tajaran will overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks.&lt;br /&gt;
&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajaran favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working class Tajaran, coupled with some bread and water or ale.  Pre-industrial Tajaran used to have community meals around bonfires to keep their food from cooling off too much.&lt;br /&gt;
&lt;br /&gt;
However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better heated homes than the peasantry and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajarans. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajaran to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajaran, and in place of books the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajaran. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Tajaran capital was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Renaissance Era, it was constructed from high quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - have never been looked kindly upon by the Tajaran public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajaran as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajaran, given the fact that only the nobility were taught en masse how to read, and that every family had it&#039;s own private expansive library that even learned peasants had to pay out of pocket to access. This led to a widespread destruction of much of historical Tajaran text following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
For as long as most Tajaran care to remember, Adhomai had always been under the rule of nobility. The most dated historical text that still exists in Tajaran possession dates back at least four thousand years and still talks about &#039;serving their masters&#039;, so many historians agree that the trend of blood rule is more deeply-routed in Tajaran existence than was previously considered.&lt;br /&gt;
 &lt;br /&gt;
The ancient past of the Tajaran is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millenia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Even top Tajaran scholars in this day and age have only theories of what life was like in ancient Adhomai.&lt;br /&gt;
 &lt;br /&gt;
What is known, however, is that tension had slowly been increasing over a span of thousands of years between the populace and their fellow noble families. Based upon empirical evidence, historians believe that Tajaran were at one point free from the rule of nobility but were a more deeply religious species than now. Ancient relics that survived the annihilation ordered by countless nobles suggest that the current lineage of Tajaran noble families stemmed from religious leaders appointed by primitive clans that were revered as a connection to the Tajaran god, S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
However, at some point, these religious leaders clashed and either pitted their followers against one another or amicable clans married and bred until the current leadership had spawned from their efforts. Over time, the nobility as it were slowly began to lose their religious inclination and approximately four thousand years ago Adhomai entered a Renaissance period. Religious devotion amongst Tajaran had been dropping steadily in conjunction with the lower influence it had upon their nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to the current day.&lt;br /&gt;
 &lt;br /&gt;
Literature was heavily regulated from this point forward following &#039;enlightened&#039; publications by individuals  deemed dangerous to the health of noble rule. Scarce few copies of these texts were preserved in the remains of several noble houses. In the place of novels, many famous Tajaran sculptors, musicians, and artists spawned. However, rather than their works being presented for public viewing, they were collected by noble families and only a handful were shown outside of their &#039;palaces&#039; for the peasantry to admire.&lt;br /&gt;
 &lt;br /&gt;
Following this era, tension between the nobility and the peasantry began to steadily increase, believed to have stemmed from increasingly harsh rulers and laws. Thirty years prior to human discovery of Adhomai, the deep-seeded mistrust between peasants and nobles had reached an all time high. The Tajaran species were trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
 &lt;br /&gt;
The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajaran was forced into almost twenty hour work days with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previous. This is largely attributed to the fact that rather than having new inventions published for the peasantry, the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. Using a combustion engine much like primitive human vehicles with extra anti-freezing measures and a combination of wheels and tracks, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajaran to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajaran, legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwhind of political turmoil, a fresh generation of Tajaran were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in 2418. A Sol Alliance funded expedition into the Tajaran home system discovered the by comparison primitive species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained unharmed by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year 2420, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. After the nobility had captured one of the original Tajaran that had been shuttled off world, he was sentenced to be publicly hung by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;D&#039;as&#039;ral Massacre&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Emplacements.jpg|thumb|alt=Gun emplacements.|Wartime photo capture of rebel artillery emplacements.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves, or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a clan called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
 &lt;br /&gt;
It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and bloodily end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By 2421 the revolution had finally come to an end with a total of more than fourty million casualties, of which more than half were loyalist forces. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with ruling. Human corporations took express interest in this; the Hadii were one of the few noble families that saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government, and ushered in a new federal republic. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
 &lt;br /&gt;
Now, NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajaran during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance and the Skrellian Union has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership have risen in response, and for now all is quiet on Adhomai. However, there are many Tajaran who still believe that revolution is needed again to throw off the corporate shackles; from one slavemaster to the next.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Politics &amp;amp; Religion===&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajaran were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals that ask Messa to spare them from whatever ill tidings she may bring.&lt;br /&gt;
 &lt;br /&gt;
Despite being the majority religion, there exist several others. Namely, the second largest religion is the worship of the Snow God Ma&#039;ta&#039;ke, which dates back to ancient Tajaran times. A figure of legend, Ma&#039;ta&#039;ke is believed to have been the head of a hardy clan of mountain dwellers that regularly came to the aid of another clan who was constantly plagued by bandits and wild animals. He is revered as fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul, for the records of his dealings with other clans show understanding and kindness. Similar to the followers of S&#039;rendarr and Messa, those who believe in the Snow God preach unity and understanding for the betterment and longevity of Tajaran as a species.&lt;br /&gt;
 &lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalits, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajaran would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
 &lt;br /&gt;
Due to the Tajaran&#039;s history as an oppressed species, they have grown to be more open minded and liberal with each other than other races, like humans. Homosexuality amongst Tajaran is as a majority a non-issue, and racial or gender discrimination is mostly nonexistent. Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship amongst the families of most villages, towns, and cities. Irregardless of the size of the population, pre-uprising Tajaran were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships amongst families. However, this traditional practice has met with extreme criticism following post-uprising debates.&lt;br /&gt;
 &lt;br /&gt;
As a whole, the Tajaran could be described as a communistic species, given their history of oppression. Proponents of revolution are still present on Adhomai following the puppet government that has been set up, and tensions are still high and heated amongst some prominent factions and the federal government.  However, the Hadii are a clever bunch and have ensured to appease Tajaran not only by entirely overhauling the legal system to bring it in line with other species&#039;, but to pass edicts and other bills that play to the Tajaran&#039;s desire for fair and equal treatment. There are three major political parties on Adhomai; the Loyalist party, which is made up of Hadii members as well as other politicians that support and agree with the federal government, the People&#039;s Party, who contrastingly oppose the federal government due to its overarching nature and liken it to previous times under the nobility, and then Humanist Party, who want to give humanity a greater role in Tajaran politics and even allow them to govern the planet as part of the Sol Union.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
====Hharar====&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
&lt;br /&gt;
“The Typical Tajara”&lt;br /&gt;
=====Hharar Physiology=====&lt;br /&gt;
Hharar, as the first Tajaran ethnicity who Humanity came in contact with is generally viewed as the &#039;typical Tajaran&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were.&lt;br /&gt;
&lt;br /&gt;
Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. On average, they are on par with most humans as far as intelligence and physical strength go. However, in most cases their IQ is slightly lower than your usual human, which is generally attributed to the sub-par schooling and education Tajaran received prior to the Great War. Irregardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajaran, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
&lt;br /&gt;
The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
&lt;br /&gt;
There are variations and of course exceptions to this rule, however Taupe is the darkest a Hharar gets and Beaver is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico in rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and Calico mothers can have normal brown daughters.&lt;br /&gt;
=====Hharar Culture=====&lt;br /&gt;
Given that the Hharar are the most populous of the Tajaran ethnic groups, their culture is generally the most ubiquitous on Adhomai and in the psyche of the galaxy at large when thinking of &#039;Tajaran society&#039;. The religion involving the worshipping of S&#039;rendarr and Messa is thought to have been propogated by ancient Hharar and the original noble lines to have started from them. This has led to many of the less populous ethnic groups to look down upon the Hharar, with some extremists going so far as to blame them for a lifetime of enslavement.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajaran. This fact is reinforced by their history as the brunt of the workforce used by the plutocracy, as they were easier to control and force into unpleasant conditions than some of the other ethnic groups. As such, they tend to give their respect to superiors easier than other Tajaran might. Most loyalists during the Great War were of Hharar descendence. Further, the familial system of Tajaran clans is also thought to have been a Hharar invention; the structure of clans and the introductions of arranged marriages are traditions started long ago that have encompassed many Tajaran of other ethnic groups marrying into Hharar families.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr are the primary languages descended from the ancient and venerable language of Hhar&#039;Tol. Hhar&#039;Tol or &#039;Hill speak&#039; is a nearly dead language almost never used in modern Tajaran society. The sole remnants of the language can be found in many ruins left in the Highlands of ancient Hharar villages and cities. Some schools created by the Hadii offer Hhar&#039;Tol as an available language for students and attendees to learn.&lt;br /&gt;
&lt;br /&gt;
Since their liberation, the Hharar have been found to hold positions of middle or high wealth, owing to their intellectual capabilities. They are described as loyal workers who are passionate and not afraid to voice their opinions. Given their history as the plutocracy&#039;s major workforce and the largest part of the Tajaran &#039;peasantry&#039;, they are typically well-rounded individuals with more appreciation of older traditions than other Tajaran ethnic groups. &lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
Zhan-Khazan - Mountain-Keeper&lt;br /&gt;
&lt;br /&gt;
“The Workhorse”&lt;br /&gt;
=====Zhan-Khazan Physiology=====&lt;br /&gt;
Zhan-Khazan are the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Their history as an ethnicity is one not well documented; very little historical texts describing them were preserved in the wake of the Great War, and archaeological dig sites are difficult to preserve given the climate of Adhomai. What is known, however, is that the Zhan-Khazan were at one point a race of cave-and-mountain dwelling Tajaran that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
&lt;br /&gt;
Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than their close relatives, the M&#039;sai. Featuring more toned, muscular bodies, thicker fur coats, and a heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. They are by no means less intelligent than the Hharar, but most Zhan-Khazan do not pursue the same type of work. Zhan-Khazan make up a significant amount of Tajaran employed in resource gathering, construction, civil jobs such as law enforcement and even culinary work such as butchering.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents.&lt;br /&gt;
=====Zhan-Khazan Culture=====&lt;br /&gt;
or most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. They were subject to harsher punishments and more repressive mandates as the plutocracy viewed them as lesser to other Tajaran. Faced with work that segregated them from most settlements, the Zhan-Khazan have grown to be incredibly protective of their families and their own and follow traditional family values closely. Things like arranged marriages, inter-clan courting and gift-giving, and clan alliances were and are exceedingly common for Zhan-Khazan, and they support a close family life style. Those who go against their family face exile from their small, tight-knit communities. Zhan-Khazan also hold their co-workers in similar high regard, though not as much as blood ties.&lt;br /&gt;
&lt;br /&gt;
Many Zhan-Khazan worship the Snow God, and scholars believe this faith was invented by this ethnic group. Small shrines are a common sight amongst settlements of or having a high population of Zhan-Khazan, and they hold very active, evangelical services. As such, many Zhan-Khazan take the teachings of the Snow God to heart, including unification amongst Tajaran. They care immensely about the future of their species and most do what they can for the betterment of Tajaran as a whole. Zhan-Khazan are highly valued agricultural and mining experts, and they make up almost seventy percent of the farmer and rancher population of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajaran, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to the Snow God and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. &lt;br /&gt;
====Njarir’Akhran====&lt;br /&gt;
Njarir’Akhran - Nobleman&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Blood Rulers&amp;quot;&lt;br /&gt;
=====Njarir&#039;Akhran Physiology=====&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population, though reports see that number reducing slowly between honor killings and hate crimes given their close relation to the Tajaran nobility. Easily identifiable by their large ears, fluffy tails, luxurious fur and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in clans. Those who married outside of or slept outside of their bloodline were generally disowned by their family and forced into peasant life. This accounts for practically all surviving Njarir outside of those in the Hadii clan, who serve in important parts of the federal government. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences. Many have fled Adhomai only to be offered cushy jobs elsewhere working for the Alliance, other factions, or transstellar corporations. These individuals are looked down upon even more.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns as well as tortoiseshell or patched tabby patterns were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
=====Njarir&#039;Akhran Culture=====&lt;br /&gt;
Due to their history as the ruling class of Tajaran, many records pertaining to Njarir practices and culture were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and destruction of castles, villas, and chateaus, has led to a loss of critical information in ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. As stated previously, keeping the bloodline pure was almost mandated amongst the noble clans and anyone who broke this rule was exiled to a life as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman were obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the Great War, almost every noble family was systematically exterminated. The only noble clan still in power is the Hadii, who serve in the Tajaran government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to anger the Tajaran public any further due to the still unstable post-revolution period on Adhomai. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these noble clans evolved from religious leaders.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse and is not taught or provided as a language able to be learned.&lt;br /&gt;
====M’sai====&lt;br /&gt;
M&#039;sai - Hunter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Soldier&amp;quot;&lt;br /&gt;
=====M&#039;sai Physiology=====&lt;br /&gt;
As the third (though only by a small margin) populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajaran and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. Not all M&#039;sai resign themselves to these positions, however, and enjoy helping Zhan-Khazan on the country farms or performing civil duties in cities from garbage disposal to cargo inspections.&lt;br /&gt;
&lt;br /&gt;
Characterized by their thin, slender forms, the M&#039;sai are deceptively light; by Tajaran standards, they are thin. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well-insulated against Adhomai&#039;s cold as their brethren. However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as he weathered the winds, a M&#039;sai can easily and quickly sprint through without being affected. The product of millenia of breeding between Zhan-Kazan and Hharar, the M&#039;sai are agile, intelligent, and have quick reaction times, making them ideal for high stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
=====M&#039;sai Culture=====&lt;br /&gt;
M&#039;sai are known to typically be mild-mannered, but can also be prone to more aggression than their brethren. M&#039;sai make up a significant portion of the People&#039;s Army of Adhomai, with a 2454 census giving a total of sixty-two point eight percent of soldiers, airmen, and sailors having been M&#039;sai. They are very loyal to their friends and family, but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists, and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
Historically, they were employed by the plutocracy to aid in hunting and ranching, though the majority made up the armies and guards of cities, villages, and towns. They also made excellent scouts, and during the Tajaran&#039;s Renaissance period, were part of cartography teams assigned to record and draw maps of then-unexplored territory in the northern regions of the planet. In the town of Davistok, a silver statue of the explorer D&#039;nante was commissioned by its noble family for having discovered the land there the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rassan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and took made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
[[File:Capital.jpg|thumb|alt=The Tajaran capital.|The Tajaran capital of Nal&#039;tor has seen great developments in recent years.]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran homeworld has suffered plenty in the only three decades since the end of the revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy.&lt;br /&gt;
 &lt;br /&gt;
Many Tajaran villages and even some cities show remnants of war; where many buildings and monuments once stood, rubble and artillery craters are all that remain. Landmines scattered throughout the wilderness are still active and provide dangers to hunting parties or travellers, and abandoned bunkers and artillery emplacements litter the countryside. Trenches and battle sites are still being discovered, and every other week you hear a rumor about how someone had their leg blown off after stumbling into a mine field.&lt;br /&gt;
 &lt;br /&gt;
There is a steady stream of money being fed into the Tajaran government. NanoTrasen, as per it&#039;s agreement with the president, have set up mining and logging operations on Adhomai using the local work force for the most menial of tasks. In return, company funded clinics and schools are slowly being spread out and build in the needy areas. Tajaran resource operations are now all but nonexistent; the buildings that were once part of the nobility&#039;s small gathering efforts have now been refurbished and are being used by NanoTrasen.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off world to educate the younger generation of Tajaran. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
There are still several proponents of revolution that oppose the current government, but in the light of the previous, incredibly bloody war that rocked Adhomai, no armed conflict has been reported as of yet. Calling themselves the &#039;Followers&#039;, this group of revolutionaries are made up of Tajaran from almost every walk of life. Opposing corporate claims on Tajaran soil and citing mismatched development and governmental negligence as the fault of humanity, they aim to &#039;free Tajaran from the new shackles imposed upon them by the corporate overlords&#039; and return Adhomai to a &#039;free, prosperous planet like our ancestors dreamed of&#039;.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2077</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=2077"/>
		<updated>2015-06-14T08:11:58Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: Format to general style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Tajara410x320.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = Adhomai&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (Tah-jaw-rah both singular and multiple) are a race of humanoids which possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades and padded, digitigrade feet. &lt;br /&gt;
&lt;br /&gt;
To apply to be one of the cat-like Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Ahdomai]]&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajaran can speak a unique language of Siik&#039;Maas. Use this in game by typing say :j&lt;br /&gt;
* All Tajaran have claws, and will scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajaran can see much better in the dark than humans.&lt;br /&gt;
* Tajaran are less vulnerable to harm from cold due to their fur, but more vulnerable to harm from heat.&lt;br /&gt;
* Tajaran cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear hardsuits and hardsuit helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as non-hardsuit space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajaran command options aboard the Aurora are limited too; Head of Security, Chief Medical Officer, Head of Personnel, Research Director, and Chief Engineer&lt;br /&gt;
* Coloration&lt;br /&gt;
:Hharar group, usual coloration:&lt;br /&gt;
::Beaver Brown (RGB 159, 139, 112)&lt;br /&gt;
::Kochiba (RGB 107, 68, 35)&lt;br /&gt;
::Taupe (RGB 72, 60, 50)&lt;br /&gt;
:Zhan-Khazan group, usual coloration:&lt;br /&gt;
::Blue-Grey (RGB 34, 37, 50)&lt;br /&gt;
::Dark Gray (RGB 30, 30, 30::&lt;br /&gt;
Chocolate (RGB 94, 38, 18)&lt;br /&gt;
:Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
::Orange (RGB 238, 64, 0)&lt;br /&gt;
::Cinnamon (RGB 160, 82, 45)&lt;br /&gt;
::Ruddy (RGB 138, 54, 15)&lt;br /&gt;
::Cream (RGB 205, 175, 149)&lt;br /&gt;
:M&#039;sai group, usual coloration:&lt;br /&gt;
::White (RGB 238, 223, 204)&lt;br /&gt;
::Ivory (RGB 205, 205, 192)&lt;br /&gt;
::Wheat (RGB 205, 186, 150)&lt;br /&gt;
::Silver (RGB 192, 192, 192)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
To the average human, the Tajaran share many similarities with Earth felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajaran are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat in an efficient manner. There are only a handful of areas where fur is not present, those being on the palm of their paws, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajaran&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal more wiry than the rest of the fur on a Tajaran&#039;s body. Some Tajaran tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots and most conceivable combinations have been recorded by scientists both Tajaran and human. The mean body weight of a male Tajaran is somewhere between 145 cm and 185 cm in height, while the mean body mass is between 55 kg and 90 kg. Females tend to range between 135 cm and 185 cm in height, with their own weight somewhere around 35 kg to 75 kg. As such, both their body weight and height is roughly comparable to the average human.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajaran evolved as a predatory, cave-dwelling species upon their home planet of Adhomai, and as a result they have a pair of fairly large, well developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. They have a thin, refractive layer which, while allowing them their low light vision, has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle, but has since evolved and shifted towards a more omnivorous role. Tajaran have sharp, needle like teeth in the front of their jaw which are quite clearly geared to tear meat; the further along the jaw line one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Atop their heads, Tajaran have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits, and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajaran employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end in order to allow easy usage of standard human based technology. This is a task that Tajaran tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around on &lt;br /&gt;
&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty six and forty eight hours, with a subsequent twenty to twenty eight hours of sleep. Normally, the waking period is spotted with three to four fifteen minute naps in order to keep the Tajaran refreshed and alert. This is universal on all worlds with Tajaran living upon them. Tajaran are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
In comparison to most other known species, the Tajaran body is designed to specifically be more flexible, lithe and slender despite their thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajaran are sexually dimorphic; females have more elongated muzzles, shorter ears, as well as more petite forms, and their distribution of body fat is entirely different than that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajaran are built for the extremely low temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajaran will dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajaran resign themselves to thin clothing. Those who find themselves confined to  bio suit or radiation suit for extended periods of time will end up feeling extremely uncomfortable and perspiring heavily.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, older Tajaran prefer to take names (whereas young Tajaran are given them at birth) that they find they themselves are able to pronounce and are also phonetically pleasing. For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce. Traditionally, Tajaran names included their clan name, and some Tajaran carry over this tradition and have their &#039;middle&#039; name be their clan name.&lt;br /&gt;
&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages is Siik’mas and Siik’tajr.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of Tajaran, the &#039;religious&#039; language shared between most Tajaran from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the most common for Tajaran and almost every Tajaran knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Renaissance era and continues to be the most prevalent language on Adhomai since. &lt;br /&gt;
&lt;br /&gt;
It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajaran to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajaran speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajaran ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Devahhi, Ya&#039;ssa and other such languages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a language traditionally used by farmers. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
&lt;br /&gt;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin characters as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajaran use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajaran have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy, and has made a widespread comeback with increasing literary levels amongst the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajara as a rule tend to roll the “R” sound, extending it.  They also tend to refer to themselves in the third person perspective instead of the traditional first person ( “He has completed his work instead of “I have completed my work) though Tajara who have spent a large amount of their lives in space or among other species may overcome this trait with great difficulty.  Most Tajara will only speak to someone in the first person if it is someone they trust substantially.  The occasional “slip up” can still be expected however, as being surrounded by a mostly Human crew can occasionally confuse them into using first person.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion &amp;amp; Cuisine ===&lt;br /&gt;
[[File:Sillytajdoodle.png|thumb|alt=An example of Tajaran fashion.|An artist&#039;s representation of typical Tajaran fashion.]]&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and your standard Tajaran never really cared much for floofy dresses anyway. Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver.&lt;br /&gt;
&lt;br /&gt;
Tajaran typically wear many layers of clothing to protect themselves from the freezing winds of Adhomai. Underwear is long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the inner most insulating layer. Then, a Tajaran will overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks.&lt;br /&gt;
&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajaran favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working class Tajaran, coupled with some bread and water or ale.  Pre-industrial Tajaran used to have community meals around bonfires to keep their food from cooling off too much.&lt;br /&gt;
&lt;br /&gt;
However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better heated homes than the peasantry and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajarans. Stemming from the long-standing ban on most literature in their society, song and dance remained one of the only ways for Tajaran to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajaran, and in place of books the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajaran. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Tajaran capital was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Renaissance Era, it was constructed from high quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - have never been looked kindly upon by the Tajaran public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajaran as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajaran, given the fact that only the nobility were taught en masse how to read, and that every family had it&#039;s own private expansive library that even learned peasants had to pay out of pocket to access. This led to a widespread destruction of much of historical Tajaran text following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
For as long as most Tajaran care to remember, Adhomai had always been under the rule of nobility. The most dated historical text that still exists in Tajaran possession dates back at least four thousand years and still talks about &#039;serving their masters&#039;, so many historians agree that the trend of blood rule is more deeply-routed in Tajaran existence than was previously considered.&lt;br /&gt;
 &lt;br /&gt;
The ancient past of the Tajaran is poorly documented and historical texts are almost non-existent; meticulous combing and destruction of educational material by millenia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Even top Tajaran scholars in this day and age have only theories of what life was like in ancient Adhomai.&lt;br /&gt;
 &lt;br /&gt;
What is known, however, is that tension had slowly been increasing over a span of thousands of years between the populace and their fellow noble families. Based upon empirical evidence, historians believe that Tajaran were at one point free from the rule of nobility but were a more deeply religious species than now. Ancient relics that survived the annihilation ordered by countless nobles suggest that the current lineage of Tajaran noble families stemmed from religious leaders appointed by primitive clans that were revered as a connection to the Tajaran god, S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
However, at some point, these religious leaders clashed and either pitted their followers against one another or amicable clans married and bred until the current leadership had spawned from their efforts. Over time, the nobility as it were slowly began to lose their religious inclination and approximately four thousand years ago Adhomai entered a Renaissance period. Religious devotion amongst Tajaran had been dropping steadily in conjunction with the lower influence it had upon their nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to the current day.&lt;br /&gt;
 &lt;br /&gt;
Literature was heavily regulated from this point forward following &#039;enlightened&#039; publications by individuals  deemed dangerous to the health of noble rule. Scarce few copies of these texts were preserved in the remains of several noble houses. In the place of novels, many famous Tajaran sculptors, musicians, and artists spawned. However, rather than their works being presented for public viewing, they were collected by noble families and only a handful were shown outside of their &#039;palaces&#039; for the peasantry to admire.&lt;br /&gt;
 &lt;br /&gt;
Following this era, tension between the nobility and the peasantry began to steadily increase, believed to have stemmed from increasingly harsh rulers and laws. Thirty years prior to human discovery of Adhomai, the deep-seeded mistrust between peasants and nobles had reached an all time high. The Tajaran species were trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
 &lt;br /&gt;
The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajaran was forced into almost twenty hour work days with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previous. This is largely attributed to the fact that rather than having new inventions published for the peasantry, the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. Using a combustion engine much like primitive human vehicles with extra anti-freezing measures and a combination of wheels and tracks, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajaran to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajaran, legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwhind of political turmoil, a fresh generation of Tajaran were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in 2418. A Sol Alliance funded expedition into the Tajaran home system discovered the by comparison primitive species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained unharmed by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year 2420, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. After the nobility had captured one of the original Tajaran that had been shuttled off world, he was sentenced to be publicly hung by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;D&#039;as&#039;ral Massacre&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Emplacements.jpg|thumb|alt=Gun emplacements.|Wartime photo capture of rebel artillery emplacements.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves, or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a clan called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
 &lt;br /&gt;
It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and bloodily end their uprising by murdering most of the noble families and whatever soldiers and civilians remained loyal to them. By 2421 the revolution had finally come to an end with a total of more than fourty million casualties, of which more than half were loyalist forces. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with ruling. Human corporations took express interest in this; the Hadii were one of the few noble families that saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government, and ushered in a new federal republic. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
 &lt;br /&gt;
Now, NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajaran during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance and the Skrellian Union has resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership have risen in response, and for now all is quiet on Adhomai. However, there are many Tajaran who still believe that revolution is needed again to throw off the corporate shackles; from one slavemaster to the next.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Politics &amp;amp; Religion===&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajaran were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals that ask Messa to spare them from whatever ill tidings she may bring.&lt;br /&gt;
 &lt;br /&gt;
Despite being the majority religion, there exist several others. Namely, the second largest religion is the worship of the Snow God Ma&#039;ta&#039;ke, which dates back to ancient Tajaran times. A figure of legend, Ma&#039;ta&#039;ke is believed to have been the head of a hardy clan of mountain dwellers that regularly came to the aid of another clan who was constantly plagued by bandits and wild animals. He is revered as fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul, for the records of his dealings with other clans show understanding and kindness. Similar to the followers of S&#039;rendarr and Messa, those who believe in the Snow God preach unity and understanding for the betterment and longevity of Tajaran as a species.&lt;br /&gt;
 &lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalits, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajaran would never admit to being, or attempt to defend, a member of this faith.&lt;br /&gt;
 &lt;br /&gt;
Due to the Tajaran&#039;s history as an oppressed species, they have grown to be more open minded and liberal with each other than other races, like humans. Homosexuality amongst Tajaran is as a majority a non-issue, and racial or gender discrimination is mostly nonexistent. Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship amongst the families of most villages, towns, and cities. Irregardless of the size of the population, pre-uprising Tajaran were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships amongst families. However, this traditional practice has met with extreme criticism following post-uprising debates.&lt;br /&gt;
 &lt;br /&gt;
As a whole, the Tajaran could be described as a communistic species, given their history of oppression. Proponents of revolution are still present on Adhomai following the puppet government that has been set up, and tensions are still high and heated amongst some prominent factions and the federal government.  However, the Hadii are a clever bunch and have ensured to appease Tajaran not only by entirely overhauling the legal system to bring it in line with other species&#039;, but to pass edicts and other bills that play to the Tajaran&#039;s desire for fair and equal treatment. There are three major political parties on Adhomai; the Loyalist party, which is made up of Hadii members as well as other politicians that support and agree with the federal government, the People&#039;s Party, who contrastingly oppose the federal government due to its overarching nature and liken it to previous times under the nobility, and then Humanist Party, who want to give humanity a greater role in Tajaran politics and even allow them to govern the planet as part of the Sol Union.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
====Hharar====&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
&lt;br /&gt;
“The Typical Tajara”&lt;br /&gt;
=====Hharar Physiology=====&lt;br /&gt;
Hharar, as the first Tajaran ethnicity who Humanity came in contact with is generally viewed as the &#039;typical Tajaran&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were.&lt;br /&gt;
&lt;br /&gt;
Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. On average, they are on par with most humans as far as intelligence and physical strength go. However, in most cases their IQ is slightly lower than your usual human, which is generally attributed to the sub-par schooling and education Tajaran received prior to the Great War. Irregardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajaran, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
&lt;br /&gt;
The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
&lt;br /&gt;
There are variations and of course exceptions to this rule, however Taupe is the darkest a Hharar gets and Beaver is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico in rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and Calico mothers can have normal brown daughters.&lt;br /&gt;
=====Hharar Culture=====&lt;br /&gt;
Given that the Hharar are the most populous of the Tajaran ethnic groups, their culture is generally the most ubiquitous on Adhomai and in the psyche of the galaxy at large when thinking of &#039;Tajaran society&#039;. The religion involving the worshipping of S&#039;rendarr and Messa is thought to have been propogated by ancient Hharar and the original noble lines to have started from them. This has led to many of the less populous ethnic groups to look down upon the Hharar, with some extremists going so far as to blame them for a lifetime of enslavement.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajaran. This fact is reinforced by their history as the brunt of the workforce used by the plutocracy, as they were easier to control and force into unpleasant conditions than some of the other ethnic groups. As such, they tend to give their respect to superiors easier than other Tajaran might. Most loyalists during the Great War were of Hharar descendence. Further, the familial system of Tajaran clans is also thought to have been a Hharar invention; the structure of clans and the introductions of arranged marriages are traditions started long ago that have encompassed many Tajaran of other ethnic groups marrying into Hharar families.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr are the primary languages descended from the ancient and venerable language of Hhar&#039;Tol. Hhar&#039;Tol or &#039;Hill speak&#039; is a nearly dead language almost never used in modern Tajaran society. The sole remnants of the language can be found in many ruins left in the Highlands of ancient Hharar villages and cities. Some schools created by the Hadii offer Hhar&#039;Tol as an available language for students and attendees to learn.&lt;br /&gt;
&lt;br /&gt;
Since their liberation, the Hharar have been found to hold positions of middle or high wealth, owing to their intellectual capabilities. They are described as loyal workers who are passionate and not afraid to voice their opinions. Given their history as the plutocracy&#039;s major workforce and the largest part of the Tajaran &#039;peasantry&#039;, they are typically well-rounded individuals with more appreciation of older traditions than other Tajaran ethnic groups. &lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
Zhan-Khazan - Mountain-Keeper&lt;br /&gt;
&lt;br /&gt;
“The Workhorse”&lt;br /&gt;
=====Zhan-Khazan Physiology=====&lt;br /&gt;
Zhan-Khazan are the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Their history as an ethnicity is one not well documented; very little historical texts describing them were preserved in the wake of the Great War, and archaeological dig sites are difficult to preserve given the climate of Adhomai. What is known, however, is that the Zhan-Khazan were at one point a race of cave-and-mountain dwelling Tajaran that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
&lt;br /&gt;
Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than their close relatives, the M&#039;sai. Featuring more toned, muscular bodies, thicker fur coats, and a heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. They are by no means less intelligent than the Hharar, but most Zhan-Khazan do not pursue the same type of work. Zhan-Khazan make up a significant amount of Tajaran employed in resource gathering, construction, civil jobs such as law enforcement and even culinary work such as butchering.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents.&lt;br /&gt;
=====Zhan-Khazan Culture=====&lt;br /&gt;
or most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. They were subject to harsher punishments and more repressive mandates as the plutocracy viewed them as lesser to other Tajaran. Faced with work that segregated them from most settlements, the Zhan-Khazan have grown to be incredibly protective of their families and their own and follow traditional family values closely. Things like arranged marriages, inter-clan courting and gift-giving, and clan alliances were and are exceedingly common for Zhan-Khazan, and they support a close family life style. Those who go against their family face exile from their small, tight-knit communities. Zhan-Khazan also hold their co-workers in similar high regard, though not as much as blood ties.&lt;br /&gt;
&lt;br /&gt;
Many Zhan-Khazan worship the Snow God, and scholars believe this faith was invented by this ethnic group. Small shrines are a common sight amongst settlements of or having a high population of Zhan-Khazan, and they hold very active, evangelical services. As such, many Zhan-Khazan take the teachings of the Snow God to heart, including unification amongst Tajaran. They care immensely about the future of their species and most do what they can for the betterment of Tajaran as a whole. Zhan-Khazan are highly valued agricultural and mining experts, and they make up almost seventy percent of the farmer and rancher population of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajaran, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to the Snow God and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. &lt;br /&gt;
====Njarir’Akhran====&lt;br /&gt;
Njarir’Akhran - Nobleman&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Blood Rulers&amp;quot;&lt;br /&gt;
=====Njarir&#039;Akhran Physiology=====&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population, though reports see that number reducing slowly between honor killings and hate crimes given their close relation to the Tajaran nobility. Easily identifiable by their large ears, fluffy tails, luxurious fur and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in clans. Those who married outside of or slept outside of their bloodline were generally disowned by their family and forced into peasant life. This accounts for practically all surviving Njarir outside of those in the Hadii clan, who serve in important parts of the federal government. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences. Many have fled Adhomai only to be offered cushy jobs elsewhere working for the Alliance, other factions, or transstellar corporations. These individuals are looked down upon even more.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns as well as tortoiseshell or patched tabby patterns were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
=====Njarir&#039;Akhran Culture=====&lt;br /&gt;
Due to their history as the ruling class of Tajaran, many records pertaining to Njarir practices and culture were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and destruction of castles, villas, and chateaus, has led to a loss of critical information in ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. As stated previously, keeping the bloodline pure was almost mandated amongst the noble clans and anyone who broke this rule was exiled to a life as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman were obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the Great War, almost every noble family was systematically exterminated. The only noble clan still in power is the Hadii, who serve in the Tajaran government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to anger the Tajaran public any further due to the still unstable post-revolution period on Adhomai. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these noble clans evolved from religious leaders.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse and is not taught or provided as a language able to be learned.&lt;br /&gt;
====M’sai====&lt;br /&gt;
M&#039;sai - Hunter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Soldier&amp;quot;&lt;br /&gt;
=====M&#039;sai Physiology=====&lt;br /&gt;
As the third (though only by a small margin) populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajaran and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. Not all M&#039;sai resign themselves to these positions, however, and enjoy helping Zhan-Khazan on the country farms or performing civil duties in cities from garbage disposal to cargo inspections.&lt;br /&gt;
&lt;br /&gt;
Characterized by their thin, slender forms, the M&#039;sai are deceptively light; by Tajaran standards, they are thin. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well-insulated against Adhomai&#039;s cold as their brethren. However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as he weathered the winds, a M&#039;sai can easily and quickly sprint through without being affected. The product of millenia of breeding between Zhan-Kazan and Hharar, the M&#039;sai are agile, intelligent, and have quick reaction times, making them ideal for high stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
=====M&#039;sai Culture=====&lt;br /&gt;
M&#039;sai are known to typically be mild-mannered, but can also be prone to more aggression than their brethren. M&#039;sai make up a significant portion of the People&#039;s Army of Adhomai, with a 2454 census giving a total of sixty-two point eight percent of soldiers, airmen, and sailors having been M&#039;sai. They are very loyal to their friends and family, but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists, and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
Historically, they were employed by the plutocracy to aid in hunting and ranching, though the majority made up the armies and guards of cities, villages, and towns. They also made excellent scouts, and during the Tajaran&#039;s Renaissance period, were part of cartography teams assigned to record and draw maps of then-unexplored territory in the northern regions of the planet. In the town of Davistok, a silver statue of the explorer D&#039;nante was commissioned by its noble family for having discovered the land there the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rassan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and took made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
[[File:Capital.jpg|thumb|alt=The Tajaran capital.|The Tajaran capital of Nal&#039;tor has seen great developments in recent years.]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran homeworld has suffered plenty in the only three decades since the end of the revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy.&lt;br /&gt;
 &lt;br /&gt;
Many Tajaran villages and even some cities show remnants of war; where many buildings and monuments once stood, rubble and artillery craters are all that remain. Landmines scattered throughout the wilderness are still active and provide dangers to hunting parties or travellers, and abandoned bunkers and artillery emplacements litter the countryside. Trenches and battle sites are still being discovered, and every other week you hear a rumor about how someone had their leg blown off after stumbling into a mine field.&lt;br /&gt;
 &lt;br /&gt;
There is a steady stream of money being fed into the Tajaran government. NanoTrasen, as per it&#039;s agreement with the president, have set up mining and logging operations on Adhomai using the local work force for the most menial of tasks. In return, company funded clinics and schools are slowly being spread out and build in the needy areas. Tajaran resource operations are now all but nonexistent; the buildings that were once part of the nobility&#039;s small gathering efforts have now been refurbished and are being used by NanoTrasen.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off world to educate the younger generation of Tajaran. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
There are still several proponents of revolution that oppose the current government, but in the light of the previous, incredibly bloody war that rocked Adhomai, no armed conflict has been reported as of yet. Calling themselves the &#039;Followers&#039;, this group of revolutionaries are made up of Tajaran from almost every walk of life. Opposing corporate claims on Tajaran soil and citing mismatched development and governmental negligence as the fault of humanity, they aim to &#039;free Tajaran from the new shackles imposed upon them by the corporate overlords&#039; and return Adhomai to a &#039;free, prosperous planet like our ancestors dreamed of&#039;.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1978</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1978"/>
		<updated>2015-05-17T01:47:09Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV(Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell Hardsuits helmets (found in EVA) their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the humans adrenal boost, only it helps sooth the Skrell and prepare for death, rather than attempting to fight or flee, this does not however mean Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the Skrell’s many years of being prey on their home planet, the mucus itself is dangerous to ingest, even in small quantities, meaning if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the others survival, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion, &lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1977</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1977"/>
		<updated>2015-05-16T22:24:20Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV(Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell Hardsuits helmets (found in EVA) their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the humans adrenal boost, only it helps sooth the Skrell and prepare for death, rather than attempting to fight or flee, this does not however mean Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the Skrell’s many years of being prey on their home planet, the mucus itself is dangerous to ingest, even in small quantities, meaning if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the others survival, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion, &lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Jargon Federation is that their military is almost non-existent, however the opposite is true. While The Jargon Federation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1776</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1776"/>
		<updated>2015-05-06T07:07:19Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}The year is [[Timeline| 2457 CE (Common Era)]], and since the late 21st century, Humanity has been spreading out among the stars. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Epsilon Eridani]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on Garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued.&lt;br /&gt;
&lt;br /&gt;
At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but following the 23rd and 24th centuries the power of humanity&#039;s central government began to wane. Several rebellions and interstellar wars left Earth devastated and the Alliance conceding  independence to its outer-most systems.&lt;br /&gt;
&lt;br /&gt;
In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTransen&#039;s discovery of the element plasma.&lt;br /&gt;
&lt;br /&gt;
Humanity is not alone in this vast sea of stars. Numerous alien races have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the warlike [[Unathi]] and elegant [[Dionaea]] are but a few of the races of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile.&lt;br /&gt;
&lt;br /&gt;
If one thing can be said to unite the various species, it is the drive to control the powerful element plasma, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of plasma deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces. Within humanity, a divide has begun to form: What is NanoTrasen&#039;s role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the plasma market?&lt;br /&gt;
&lt;br /&gt;
Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
This age is one of &#039;&#039;&#039;progress&#039;&#039;&#039;, &#039;&#039;&#039;war&#039;&#039;&#039;, and &#039;&#039;&#039;greed&#039;&#039;&#039;. It is the &#039;&#039;&#039;Age of Mankind&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Workplace==&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the [[NSS Aurora]], a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.&lt;br /&gt;
&lt;br /&gt;
After the discovery of a substance known as [[Plasma]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity&#039;s fuel source and established them as the most powerful corporation in human space.&lt;br /&gt;
&lt;br /&gt;
==The Economy==&lt;br /&gt;
&lt;br /&gt;
The most common currency in human space is the [[Economy| Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by &#039;&#039;&#039;cr&#039;&#039;&#039; (e.g. 5,000 cr).&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
===Sol===&lt;br /&gt;
The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and counties development by also great atrocities and suffering.&lt;br /&gt;
&lt;br /&gt;
At the end of the Second Sol Alliance Civil War, The Sol system was left in ruins. It has slowly rebuilt itself over the past century and is joe considered more or less rebuilt. Earth occupies a place of prestige as humanity&#039;s homeworld and also as a world that is able to support a massive population with innovative, sustainable resource technologies. Luna has become something of a mishmash of galactic society: glittering skyscrapers within pressurized biodomes butt up awkwardly against walled off slums housing the descendants of Earth-refugees. Mars has seen small scale terraforming efforts take hold, with patches of the planet possessing a breathable atmosphere. Mars is still dotted with century old ruins, a consequence of resources forcibly diverted to the Earth recovery effort decades ago.&lt;br /&gt;
&lt;br /&gt;
The administrative center of the Sol Alliance is Nova Concordia, in orbit around Mars. Built to replace the destroyed New Eden station, Nova Concordia is the seat of the Sol Alliance government. Mars is divided into mostly self-governing provinces, while Luna has been directly administered by an elected Sol Alliance representative. Earth is still divided among nation-states, but all are ultimately subject to the Sol Alliance. In practice, most Earth nations are autonomous, with the Alliance only rarely stepping in to resolve severe international disputes.&lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 27 billion people, with 160 systems with at least 100,000 permanent residents. Six of these systems (including Sol) have populations exceeding one billion. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Warp Gates connecting the most developed systems. Following the Holocaust of 2316, refugees from earth founded colonies in several uninhabited Red Dwarf systems and on the outskirts of many of the more developed systems.&lt;br /&gt;
&lt;br /&gt;
Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 210-250.&lt;br /&gt;
&lt;br /&gt;
===Mid Colonies===&lt;br /&gt;
Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a combined population of 14 billion, and contains 213 systems with at least 100,000 permanent residents. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, primarily through the use of client states. Following the Great War, several of the larger colonies declared independence. These Independent Powers continue to encroach upon the margins of Sol Alliance space.&lt;br /&gt;
&lt;br /&gt;
Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Warp Gate system means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of &amp;quot;developed&amp;quot; space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 190-230.&lt;br /&gt;
&lt;br /&gt;
===Outer Colonies===&lt;br /&gt;
Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 3 billion people and contains about 310 systems with at least 100,000 permanent residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie beyond the reach of the Sol Alliance. Instead, the majority of the Outer Sphere is divided into a number of multi-system polities, generally aligned with one of the Great Powers.&lt;br /&gt;
&lt;br /&gt;
Life here is harder than in the Mid colonies, though many see independence from the Sol Alliance as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The &#039;Spacer&#039; culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 160-200.&lt;br /&gt;
&lt;br /&gt;
===Frontier===&lt;br /&gt;
The Frontier consists of all space more than 300 lightyears away from Sol; it is the very edge of known space. Frontier space contains at least 50 inhabited systems with an estimated, combined population of 500 million, although these numbers are extremely difficult to determine. The affairs of the Inner and Middle Colonies are nearly irrelevant to these hard-spun settlers, although many remain resentful. People are often forced to make do with equipment decades or even a century behind that of the inner worlds. The largest political entities are a few united systems, but most &#039;governments&#039; are confined to a planet or city-state. &#039;Frontiersmen are born in a hardsuit&#039;, so the saying goes, and live or die by their skill and luck. Life is harsh and comparatively short here, with life spans ranging from 130-180. Those that do survive can often attain extensive technical knowledge. Here you will find the outsiders of Human (and alien) society; cults, fanatics, Earth supremacists, political exiles, outlaws, rogue AI’s, and radical exhumans.&lt;br /&gt;
&lt;br /&gt;
==Main Spacefaring Races==&lt;br /&gt;
&lt;br /&gt;
===Humanity===&lt;br /&gt;
&lt;br /&gt;
[[image:Human_fem.png]][[image:Human_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Earth]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Sol Common&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; [[Sol Alliance]], [[Republic of Biesel]], [[Eridani Federation|Eridani Corporate Federation]]&lt;br /&gt;
&lt;br /&gt;
&#039;Homo Sapiens&#039;, or as they&#039;re more commonly known, Humans, are the most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.&lt;br /&gt;
&lt;br /&gt;
However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a species. Additionally, ideological differences further deteriorate relations between human factions.&lt;br /&gt;
&lt;br /&gt;
Highly advanced technologically, humans are one of several known races to independently achieve viable, interstellar space flight.&lt;br /&gt;
&lt;br /&gt;
===Skrell===&lt;br /&gt;
&lt;br /&gt;
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Skrell| Jargon (Nralakk)]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Skrell| Jargon IV(Qerrbalak)]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Skrellian, Tau Ceti Basic&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Jargon Federation‏&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the [[Skrell]] are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
===Unathi===&lt;br /&gt;
&lt;br /&gt;
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Unathi| Uueoa-Esa]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Unathi| Moghes]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Sinta Unathi&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Izweski Nation&lt;br /&gt;
&lt;br /&gt;
The Unathi Race is a highly honorbond and clan based spieces. Unathi hail from their homeworld of Moghes and their colony planet Ouere.&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi have regressed to a feudal system of life after the brutal Contact War in 2439, and the planet Ouere is ruled by a colonial administration of the Sol Alliance and Skrellian Alliance. Moghean culture has strict gender guidelines which are well defined, and breaking them is highly taboo.&lt;br /&gt;
&lt;br /&gt;
Ouerean Unathi number in the high thousands, and are ruled by humans and skrell who funded their initial colonizing of this new world. While the society is more lax, unathi stubbornness prevents true reform from taking place.&lt;br /&gt;
&lt;br /&gt;
===Tajara===&lt;br /&gt;
&lt;br /&gt;
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Tajara| S&#039;rand&#039;marr]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Tajara| Adhomai]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; People&#039;s Republic of Adhomai&lt;br /&gt;
&lt;br /&gt;
The Tajaran are a feline race, and the most recent to make an appearance on the galactic stage. They are also the second most populous species in known space, behind humans in terms of population. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers.. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence.&lt;br /&gt;
&lt;br /&gt;
===Dionaea===&lt;br /&gt;
&lt;br /&gt;
[[image:Dionaea.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Epsilon Ursae Minoris&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.&lt;br /&gt;
&lt;br /&gt;
===Vaurca===&lt;br /&gt;
&lt;br /&gt;
[[image:vaurca.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
The bipedal, insetoid-like creatures hailing from the moon known as Sedantis I, [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and most even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes on Biesel or New Gibson, whether in isolated and concentrated camps, or actual houses. The Hives themselves are divided, and constantly warring. The largest, and most common hive is the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
===IPC===&lt;br /&gt;
&lt;br /&gt;
[[image:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
An [[IPC| Integrated Positronic Chassis]], or IPC, is an positronic artificial intelligence inside a bipedal, humanoid frame, that has amassed enough currency to purchase its own freedom from its owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic races possess. While gender neutral, individual intelligences may develop personality quirks to further their &amp;quot;uniqueness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Vox===&lt;br /&gt;
&lt;br /&gt;
[[image:Vox Lineup.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Vox Standard&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient races have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.&lt;br /&gt;
&lt;br /&gt;
==Governing Entities==&lt;br /&gt;
&lt;br /&gt;
===Trans-stellar Corporations===&lt;br /&gt;
&lt;br /&gt;
The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.&lt;br /&gt;
&lt;br /&gt;
There are a number of major trans-stellars, almost all of which are owned by humans. The eight major ones in human space, going in order from largest to smallest, are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], Osiris Atmospherics, [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and Eridani NanoTech.&lt;br /&gt;
&lt;br /&gt;
Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.&lt;br /&gt;
&lt;br /&gt;
===Minor Human Factions===&lt;br /&gt;
&lt;br /&gt;
These are former colony worlds that declared independence from the Sol Alliance. As the Alliance&#039;s influence has waned over the centuries,, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century. These groups include (but are not limited to) the [[Republic of Elyra]], Republic of Biesel, and the Eridani Federation  &lt;br /&gt;
&lt;br /&gt;
The [[Warriors of Thanatos]] can be considered an independent system due to their size and prevalence, but as of yet do not fully control a star system.&lt;br /&gt;
&lt;br /&gt;
===Sol Alliance===&lt;br /&gt;
&lt;br /&gt;
Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity. While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1775</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1775"/>
		<updated>2015-05-06T07:07:01Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV(Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation‏&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell Hardsuits helmets (found in EVA) their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the humans adrenal boost, only it helps sooth the Skrell and prepare for death, rather than attempting to fight or flee, this does not however mean Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the Skrell’s many years of being prey on their home planet, the mucus itself is dangerous to ingest, even in small quantities, meaning if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the others survival, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion, &lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Skrell Confederation is that their military is almost non-existent, however the opposite is true. While The Skrell Confederation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1774</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1774"/>
		<updated>2015-05-06T07:06:40Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV(Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Skrellian Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell Hardsuits helmets (found in EVA) their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the humans adrenal boost, only it helps sooth the Skrell and prepare for death, rather than attempting to fight or flee, this does not however mean Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the Skrell’s many years of being prey on their home planet, the mucus itself is dangerous to ingest, even in small quantities, meaning if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the others survival, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion, &lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Skrell Confederation is that their military is almost non-existent, however the opposite is true. While The Skrell Confederation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1773</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1773"/>
		<updated>2015-05-06T07:04:26Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV(Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Skrellian Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell Hardsuits helmets (found in EVA) their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the humans adrenal boost, only it helps sooth the Skrell and prepare for death, rather than attempting to fight or flee, this does not however mean Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the Skrell’s many years of being prey on their home planet, the mucus itself is dangerous to ingest, even in small quantities, meaning if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the others survival, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion, &lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Skrell Confederation is that their military is almost non-existent, however the opposite is true. While The Skrell Confederation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1772</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=1772"/>
		<updated>2015-05-06T06:59:22Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV(Qerrbalak)&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Skrellian Alliance&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums and this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Due to their herbivore nature, the Skrell cannot process meat correctly. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell Hardsuits helmets (found in EVA) their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However Skrell can wear normal Hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious. But due to lacking game mechanics this won&#039;t be tested, although it can be role played.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen, their similarities to humans and their larger brains mean they can fill any role aboard the station.&lt;br /&gt;
*Skrell lack articulate tongues and as such they have trouble pronouncing words in English, the words often become slurred.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Skrell have an average height that ranges from 4’5”-5’1” for males, and 4’5”-5’5” for females. Skrellian skin looks gelatinous but in fact has a second layer of a less translucent flesh under the surface, their skin secretes a slightly sticky mucus when frightened or in a dangerous situation, similar to the humans adrenal boost, only it helps sooth the Skrell and prepare for death, rather than attempting to fight or flee, this does not however mean Skrell will not fight, but it does mean they can be at peace if they choose not to, this is likely a leftover function from the Skrell’s many years of being prey on their home planet, the mucus itself is dangerous to ingest, even in small quantities, meaning if a group of ancient Skrell were caught by a predator, the first to be eaten, would ensure the others survival, or at least give them a chance; however it is not deadly and only causes nausea and digestive issues that wear off a few hours after ingestion, &lt;br /&gt;
&lt;br /&gt;
The colour of the Skrellian skin often depends on a lot of variables, including ancestry and environment, usually those with ancestors originating from the colder places on Aliose are greens and blues though they tend to be lighter shades of the respective colours. Whereas those living in hotter places on Jargon IV(Qerrbalak), tend to have pink, yellow or orange skin. &lt;br /&gt;
&lt;br /&gt;
Skrell faces are quite plain and their eyes are completely black, leaving it incredibly difficult to tell how a Skrell feels and what emotions are present. The eyes however, allow them to see much more clearly underwater, and while they do have lungs to breathe oxygen they spend most of their childhood underwater, which is the source of their amphibian nature. The hands and feet of the Skrell are very similar to that of humans except they lack nails and have strong webbing in between each finger and toe. Due to their herbivorous nature the Skrell lack any real teeth and instead have hardened gum lines for the consumption of their food. What a human might call a nose is infact just two slits in the middle of a Skrell’s face used for retrieving the smell of things. Due to the nature of their digestive system, Skrell have a hard time consuming meat. Soup and blended foodstuffs are a Skrell’s favorite, although others will suffice. It is notable that due to the semi-porous nature of Skrell skin, finely-blended nutrients can be absorbed through any part of the skin, entering into their internal fluids and being slowly broken down normally. However, most Skrell tend to use their ‘mouths’ simply to avoid offending other species.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
It is theorized that the Skrell evolved from something similar to the Earth born Salamander, but the Skrell bare tentacles. These tentacles have no real muscle tissue in them and cannot be controlled, instead they hang down over a Skrell’s shoulders and tend to keep the area between the neck and tentacle damp for the incubating of eggs, Nanotrasen discourages this practice aboard it’s vessels however, and says that any Skrell eggs should be kept in a bucket of water. The tentacles only other real use is for show, they are often adorned with jewels, cloths, chains, plates anything that can be used to make a statement about the Skrell’s personal wealth.&lt;br /&gt;
Due to a lack of sexual organs the Skrell do not procreate as many other species do, and instead the eggs are laid by the female and fertilized by the male, the females can lay anywhere between 5-50 eggs and this has caused the Skrell to seek out other planets with similar features to their homeworld Jargon IV(Qerrbalak), as warm and humid environments are the habitats Skrell eggs are best raised in. Skrell scientists decided that the overpopulation was becoming a massive problem, this led to the Skrell coming up with a serum that made it impossible for a Skrell mother to give birth to more than one batch of eggs during her entire life. Though this is a quick fix and is leading to many concerns in how the Skrell population has diminished over the years. &lt;br /&gt;
&lt;br /&gt;
===Skrell brains and neural devices===&lt;br /&gt;
The Skrell brain was not compatible with Nanotrasen neural devices as soon as Skrell started to work aboard Nanotrasen installations, and instead Nanotrasen started a project that took five years to complete, editing their Neural tech to fit almost all brain types, although the project set Nanotrasen back nearly Five billion credits for research and production, the Nanotrasen investors saw it fit to edit the devices to allow the Skrell, who were at this point far more advanced than they were, access to their neural interfaces.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
The most confusing thing other species tend to find with Skrell is gender, it is extremely difficult to tell the difference between male and female. And the only way, for someone who cannot speak the Skrell language, is the length of their tentacles, female tentacles are longer than male. Although Skrell do not care for gender other than for the purpose of reproduction.&lt;br /&gt;
A healthy Skrell can live up to two hundred years, but with current medicine and technology, it is possible for one to live for an extra fifty years.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot. When learning other languages, Skrell tend to quickly assimilate grammatical structure and written form, but take much longer in learning enunciation. Their lack of teeth and articulate tongues leaves them with great difficulty in creating inflections typical of other races, while accents are completely out of the question for them.  Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevalent, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
While many people believe the Skrell are heartless and have no emotions, it is actually quite the contrary, the Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
But due to Humans limited audial receptors, the many tones a Skrell can project are lost to all those who are not Skrell, and thus Skrell have a very difficult time expressing emotion to Non-Skrell, though when matched with another of their kind the other Skrell is able to almost tell what the other is thinking, just because of the multitude of vocal tones. &lt;br /&gt;
The most common Racial slurs that are used against Skrell are, “Salamander”, ‘Squid head”, “water boy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not because they do not care, but because Skrell are often prideful and would prefer not to lose face with a confrontation, this kind of emotional reaction is quite common in Skrell, and they have earned a reputation for it, most Skrell would not engage in a fight or a challenge that they could not win, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy. However not all Skrell are like this, it just depends on where they are raised and how. &lt;br /&gt;
Skrell come from the same planet of the average slime, this has led to a common Skrellian insult being; &amp;quot;Slime-kin&amp;quot;. Often what A Skrell will call another Skrell instead of traitor or coward. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Political===&lt;br /&gt;
By the time Skrell had discovered interstellar travel(2016) the population was peaking at around 30,000,000,000 on Jargon IV(Qerrbalak) and as such they were looking to find other planets to sustain their growth rate, so their first expedition was to the solar system of Epsilon Ursae Minoris. And to the explorers luck they found a planet that was highly vegetated and fit the habitat margin, EUAIII, the explorers were ecstatic and boarded their ship to take the 3 year journey back to Jargon IV(Qerrbalak). But much to the explorers dismay they had noticed a giant plant life had attached itself to their bluespace drive in just the few hours they had been gone. As they tried to remove the plant it started showing signs of being sentient, and in within just a few days, it was confirmed, the Captain of the ship was called Weriu Tup, and is remembered as a hero of both the Diona and Skrell, he decided to stay on the planet, knowing he would not be able to return to his home for nine years at the quickest, but he wanted to learn more about the Dionae, the ship left but when it returned in five years, Weriu Tup was dead, killed by poisonous vegetation, but his heroism is remembered even now four hundred years after, the Diona revere him more than the Skrell do, but both Skrell and Diona children are often given the name Tup as a way to give the child strength. Many Skrell have an almost reverence for the Diona and see it as an honour to meet one.&lt;br /&gt;
The Skrell were the first sentient race to come into contact with the humans and just under fifty years ago, the Jargon Federation However does not trade with all Humans, only members of the Union of Sol and the Nanotrasen corporation, as they prefer to do business with people they consider trustworthy. Their mistrust of humanity is due to the rise of xenophobia in the Union which has caused many incidents such as the bombing of the Skrell embassy in Alpha centauri-b by the ‘Humanitarian sector’, an  anti-alien human group.&lt;br /&gt;
The Skrell also trade in minor proportions with the Tajara, the Unathi however have had a trade embargo since their first interactions with the Skrell. &lt;br /&gt;
The Skrell were about two hundred years ahead, technology wise when they first encountered humans, but since sharing their technology, their research is only one-hundred and fifty years ahead.&lt;br /&gt;
The Skrell seemed to skip the feudalistic political state that many of the sentient species have experienced and instead formed small councils even in early Skrell history. While some claim otherwise, the Skrell have never had a true monarchy.  The Current Skrell government is the Jargon Federation, a wide reaching republic that encompasses both Skrell and Dionae space with Dionae being official citizens. Over the years the Jargon Federarion has moved past individual representatives for both races and instead the races have become as important as eye-color in the world of politics. The Current Grand Councillor of the Jargon Federation is Stars Of The Tup, a Dionae diplomat who was the previous minor Councillor of the City Weiru. The &lt;br /&gt;
&lt;br /&gt;
Jargon Federation hierarchy is as such:&lt;br /&gt;
*Minor-Councillors States&lt;br /&gt;
*Councillors Govern Countries &lt;br /&gt;
*High Councillors Govern Planets&lt;br /&gt;
*Great Councillors Govern Solar Systems &lt;br /&gt;
*The Grand Councillor Governs The Federation&lt;br /&gt;
All Councillors from High to Grand must attend the annual Council of Jargon to discuss the Federation&#039;s important affairs. The Grand Councillor has the authority to call an Emergency Council of Jargon if it&#039;s needed. The Jargon Federation&#039;s slow but careful methods are usually why it&#039;s so rarely get&#039;s into conflict, but also the reason it took so long for Human&#039;s to earn the Federation&#039;s trust.&lt;br /&gt;
===Religion===&lt;br /&gt;
The Skrell religions are too vast and numerous to name them all, but the most notable are-&lt;br /&gt;
&lt;br /&gt;
====Altariser====&lt;br /&gt;
The Altariser are the most prominent religious faction in Skrell space due to the less mystic views that they have. The Altariser religion is considered a way to better oneself as their main goal is to reach a higher state of being where they can learn the secrets of the universe. They believe the way to reach this state is through physical and mental improvement, humans have compared the religion to Buddhism but the religion is far more selfish than the ancient oriental religion that it’s compared to.&lt;br /&gt;
The Altariser makes up for 47% of all of Skrell and even has been taken up by the other sentient races. Many people have theorized that the religion was invented to push Skrell to be the best, or give them comfort near death. The argument to this is that just because we don’t see the Skrell ‘evolve’ doesn&#039;t mean they don’t, the people that argue this point also state that it is possible that there are certain rules for an evolved one, such as no sharing the knowledge and power with lesser beings, although again this is all theory as no scientist from any race has been able to prove or disprove this religion. This religion has been around since Skrell history was recorded and as such is considered one of the oldest religions in the known Galaxy.&lt;br /&gt;
&lt;br /&gt;
====Dienabi====&lt;br /&gt;
The Dienabi are best described as Diona worshipers, their religion bases itself around the idea that the Diona are gods, every last one of them and that all the good fortune the Skrell have had since discovering them has come as a reward for the Skrell treatment of the Dionae. The religion teaches that Weiru Tup, the Captain of the famous Epsilon mission did not infact die due to poisonous vegetation but instead was transformed into a mystical Diona as a reward for his kindness to the strange species and he is often referred to as the first Dienabi(In the Skrell language Dienabi means ‘Tree child’) and is revered as the savior of the Skrell species. The only beings that the Dienabi revere more than Weiru Tup are the Dionae themselves, the members of the religion are often fanatic about their protection of the species and it is not too much of a stretch that they would die for the ones they consider gods, hoping that in turn they will be granted a place of immortality beside them as The First Dienabi was. This religion is one of the youngest Skrell religions and has only been around for about three centuries  it only encompasses a minor amount of Skrell 6% in total.&lt;br /&gt;
&lt;br /&gt;
====Eloish====&lt;br /&gt;
Eloish is the most controversial of religions in Skrellian space and by many Skrell it is considered a black stain on the Skrell history  and is often used to wound many proud Skrell. The religion was first founded by it’s namesake Elois Guf a general in the Qerrballak Yuer(A proud country that followed the lead of one man ,Yuer Iu,) Army and is considered one of the greatest warriors to ever walk the Skrell homeworld. Elois Guf was a powerful general and due to the Qerrballak Yuer’s war with the Skrellian Tumpat(The Tumpat was a coalition of independent city states that formed due to increasing tension from Yuer),  Elois was leading many attacks on the independent city states which was quite common for him as he had a reputation as a very blood thirsty man, but all the killing changed him and led to him seeing himself as a god, mainly due to the men following him seeing him as such. &lt;br /&gt;
After twenty years of bloody war the Yuer decided to sign a treaty with the Tumpat which enraged Elois, he had fought and bled for his people and he felt like they had in turn betrayed him, he considered the Yuer a coward and declared a one man war against both the Tumpat and the Yuer. It wasn’t long before his one man raids and battles inspired men to join him and before long he had thousands behind him, he started taking villages, both Tumpat and Yuer. And recruited their people into his army, he made it a point to have his soldiers burn anyone that didn’t see him as their true god and so, many millions of Skrell died. After four years Elois was finally closing into the Yuer capital, Warufsh, and planned to take it, he had the manpower and the drive. But as the battle commenced unexpectedly the Tumpat had sent aid in the way of General Rinoi Laush, he commanded fifty thousand men into battle against Elois and it is said that General Laush was forced to fight Elois with an energy axe,  removing his head from his body.&lt;br /&gt;
Today all that remains of this religion are remnants and it is a religion mainly followed by old warriors and descendants of Elois’ troops.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
While the Skrell seem less mercantile than the other races of the Milky way, they in fact consider themselves some of the best tradesmen in the galaxy, but of course this isn’t always true. Before first contact with humans the Skrell Confederation used Butya, small square pieces of silver embellished with notable Skrell on them. The ‘notable Skrell’ are Skrell who have made true contributions to the Skrellian species, among their ranks are Weriu Tup the captain of the Epsilon mission(Diona First Contact), Chulash Yue the pioneer scientist of Bluespace drives, Rinoi Laush the brave Skrell general that defended Yuerbelak(The Largest continent on Jargon IV(Qerrbalak)) against the Eridish Regime in 1782, and many others. Following the first contact with Humans, Credits were accepted as a legitimate currency in the Skrell Confederation and in less than twenty years it was the primary currency used in Skrell space.&lt;br /&gt;
The Skrell are most well known for their confectionery, medicines and implants. The most famous Skrell confectionery is Yewerie a sweet cake coated in a sugary icing that is laced with minute amounts of Riehsi, this being because the Skrell carry a natural partial-immunity to the mushroom and just see it as a flavoring rather than a recreational drug, this cake has been banned from numerous worlds in the Union and Sol, and is more openly accepted on the frontier worlds due to the lack of true law. &lt;br /&gt;
Skrell medicines and implants are some of the most expensive and sought after pieces of medical technology in the civilised galaxy the human suited  implants include: Regeneration implants that force the cells of a human body to overclock regenerate at incredible speed rates, these implants are priced at just 40,000 Union of Sol credits, although many side effects have been uncovered including impotence and internal bleeding due to cells overcompensating and regenerating internal organs that aren&#039;t needed. Adrenal implants that trigger when the user wishes, giving increased strength and physical ability to the user, these implants have been abused in the past causing brain hemorrhages and cardiac arrests these implants are only priced at 2,500 credits and can be purchased and implanted at many clinics in Union of Sol space.&lt;br /&gt;
The Skrell have been highly sexualized in Human culture due to strange sexual fetishes, this has led to many Skrell, male and female, turning to small roles in Human erotic movies and posters. The most successful part of the Skrell sex industry is ‘wetskrell.net’ &lt;br /&gt;
WetSkrell.nt is neither as perverse or indecent as one would seem, and simply depicts Skrell of various ages and colours in sexually suggestive positions. The Skrell’s lax attitude towards sexuality and the  lack of sexual organs  has led to many Skrell agreeing to such a deal, both male and female,without hesitation.&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
The Majority of the planets in Skrell space have been terraformed to suit their nature, the typical planets are covered in swamps and jungles and occasionally large bodies of water. Though on planets where this kind of extreme terraformation is not possible, the Skrell construct large bio-domes and habitat structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
Skrell cities are often considered less ornate than human ones, usually consisting of tall white skyscrapers that stand from the swamps, although it should be said that these buildings are usually covered in moss and other vegetation due to their building environments, the Skrell have never enjoyed living underground and as such there is a distinct lack of underground buildings when Skrell outposts are concerned. The Skrell are famous for their underwater cities, that can span huge areas under water and that are majorly constructed from glass, the secret to these cities however is not super strong glass but instead, immensely powerful shields that are powered by multiple super matter engines somewhere inside the city. The largest underwater city constructed by the Skrell is on Laush V(Laush is the second closest star system to the Skrellian home system Jargon) the city on Laush V known only as Eriuyish has an area of 17822 miles and requires seven super matter engines to power the 420 shield emitters located around the city.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
The most common misconception about the Skrell Confederation is that their military is almost non-existent, however the opposite is true. While The Skrell Confederation Navy is only two thirds the size of the Union of Sol&#039;s, the Skrell&#039;s incredible technological advances mean their military is the most effective in the known galaxy. See; &amp;quot;Combat technology&amp;quot; for information. Their careful ways and refusal to fight a losing battle has given them the reputation of the most efficient fighting force in the galaxy even if it&#039;s only because of logic. &lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=1760</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=1760"/>
		<updated>2015-04-25T08:09:41Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeng-Hu Pharmaceuticals is a trans-stellar conglomerate with origins on 21st century [[Earth]]. They are responsible for the invention of cloning technology.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Zeng-Hu Pharmaceuticals, Zeng-Hu Medical Corporation, Zeng-Hu Corporate Conglomerate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Building a brighter future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Oran, Isis, Epsilon Eridani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic, Terran Mandarin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work Force:&#039;&#039;&#039; (2444 Consumer Report)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;413,775 - Total Number of Employees&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
247,980 - Production Floor Employees&lt;br /&gt;
&lt;br /&gt;
47,523 - Production Facility Managers&lt;br /&gt;
&lt;br /&gt;
39,522 - Pharmaceutical Researchers&lt;br /&gt;
&lt;br /&gt;
32,975 - Equipment and Facility Maintenance Personnel&lt;br /&gt;
&lt;br /&gt;
31,223 - Security and Safety Assurance Personnel&lt;br /&gt;
&lt;br /&gt;
14,027 - Innovation Specialists&lt;br /&gt;
&lt;br /&gt;
525 - Special Tasks Personnel&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Epsilon Eridani:&#039;&#039;&#039; 6 pharmaceutical equipment manufacturing facilities on Isis; major DNA bank located on Isis; HQ located in capital city of Oran, Isis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti:&#039;&#039;&#039; Granted jurisdiction by the Republic of Biesel over Fabrication Districts 17, 44, 82 and 83 on the planet of New Gibson; research and development facility located on Biesel; major DNA bank located on Biesel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; Research and development facility on Luna; major DNA bank located on Luna; research and development facility located on Titan, Saturn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirius:&#039;&#039;&#039; Research and development station located in stable orbit; 3 manufacturing facilities located in stable orbit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Zeng-Hu Pharmaceuticals was born from the merging of two companies on Earth in the year 2032: Mao Zeng Biotech, and Chi-Wan-Hu Incorporated. The company pioneered the way in the field of cryonics and cryogenics, manufacturing the first truly viable &amp;quot;cryopod&amp;quot; designed to safely house a human being during long-distance space travel. This proved instrumental during the colonization efforts of Mars and Luna. However, the success was relatively short-lived, as the economic hardships of the mid-22nd century hit the company hard. While never completely disappearing, the company was overshadowed by the rise of other corporations edging in on the field of biotechnology and pharmaceuticals. Zeng-Hu stayed in the background for years, though their continual innovations allowed them to stay somewhat competitive.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the year 2413, when the Skrell were first encountered, that the company was well and truly thrust back into the limelight. As with many other companies jockeying for positions from which they could benefit from the advanced technology of the Skrell, Zeng-Hu sent representatives to try and convince Skrellian scientists to establish joint cooperative research teams with their own scientists. However, unlike with the other corporations, whom most of the scientific community of the Skrell perceived as simply greedy, they were truly impressed by the vision and drive shown by the CEO Vanas Peng and his board of directors. After three years of cooperative research, the first viable example of cloning technology was created.&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu was quick to patent the techniques and equipment, and continued to advance in the newly created field of the cloning of sentient organisms. Techniques were developed that allowed clones to have direct copies of a subject&#039;s memories and personalities implanted in their psyche. While cloning technology was highly controversial when first introduced, it has since become an accepted and even promoted part of Human and Skrellian society.&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is now among the most powerful trans-stellar corporations present in the galaxy in the modern day. They have been able to increase their profits from cloning even further by owning the rights to all legitimate DNA banks in human space. Today, Zeng-Hu Pharmaceuticals works closely with Nanotrasen Corporation through a series of mutually beneficial economic and research agreements. Zeng-Hu provides the newest advancements in cloning technology to Nanotrasen for use on their facilities, and Nanotrasen in turn loans their best researchers to assist Zeng-Hu with further advancement and development.&lt;br /&gt;
&lt;br /&gt;
[[Category: Corporations]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=1759</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=1759"/>
		<updated>2015-04-25T08:06:38Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Image:Mars(2456).jpg|thumb|250px|Mars was developed later than most Inner Colonies, passed over in the early centuries of space exploration in favor of more suitable worlds.]]&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|A view of new biodome complexes in Freemont, next to century old ruins from the Sol Civil War. It is not uncommon to see such stark contrasts on Mars, as destroyed settlements are slowly being reclaimed and rebuilt.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Medium-High; Pockets of Open Metropolises, Biodomes, Large Space Stations, Cramped Slums, Developed Infrastructure&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capitals:&#039;&#039;&#039; Olympia (planetside); New/Nova Concordia Station (orbital)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 4,592,943,380&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 1,372,248&lt;br /&gt;
&lt;br /&gt;
Mars is the fourth planet out from [[Sol]]. It orbits Sol at approximately 1.52 AU. A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. It is the outermost terrestrial planet in the Sol system. It is known as the Red Planet because the iron-rich dust that covers most of the planet’s surface gives it a reddish tinge that was visible to the naked eyes of astronomers on Earth in ancient times. Mars has a relatively thin atmosphere. &lt;br /&gt;
&lt;br /&gt;
Mars was one of the first bodies colonized by humanity. It&#039;s population swelled in the early days of the Second Space Race as prospectors sought to claim their fortune mining the planet to satisfy [[Earth|Earth&#039;s]] ever-growing need for raw materials. It&#039;s population reached a peak in the 2200&#039;s when one of humanity&#039;s first global terraforming efforts backfired, killing millions as decades of steady environmental changes were undone in seconds. Mars has slowly been recovering since then, but has never quite been able to shake the reputation of being a &#039;massive failed project&#039;. &lt;br /&gt;
&lt;br /&gt;
Suffering extensive damage as a result of the Second Sol Alliance Civil War, Mars was the fortunate recipient of human aid. Small scale terraforming projects allowed for limited zones of habitability within the largest craters. These small pockets saw a boom in development, as people migrated from centuries old biodomes into newly constructed open cities. As with Luna, Mars was flooded with Earth-refugees, who largely took over the old bio domes. In spite of a civil construction surge, housing is a constant problem, as the open cities struggle to support any additional development and those living in the biodomes are subject to cramped spaces and inadequate basic services.&lt;br /&gt;
&lt;br /&gt;
Overall, Mars, like Earth, has made a dramatic recovery, prompting some to call for full, planetary terraforming efforts to turn the planet into a &#039;New Earth&#039;. However, along with it&#039;s housing problems, Mars is riddled with ruins as a result of the Alliance Civil War, which has rendered some areas uninhabitable or even radioactive. There are ongoing efforts to undo this damage by Alliance, local government and private interests, but most estimates claim that Reclamation efforts will take 30 years, at least. It is also estimated that at least 500 million Martians are living in various ruins in deplorable conditions far worse than those in the most overcrowded biodome.&lt;br /&gt;
&lt;br /&gt;
Mars&#039; economy is developed and mixed, with it&#039;s largest industries being orbital construction, mining, salvaging and a small but rapidly growing hydroponics industry. Mars also enjoys being the center of Sol trade, with over 90% of Sol&#039;s trade at some point passing through the planet or one of it&#039;s stations, due in no small part to the Memorial Warp Gate near the planet. &lt;br /&gt;
&lt;br /&gt;
The planetary capital of Mars is Olympia, located within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station along with the highest echelons of Sol Alliance leadership and bureaucracy.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hephaestus_Industries&amp;diff=1758</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hephaestus_Industries&amp;diff=1758"/>
		<updated>2015-04-25T08:05:14Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
Hephaestus Industries is an industrial conglomerate that focuses mainly on the production of FTL spacecraft for both civilian and military applications.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Hephaestus Industries, Hephaestus Heavy Industries, Hephaestus Shipbuilding Incorporated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Et nos vobis magis ad astra.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Government District 7, New Gibson, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Sol Common, Tau Ceti Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work Force:&#039;&#039;&#039; (2450 Investor Audit Report)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;340,000 - Total Number of Employees (Estimated)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
312,000 - Industrial Technicians (Estimated)&lt;br /&gt;
&lt;br /&gt;
14,000 - Industrial Overseers (Estimated)&lt;br /&gt;
&lt;br /&gt;
8,000 - Public Relations (Estimated)&lt;br /&gt;
&lt;br /&gt;
5,000 - Acquisitions (Estimated)&lt;br /&gt;
&lt;br /&gt;
1,000 - Investor Assurance Specialists (Estimated)&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti:&#039;&#039;&#039; Granted jurisdiction by the Republic of Biesel over Fabrication Districts 12, 23, 32, 55, 67 and 74 on the planet of New Gibson; HQ located in Government District 7 on New Gibson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; Several industrial megacomplexes located approximately 35 km outside of [[Mars|Lowell City, Mars]]; 2 assembly plants located on [[Earth#Luna|Luna]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Originally founded in the year 2137, seven years after the advent of Warp technology allowed for the first instances of FTL travel, Hephaestus Aeronautics was formed from the conglomeration of several failing aerospace companies, and was able to dig itself out of its economic hole by becoming a subsidiary of Einstein Engines. Hephaestus Aeronautics produced the Warp-enabled probes that scouted nearby star systems from the early to mid-2100&#039;s, and also manufactured many large components for the assembly of Einstein Engines&#039; colony ships. While initially a very profitable subsidiary of Einstein Engines, Hephaestus Aeronautics faced severe budget cuts and downsizing after Einstein Engines found a new source of even cheaper labor in the form of newly established colony worlds in the outer systems. Hephaestus Aerospace became little more than an administrative division, with most of the industrial process of building starships taken out of their hands.&lt;br /&gt;
&lt;br /&gt;
However, in 2404, a board of independent investors bought Hephaestus Aeronautics from Einstein Engines, transforming it into Hephaestus Industries. Using newly patented industrial techniques, Hephaestus Industries began once again producing spacecraft components much more efficiently and inexpensively than its competitors, driving up its market share. Following first contact with the Skrell in 2413, the company&#039;s market share exploded after the board of directors was able to convince Skrellian scientists to help them develop and patent even more efficient industrial techniques. Now rapidly growing, Hephaestus Industries had to expand. Through several adept political maneuvers, Hephaestus Industries was granted the rights of jurisdiction over several fabrication districts on New Gibson by the Republic of Biesel. With a massive source of extremely cheap labor at their disposal, Hephaestus Industries was not just able to forge the components for starships, but was also able to assemble them as well and brand them under unique patents.&lt;br /&gt;
&lt;br /&gt;
Some years after Nanotrasen&#039;s rise due to the discovery and refinement of Plasma, Hephaestus Industries entered into an economic partnership with Nanotrasen, offering up its services to both manufacture the components for Bluespace drives and to fit those drives onto the ships that they produced, granting royalties to Nanotrasen for the right to do so. This &amp;quot;alliance of shared interests&amp;quot; has persevered into the present day. Today, Hephaestus Industries produces the battleships used by Nanotrasen to defend their corporate interests. Approximately 38% of all registered spacecraft are produced by Hephaestus Industries.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Corporations]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1757</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=1757"/>
		<updated>2015-04-25T08:03:25Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}The year is [[Timeline| 2456 CE (Common Era)]], and since the late 21st century, Humanity has been spreading out among the stars. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Epsilon Eridani]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on Garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued.&lt;br /&gt;
&lt;br /&gt;
At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but following the 23rd and 24th centuries the power of humanity&#039;s central government began to wane. Several rebellions and interstellar wars left Earth devastated and the Alliance conceding  independence to its outer-most systems.&lt;br /&gt;
&lt;br /&gt;
In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTransen&#039;s discovery of the element plasma.&lt;br /&gt;
&lt;br /&gt;
Humanity is not alone in this vast sea of stars. Numerous alien races have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the warlike [[Unathi]] and elegant [[Dionaea]] are but a few of the races of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile.&lt;br /&gt;
&lt;br /&gt;
If one thing can be said to unite the various species, it is the drive to control the powerful element plasma, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of plasma deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces. Within humanity, a divide has begun to form: What is NanoTrasen&#039;s role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the plasma market?&lt;br /&gt;
&lt;br /&gt;
Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
This age is one of &#039;&#039;&#039;progress&#039;&#039;&#039;, &#039;&#039;&#039;war&#039;&#039;&#039;, and &#039;&#039;&#039;greed&#039;&#039;&#039;. It is the &#039;&#039;&#039;Age of Mankind&#039;&#039;&#039;.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
==Your Workplace==&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the [[NSS Aurora]], a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.&lt;br /&gt;
&lt;br /&gt;
After the discovery of a substance known as [[Plasma]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity&#039;s fuel source and established them as the most powerful corporation in human space.&lt;br /&gt;
&lt;br /&gt;
==The Economy==&lt;br /&gt;
&lt;br /&gt;
The most common currency in human space is the [[Economy| Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by &#039;&#039;&#039;cr&#039;&#039;&#039; (e.g. 5,000 cr).&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
===Sol===&lt;br /&gt;
The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and counties development by also great atrocities and suffering.&lt;br /&gt;
&lt;br /&gt;
At the end of the Second Sol Alliance Civil War, The Sol system was left in ruins. It has slowly rebuilt itself over the past century and is joe considered more or less rebuilt. Earth occupies a place of prestige as humanity&#039;s homeworld and also as a world that is able to support a massive population with innovative, sustainable resource technologies. Luna has become something of a mishmash of galactic society: glittering skyscrapers within pressurized biodomes butt up awkwardly against walled off slums housing the descendants of Earth-refugees. Mars has seen small scale terraforming efforts take hold, with patches of the planet possessing a breathable atmosphere. Mars is still dotted with century old ruins, a consequence of resources forcibly diverted to the Earth recovery effort decades ago.&lt;br /&gt;
&lt;br /&gt;
The administrative center of the Sol Alliance is Nova Concordia, in orbit around Mars. Built to replace the destroyed New Eden station, Nova Concordia is the seat of the Sol Alliance government. Mars is divided into mostly self-governing provinces, while Luna has been directly administered by an elected Sol Alliance representative. Earth is still divided among nation-states, but all are ultimately subject to the Sol Alliance. In practice, most Earth nations are autonomous, with the Alliance only rarely stepping in to resolve severe international disputes.&lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 27 billion people, with 160 systems with at least 100,000 permanent residents. Six of these systems (including Sol) have populations exceeding one billion. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Warp Gates connecting the most developed systems. Following the Holocaust of 2316, refugees from earth founded colonies in several uninhabited Red Dwarf systems and on the outskirts of many of the more developed systems.&lt;br /&gt;
&lt;br /&gt;
Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 210-250.&lt;br /&gt;
&lt;br /&gt;
===Mid Colonies===&lt;br /&gt;
Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a combined population of 14 billion, and contains 213 systems with at least 100,000 permanent residents. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, primarily through the use of client states. Following the Great War, several of the larger colonies declared independence. These Independent Powers continue to encroach upon the margins of Sol Alliance space.&lt;br /&gt;
&lt;br /&gt;
Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Warp Gate system means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of &amp;quot;developed&amp;quot; space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 190-230.&lt;br /&gt;
&lt;br /&gt;
===Outer Colonies===&lt;br /&gt;
Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 3 billion people and contains about 310 systems with at least 100,000 permanent residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie beyond the reach of the Sol Alliance. Instead, the majority of the Outer Sphere is divided into a number of multi-system polities, generally aligned with one of the Great Powers.&lt;br /&gt;
&lt;br /&gt;
Life here is harder than in the Mid colonies, though many see independence from the Sol Alliance as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The &#039;Spacer&#039; culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 160-200.&lt;br /&gt;
&lt;br /&gt;
===Frontier===&lt;br /&gt;
The Frontier consists of all space more than 300 lightyears away from Sol; it is the very edge of known space. Frontier space contains at least 50 inhabited systems with an estimated, combined population of 500 million, although these numbers are extremely difficult to determine. The affairs of the Inner and Middle Colonies are nearly irrelevant to these hard-spun settlers, although many remain resentful. People are often forced to make do with equipment decades or even a century behind that of the inner worlds. The largest political entities are a few united systems, but most &#039;governments&#039; are confined to a planet or city-state. &#039;Frontiersmen are born in a hardsuit&#039;, so the saying goes, and live or die by their skill and luck. Life is harsh and comparatively short here, with life spans ranging from 130-180. Those that do survive can often attain extensive technical knowledge. Here you will find the outsiders of Human (and alien) society; cults, fanatics, Earth supremacists, political exiles, outlaws, rogue AI’s, and radical exhumans.&lt;br /&gt;
&lt;br /&gt;
==Main Spacefaring Races==&lt;br /&gt;
&lt;br /&gt;
===Humanity===&lt;br /&gt;
&lt;br /&gt;
[[image:Human_fem.png]][[image:Human_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Earth]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Sol Common&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; [[Sol Alliance]], [[Republic of Biesel]], [[Eridani Federation|Eridani Corporate Federation]]&lt;br /&gt;
&lt;br /&gt;
&#039;Homo Sapiens&#039;, or as they&#039;re more commonly known, Humans, are the most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.&lt;br /&gt;
&lt;br /&gt;
However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a species. Additionally, ideological differences further deteriorate relations between human factions.&lt;br /&gt;
&lt;br /&gt;
Highly advanced technologically, humans are one of several known races to independently achieve viable, interstellar space flight.&lt;br /&gt;
&lt;br /&gt;
===Skrell===&lt;br /&gt;
&lt;br /&gt;
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Skrell| Jargon (Nralakk)]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Skrell| Jargon IV(Qerrbalak)]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Skrellian, Tau Ceti Basic&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Skrellian Alliance&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the [[Skrell]] are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
===Unathi===&lt;br /&gt;
&lt;br /&gt;
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Unathi| Uueoa-Esa]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Unathi| Moghes]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Sinta Unathi&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Izweski Nation&lt;br /&gt;
&lt;br /&gt;
The Unathi Race is a highly honorbond and clan based spieces. Unathi hail from their homeworld of Moghes and their colony planet Ouere.&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi have regressed to a feudal system of life after the brutal Contact War in 2439, and the planet Ouere is ruled by a colonial administration of the Sol Alliance and Skrellian Alliance. Moghean culture has strict gender guidelines which are well defined, and breaking them is highly taboo.&lt;br /&gt;
&lt;br /&gt;
Ouerean Unathi number in the high thousands, and are ruled by humans and skrell who funded their initial colonizing of this new world. While the society is more lax, unathi stubbornness prevents true reform from taking place.&lt;br /&gt;
&lt;br /&gt;
===Tajara===&lt;br /&gt;
&lt;br /&gt;
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Tajara| S&#039;rand&#039;marr]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Tajara| Adhomai]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; People&#039;s Republic of Adhomai&lt;br /&gt;
&lt;br /&gt;
The Tajaran are a feline race, and the most recent to make an appearance on the galactic stage. They are also the second most populous species in known space, behind humans in terms of population. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers.. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence.&lt;br /&gt;
&lt;br /&gt;
===Dionaea===&lt;br /&gt;
&lt;br /&gt;
[[image:Dionaea.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Epsilon Ursae Minoris&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.&lt;br /&gt;
&lt;br /&gt;
===Vaurca===&lt;br /&gt;
&lt;br /&gt;
[[image:vaurca.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
The bipedal, insetoid-like creatures hailing from the moon known as Sedantis I, [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and most even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes on Biesel or New Gibson, whether in isolated and concentrated camps, or actual houses. The Hives themselves are divided, and constantly warring. The largest, and most common hive is the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
===IPC===&lt;br /&gt;
&lt;br /&gt;
[[image:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
An [[IPC| Integrated Positronic Chassis]], or IPC, is an positronic artificial intelligence inside a bipedal, humanoid frame, that has amassed enough currency to purchase its own freedom from its owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic races possess. While gender neutral, individual intelligences may develop personality quirks to further their &amp;quot;uniqueness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Vox===&lt;br /&gt;
&lt;br /&gt;
[[image:Vox Lineup.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Vox Standard&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient races have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.&lt;br /&gt;
&lt;br /&gt;
==Governing Entities==&lt;br /&gt;
&lt;br /&gt;
===Trans-stellar Corporations===&lt;br /&gt;
&lt;br /&gt;
The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.&lt;br /&gt;
&lt;br /&gt;
There are a number of major trans-stellars, almost all of which are owned by humans. The eight major ones in human space, going in order from largest to smallest, are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], Osiris Atmospherics, [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and Eridani NanoTech.&lt;br /&gt;
&lt;br /&gt;
Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.&lt;br /&gt;
&lt;br /&gt;
===Minor Human Factions===&lt;br /&gt;
&lt;br /&gt;
These are former colony worlds that declared independence from the Sol Alliance. As the Alliance&#039;s influence has waned over the centuries,, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century. These groups include (but are not limited to) the [[Republic of Elyra]], Republic of Biesel, and the Eridani Federation  &lt;br /&gt;
&lt;br /&gt;
The [[Warriors of Thanatos]] can be considered an independent system due to their size and prevalence, but as of yet do not fully control a star system.&lt;br /&gt;
&lt;br /&gt;
===Sol Alliance===&lt;br /&gt;
&lt;br /&gt;
Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity. While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1756</id>
		<title>Interstellar Aid Corps</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1756"/>
		<updated>2015-04-25T07:57:24Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Founded on [[Timeline#The Fall of Earth - The Great War|January 5th, 2320]] after the signing of the Luna Convention of Galactic Law, the Interstellar Aid Corps (IAC) is a humanitarian organization that provides humanitarian relief and developmental assistance to troubled areas of the galaxy. It has a footing in most human space, with efforts focused on the underdeveloped frontier worlds. Its headquarters is based on [[Earth#Luna|Luna]], with Chairman Tyler Henderson and a board of directors overseeing its operations as a whole.&lt;br /&gt;
&lt;br /&gt;
Being a fiercely neutral, non-government humanitarian organization, the IAC is protected under intergalactic law. Harming IAC volunteers or workers is considered a war crime. They can be identified by their light blue uniforms, and &#039;blue-cross&#039; emblem. Volunteers typically wear these, or an armband marking them as a volunteer.&lt;br /&gt;
&lt;br /&gt;
It has 112 million volunteers and staff. The majority are medical workers, civilian volunteers, security personnel, or human rights investigators. &lt;br /&gt;
&lt;br /&gt;
=== Operations in Human Space ===&lt;br /&gt;
&lt;br /&gt;
Focused mainly in the frontier, the IAC is providing humanitarian and disaster relief across human space. They have refugee centers on [[Mars]], in [[Tau Ceti]], and several more on frontier worlds. Operations in the core worlds or inner colonies consist mostly of disaster response, with the IAC responding mostly to mining outposts suffering catastrophic disasters, or setting up healthcare facilities in areas where such things are limited or don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
The IAC has a troubled relationship with [[Nanotrasen Corporation|Nanotrasen]], as IAC investigators accuse the corporation of cutting too many corners in safety for its mining operations. IAC volunteers regularly respond to distress calls from Nanotrasen mining facilities, which are rarely equipped with any form of reliable medical care. Nanotrasen strongly denies IAC allegations, but after the 2450 &#039;&#039;&#039;Zeta Outpost Plasma Explosion&#039;&#039;&#039; relented and allowed the IAC to provide medical sleepers and medkits to Nanotrasen outposts.&lt;br /&gt;
&lt;br /&gt;
On the frontier, the IAC has camps set up where anyone on the frontier worlds may enter and receive medical treatment. They also negotiate with pirates and raiders to allow IAC staff to treat captured slaves or hostages, even while trying to negotiate their release. IAC neutrality is not always respected, but for the most part they are universally trusted, or tolerated, while Sentient Rights investigators get busy relative to their distance from the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Skrell|Skrellian Space]] ===&lt;br /&gt;
&lt;br /&gt;
The Interstellar Aid Corps has limited operations in Skrellian space if only by virtue of the distance involved for travel and continued operations, but operates disaster relief and humanitarian assistance where required. Sentient Rights investigators are unusually well-informed in Skrellian space.&lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Unathi|Unathi Space]] ===&lt;br /&gt;
&lt;br /&gt;
Given the catastrophic and deteriorating conditions on Moghes, the IAC has been in intense negotiations with the [[Unathi#Izweski_Nation|Izweski Nation]], the dominant Unathi power, in establishing relief operations on the planet&#039;s surface. Unathi stubbornness and mistrust of &#039;human meddling&#039; holds back proper efforts, but the IAC has a very small presence of facilities on the planet that provide healthcare and food aid to needing unathi. &lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Tajara|Tajaran Space]] ===&lt;br /&gt;
&lt;br /&gt;
The IAC has a handful of facilities present on the surface of Ahdomai, and provide medical aid to both factions in the civil war. They have continued efforts in trying to discourage the rebels and government from targeting civilian areas, and Sentient Rights investigators have recently been blowing the whistle on intentional targeting of civilians displaced by the war by both sides.&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1755</id>
		<title>Interstellar Aid Corps</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1755"/>
		<updated>2015-04-25T07:56:28Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Founded on [[Timeline#The Fall of Earth - The Great War|January 5th, 2320]] after the signing of the Luna Convention of Galactic Law, the Interstellar Aid Corps (IAC) is a humanitarian organization that provides humanitarian relief and developmental assistance to troubled areas of the galaxy. It has a footing in most human space, with efforts focused on the underdeveloped frontier worlds. Its headquarters is based on [[Earth#Luna|Luna]], with Chairman Tyler Henderson and a board of directors overseeing its operations as a whole.&lt;br /&gt;
&lt;br /&gt;
Being a fiercely neutral, non-government humanitarian organization, the IAC is protected under intergalactic law. Harming IAC volunteers or workers is considered a war crime. They can be identified by their light blue uniforms, and &#039;blue-cross&#039; emblem. Volunteers typically wear these, or an armband marking them as a volunteer.&lt;br /&gt;
&lt;br /&gt;
It has 112 million volunteers and staff. The majority are medical workers, civilian volunteers, security personnel, or human rights investigators. &lt;br /&gt;
&lt;br /&gt;
=== Operations in Human Space ===&lt;br /&gt;
&lt;br /&gt;
Focused mainly in the frontier, the IAC is providing humanitarian and disaster relief across human space. They have refugee centers on [[Mars]], in [[Tau Ceti]], and several more on frontier worlds. Operations in the core worlds or inner colonies consist mostly of disaster response, with the IAC responding mostly to mining outposts suffering catastrophic disasters, or setting up healthcare facilities in areas where such things are limited or don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
The IAC has a troubled relationship with [[Nanotrasen Corporation|Nanotrasen]], as IAC investigators accuse the corporation of cutting too many corners in safety for its mining operations. IAC volunteers regularly respond to distress calls from Nanotrasen mining facilities, which are rarely equipped with any form of reliable medical care. Nanotrasen strongly denies IAC allegations, but after the 2450 &#039;&#039;&#039;Zeta Outpost Plasma Explosion&#039;&#039;&#039; relented and allowed the IAC to provide medical sleepers and medkits to Nanotrasen outposts.&lt;br /&gt;
&lt;br /&gt;
On the frontier, the IAC has camps set up where anyone on the frontier worlds may enter and receive medical treatment. They also negotiate with pirates and raiders to allow IAC staff to treat captured slaves or hostages, even while trying to negotiate their release. IAC neutrality is not always respected, but for the most part they are universally trusted, or tolerated, while Sentient Rights investigators get busy relative to their distance from the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Skrell|Skrellian Space]] ===&lt;br /&gt;
&lt;br /&gt;
The Interstellar Aid Corps has limited operations in Skrellian space if only by virtue of the distance involved for travel and continued operations, but operates disaster relief and humanitarian assistance where required. Sentient Rights investigators are unusually well-informed in Skrellian space.&lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Unathi|Unathi Space]] ===&lt;br /&gt;
&lt;br /&gt;
Given the catastrophic and deteriorating conditions on Moghes, the IAC has been in intense negotiations with the [[Unathi#Izweski_Nation|Izweski Nation]], the dominant Unathi power, in establishing relief operations on the planet&#039;s surface. Unathi stubbornness and mistrust of &#039;human meddling&#039; holds back proper efforts, but the IAC has a very small presence of facilities on the planet that provide healthcare and food aid to needing unathi. &lt;br /&gt;
&lt;br /&gt;
=== Operations in [[Tajara|Tajaran Space]] ===&lt;br /&gt;
&lt;br /&gt;
The IAC has a handful of facilities present on the surface of Ahdomai, and provide medical aid to both factions in the civil war. They have continued efforts in trying to discourage the rebels and government from targeting civilian areas, and Sentient Rights investigators have recently been blowing the whistle on intentional targeting of civilians displaced by the war by both sides.&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1754</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1754"/>
		<updated>2015-04-25T07:51:45Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc_right}}&lt;br /&gt;
[[Image:Earth.jpg|thumb|400px|Earth is the homeworld of humanity.]]&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Sol|Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon(s):&#039;&#039;&#039; [[Earth#Luna|Luna]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level:&#039;&#039;&#039; Extremely High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (Planetside):&#039;&#039;&#039; 19,160,000,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (In Orbit):&#039;&#039;&#039; 987,950,000 (est.)&lt;br /&gt;
&lt;br /&gt;
Earth (also called Terra, Gaia, or Sol III) is the third planet in orbit around the star Sol, and is the homeworld of humanity. Approximately 83% of its surface is covered in salt water, due to an amplified greenhouse effect melting the planet&#039;s polar ice caps several centuries ago. Originally home to millions of distinct species of flora and fauna, it is estimated that 94% of those species have gone extinct, but through the miracle of cloning dozens of new species that were previously extinct are being reintroduced every month.&lt;br /&gt;
&lt;br /&gt;
The biosphere of Earth was severely polluted and ecologically ravaged towards the end of the 23rd century, and a runaway greenhouse effect was nearly achieved by the time all nonrenewable resources had been depleted. However, extensive private, corporate and government investment in reclamation programs, high efficiency renewable energy and sustainable development resulted in a reversing trend of pollution that has greatly improved living conditions on the surface.&lt;br /&gt;
&lt;br /&gt;
Earth is the most densely populated planet in all of explored space, surpassing even the [[Skrell|Skrellian homeworld&#039;s]] population by several billion. Earth is also the most developed planet in human space, with sprawling megalopolises, or &amp;quot;megacities.&amp;quot; Several of these superdense metropolitan areas are built up in a tiered fashion. There is also a massive population of spacers living in orbit, and several tens of millions living on Luna, the natural satellite of Earth.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
[[File:Earth2457.png|400px|thumb|right|A political map showing the borders of the supranational organizations present on Earth, and the locations of megacities.]]&lt;br /&gt;
[[File:Earth(2456).jpg|400px|thumb|right|Earth, circa 2263. This image was taken from medium Earth orbit, and shows the extent of the pollution present in the atmosphere at the time.]]&lt;br /&gt;
The size of Earth&#039;s landmasses are significantly smaller than they were in the centuries prior to the 22nd century. The melting of the polar ice caps caused massive rises in the overall sea level, and large stretches of land were submerged. Areas that are currently underwater include most of what used to be Sibera, the northern section of Eastern Europe, large portions of Canada, and approximately a third of Australia&#039;s landmass. Entire countries sank beneath the waves in South America, and the area of the United States that used to be the deep south no longer exists. A majority of the Pacific islands are also gone. With the melting of the ice caps, the rocky base layer of Antarctica was exposed.&lt;br /&gt;
==Environment==&lt;br /&gt;
The Earth&#039;s environment as of modern day is stabilizing at a steady rate. New growth forests that were sown several decades ago are now thriving on the outskirts of major metropolitan areas. The general air quality is now on par with that of the early 21st century, and the oceans have been subjected to extensive reclamation programs that have neutralized large portions of residual pollution. Artificially introduced fish stocks populate the depths, and cloned versions of extinct species have been reintroduced into the wilds.&lt;br /&gt;
&lt;br /&gt;
This was not always the case. From the late [[Timeline#The Second Space Age|2100s]] to the late 2200s, Earth was approaching a critical mass in terms of pollution. Global temperatures had risen to the point that the planet was in the early stages of a runaway greenhouse effect, and air pollution blotted out the sun in some areas. Approximately 94% of all land species and 90% of all ocean species on Earth had gone extinct, and serious health issues due to the environment were especially rampant during this period. The world&#039;s rain forests were essentially gone, with only areas in Madagascar and the mountainous portions of South America retaining any significant degree of greenery.&lt;br /&gt;
&lt;br /&gt;
Advances in technology and a massive shift in focus towards restorative and environmentalist policies eventually reversed the negative trend of Earth&#039;s environment by the early [[Timeline#The Resource Wars|2300s]]. Massive terraforming facilities recycled and neutralized pollutants and greenhouse gases in the atmosphere, and pumped out gas mixtures similar to Earth&#039;s atmosphere during the 2000s. Most cities were retrofitted to be sustainable, and DNA samples from various extinct species were used to reconstruct and clone them with current technology. Within the span of a century, a vast quantity of the effects of ecological and environmental devastation were nullified, reversed in some cases, and severely dampened at the very least.&lt;br /&gt;
==Society==&lt;br /&gt;
===Humanity===&lt;br /&gt;
Earth is the homeworld of humanity. Humans first evolved around 7 million years ago, but it wasn&#039;t until only 700 years ago that the human population skyrocketed due to the industrial revolution and the second green revolution. Since then, the population growth trend for humanity has been exponential, plateauing off slightly in the 21st century, but skyrocketing again with the emergence of planetary colonization. Approximately 50% of all humans live on Earth.&lt;br /&gt;
&lt;br /&gt;
There was significant religious and ideological turmoil within humanity throughout its history, which often resulted in warfare and violence. This trend continued even past the creation of the Sol Alliance, and into the modern day. Terrorist groups still exist and rogue colonial governments will occasionally rebel, though the Sol Alliance has shown itself to be rather effective in terms of quashing rebellions and responding to terrorism.&lt;br /&gt;
===Supranational Organizations===&lt;br /&gt;
Since the creation of the Sol Alliance, warfare between the nation-states of Earth has become nonexistent. This is also partially attributed to the creation of supranational organizations to help the various countries manage their respective continents, as well as the Sol Alliance&#039;s peacekeeping and mediation duties. Most of the countries that existed around the 21st century are still in existence, though some have either been absorbed into their neighbors, while others were submerged under rising sea levels. Below is a roster of supranational organizations on Earth.&lt;br /&gt;
&lt;br /&gt;
*North American Federation&lt;br /&gt;
*South American Alliance&lt;br /&gt;
*South African Collective&lt;br /&gt;
*Free African Nations&lt;br /&gt;
*Collective of Independent Caribbean States&lt;br /&gt;
*United Islamic Nations&lt;br /&gt;
*European Union&lt;br /&gt;
*Oceania&lt;br /&gt;
*Scandinavian Alliance&lt;br /&gt;
*Neo-Carolingian Federation&lt;br /&gt;
*Madagascar&lt;br /&gt;
*United Arab Emirates&lt;br /&gt;
*Pan-Asian Confederation&lt;br /&gt;
*New Russian Federation&lt;br /&gt;
&lt;br /&gt;
===Major Cities===&lt;br /&gt;
Earth is the most densely populated planet in known space. The major metropolitan areas can stretch for hundreds of miles, and are referred to as &amp;quot;megacities&amp;quot;. Megacities sometimes merge into each other, or extend over bodies of water. The best example of this are the twin artificial land bridges across the Persian Gulf that connect Dubai to the mainland portion of the UAE. Megacities can be home to billions of people, and as such can sometimes be tiered, such as the case with Beijing, Los Angeles, Dubai, Mumbai, New Delhi, New York City, Tokyo, Jerusalem, and London. Below is a roster of megacities on Earth.&lt;br /&gt;
[[Image:karachi.jpg|thumb|400px|The outskirts of the Karachi metropolitan area in modern day Pakistan.]]&lt;br /&gt;
*Portland&lt;br /&gt;
*San Francisco&lt;br /&gt;
*Los Angeles&lt;br /&gt;
*Dallas&lt;br /&gt;
*Las Vegas&lt;br /&gt;
*Mexico City&lt;br /&gt;
*Chicago&lt;br /&gt;
*Montreal&lt;br /&gt;
*New York City&lt;br /&gt;
*Washington D.C.&lt;br /&gt;
*Bogota&lt;br /&gt;
*Lima&lt;br /&gt;
*Rio de Janeiro&lt;br /&gt;
*Sao Paulo&lt;br /&gt;
*Buenos Aires&lt;br /&gt;
*Madrid&lt;br /&gt;
*Reykjavik&lt;br /&gt;
*Oslo&lt;br /&gt;
*Berlin&lt;br /&gt;
*Paris&lt;br /&gt;
*Rome&lt;br /&gt;
*Cairo&lt;br /&gt;
*Jerusalem&lt;br /&gt;
*Cape Town&lt;br /&gt;
*Dubai&lt;br /&gt;
*Karachi&lt;br /&gt;
*New Delhi&lt;br /&gt;
*Mumbai&lt;br /&gt;
*Bangkok&lt;br /&gt;
[[Image:statue_of_liberty.jpg|thumb|400px|The Statue of Liberty was moved from its original location due to rises in the sea level. It now resides in an enclosed dome, where it is protected from the elements.]]&lt;br /&gt;
*Kuala Lumpur&lt;br /&gt;
*Beijing&lt;br /&gt;
*Shanghai&lt;br /&gt;
*Tokyo&lt;br /&gt;
*Jakarta&lt;br /&gt;
*Perth&lt;br /&gt;
*Cairns&lt;br /&gt;
*Brisbane&lt;br /&gt;
*Sydney&lt;br /&gt;
*Canberra&lt;br /&gt;
*Melbourne&lt;br /&gt;
*Dublin&lt;br /&gt;
*London&lt;br /&gt;
===Heritage Sites and Monuments===&lt;br /&gt;
In the mid-20th century, an organization called UNESCO designated heritage sites, or areas and locations deemed culturally significant to humanity. Many significant sites were lost as sea levels rose to cover them over time, but significant architectures and monuments ended up being well preserved by their respective nations, and still exist into the modern day. Copies and reproductions of famous monuments exist on other planets, but the originals can still be found on Earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luna&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Luna==&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|400px|A photograph of Harmony City, the capital of Luna and one of the largest domed cities on the lunar surface. Luna&#039;s domed and subterranean cities are connected by environmentally sealed roads and railways deep underground.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parent Planet:&#039;&#039;&#039; Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Medium to Advanced; Interconnected Domed/Subterranean Cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Harmony City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 66,674,843&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 162,981&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noteworthy places:&#039;&#039;&#039; [[Lunar University of Medical Science]], [[Interstellar Aid Corps|Interstellar Aid Corps Headquarters]]&lt;br /&gt;
===General Information===&lt;br /&gt;
Luna is the only natural satellite of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. Early in the history of mankind&#039;s colonization of outer space, Luna was developed into an off-world shipyard where vessels would be constructed and launched, drastically cutting the cost due to the lower gravity. In modern times it has developed into a busy trade hub, where traders from across the galaxy come to offload goods before they make their final trip to Earth. It is also the home of [[Einstein Engines]], who control nearly all the shipyards and construction sites on and orbiting Luna, with [[Nanotrasen Corporation|Nanotrasen]] having an unusually smaller stake.&lt;br /&gt;
===Subterranean Cities===&lt;br /&gt;
Initial exploration and colonization came with the discovery of vast subterranean lava tubes, two of which were as wide as 5km. Colonists and construction teams immediately set work in sealing and reinforcing these massive caverns, constructing subterranean towns which over the course of Luna&#039;s history developed into sprawling cities. There is a very large mining industry on Luna, with engineers and shaft miners being well paid and lucrative careers, because there are constant projects to expand and connect the subterranean cities with large and intricate mag-train subways. The trains travel at 507 km/h, allowing people to travel between even the farthest cities in mere minutes where regular travel on the surface would take many hours or even a full earth day.&lt;br /&gt;
&lt;br /&gt;
Being far underground and connected to the surface via subway tunnels, escalators, and standard hallways, the Luna population is very well protected from asteroid strikes or other cosmic dangers. During solar storms or other such emergencies, emergency procedures are in place to evacuate the population underground. One famous example of this safety is during the New Phoenix disaster, where an asteroid was detected to impact in the city of New Phoenix only 7 minutes before impact. Most of the 12,000 residents were saved during the emergency evacuation, but the entire above-ground biodome was destroyed and the survivors left homeless. After this incident, all vital infrastructure (including gravity generators, atmospheric equipment, and government facilities) were moved underground.&lt;br /&gt;
&lt;br /&gt;
Within the subterranean structures of lunar cities, much effort is made to maintain an illusion of space. While the majority of the lava tubes are are several kilometers in diameter, in the early days of lunar colonization, many colonists reported suffering from depression and panic attacks, as well as developing symptoms of claustrophobia. To combat this, open areas have been given powerful light sources designed to simulate natural sunlight, and residents of subterranean areas are prescribed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Luna&#039;s Governor Kristen Anuja enjoys a moderate approval rating. She is supportive of Einstein Engines, and critical of Nanotrasen&#039;s growing involvement on Luna.&lt;br /&gt;
[[Category: Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1753</id>
		<title>Interstellar Aid Corps</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1753"/>
		<updated>2015-04-25T07:46:51Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc right}}&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Founded on [[Timeline#The Fall of Earth - The Great War|January 5th, 2320]] after the signing of the Luna Convention of Galactic Law, the Interstellar Aid Corps (IAC) is a humanitarian organization that provides humanitarian relief and developmental assistance to troubled areas of the galaxy. It has a footing in most human space, with efforts focused on the underdeveloped frontier worlds. Its headquarters is based on [[Earth#Luna|Luna]], with Chairman Tyler Henderson and a board of directors overseeing its operations as a whole.&lt;br /&gt;
&lt;br /&gt;
Being a fiercely neutral, non-government humanitarian organization, the IAC is protected under intergalactic law. Harming IAC volunteers or workers is considered a war crime. They can be identified by their light blue uniforms, and &#039;blue-cross&#039; emblem. Volunteers typically wear these, or an armband marking them as a volunteer.&lt;br /&gt;
&lt;br /&gt;
It has 112 million volunteers and staff. The majority are medical workers, civilian volunteers, security personnel, or human rights investigators. &lt;br /&gt;
&lt;br /&gt;
== Operations in Human Space ==&lt;br /&gt;
&lt;br /&gt;
Focused mainly in the frontier, the IAC is providing humanitarian and disaster relief across human space. They have refugee centers on [[Mars]], in [[Tau Ceti]], and several more on frontier worlds. Operations in the core worlds or inner colonies consist mostly of disaster response, with the IAC responding mostly to mining outposts suffering catastrophic disasters, or setting up healthcare facilities in areas where such things are limited or don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
The IAC has a troubled relationship with [[Nanotrasen Corporation|Nanotrasen]], as IAC investigators accuse the corporation of cutting too many corners in safety for its mining operations. IAC volunteers regularly respond to distress calls from Nanotrasen mining facilities, which are rarely equipped with any form of reliable medical care. Nanotrasen strongly denies IAC allegations, but after the 2450 &#039;&#039;&#039;Zeta Outpost Plasma Explosion&#039;&#039;&#039; relented and allowed the IAC to provide medical sleepers and medkits to Nanotrasen outposts.&lt;br /&gt;
&lt;br /&gt;
On the frontier, the IAC has camps set up where anyone on the frontier worlds may enter and receive medical treatment. They also negotiate with pirates and raiders to allow IAC staff to treat captured slaves or hostages, even while trying to negotiate their release. IAC neutrality is not always respected, but for the most part they are universally trusted, or tolerated, while Sentient Rights investigators get busy relative to their distance from the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
== Operations in [[Skrell|Skrellian Space]] ==&lt;br /&gt;
&lt;br /&gt;
The Interstellar Aid Corps has limited operations in Skrellian space if only by virtue of the distance involved for travel and continued operations, but operates disaster relief and humanitarian assistance where required. Sentient Rights investigators are unusually well-informed in Skrellian space.&lt;br /&gt;
&lt;br /&gt;
== Operations in [[Unathi|Unathi Space]] ==&lt;br /&gt;
&lt;br /&gt;
Given the catastrophic and deteriorating conditions on Moghes, the IAC has been in intense negotiations with the [[Unathi#Izweski_Nation|Izweski Nation]], the dominant Unathi power, in establishing relief operations on the planet&#039;s surface. Unathi stubbornness and mistrust of &#039;human meddling&#039; holds back proper efforts, but the IAC has a very small presence of facilities on the planet that provide healthcare and food aid to needing unathi. &lt;br /&gt;
&lt;br /&gt;
== Operations in [[Tajara|Tajaran Space]] ==&lt;br /&gt;
&lt;br /&gt;
The IAC has a handful of facilities present on the surface of Ahdomai, and provide medical aid to both factions in the civil war. They have continued efforts in trying to discourage the rebels and government from targeting civilian areas, and Sentient Rights investigators have recently been blowing the whistle on intentional targeting of civilians displaced by the war by both sides.&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1751</id>
		<title>Interstellar Aid Corps</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1751"/>
		<updated>2015-04-25T07:40:24Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc right}}&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Founded on January 5th, 2320 after the signing of the Luna Convention of Galactic Law, the Interstellar Aid Corps (IAC) is a humanitarian organization that provides humanitarian relief and developmental assistance to troubled areas of the galaxy. It has a footing in most human space, with efforts focused on the underdeveloped frontier worlds. Its headquarters is based on [[Earth#Luna|Luna]], with Chairman Tyler Henderson and a board of directors overseeing its operations as a whole.&lt;br /&gt;
&lt;br /&gt;
Being a fiercely neutral, non-government humanitarian organization, the IAC is protected under intergalactic law. Harming IAC volunteers or workers is considered a war crime. They can be identified by their light blue uniforms, and &#039;blue-cross&#039; emblem. Volunteers typically wear these, or an armband marking them as a volunteer.&lt;br /&gt;
&lt;br /&gt;
It has 112 million volunteers and staff. The majority are medical workers, civilian volunteers, security personnel, or human rights investigators. &lt;br /&gt;
&lt;br /&gt;
== Operations in Human Space ==&lt;br /&gt;
&lt;br /&gt;
Focused mainly in the frontier, the IAC is providing humanitarian and disaster relief across human space. They have refugee centers on [[Mars]], in [[Tau Ceti]], and several more on frontier worlds. Operations in the core worlds or inner colonies consist mostly of disaster response, with the IAC responding mostly to mining outposts suffering catastrophic disasters, or setting up healthcare facilities in areas where such things are limited or don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
The IAC has a troubled relationship with [[Nanotrasen Corporation|Nanotrasen]], as IAC investigators accuse the corporation of cutting too many corners in safety for its mining operations. IAC volunteers regularly respond to distress calls from Nanotrasen mining facilities, which are rarely equipped with any form of reliable medical care. Nanotrasen strongly denies IAC allegations, but after the 2450 &#039;&#039;&#039;Zeta Outpost Plasma Explosion&#039;&#039;&#039; relented and allowed the IAC to provide medical sleepers and medkits to Nanotrasen outposts.&lt;br /&gt;
&lt;br /&gt;
On the frontier, the IAC has camps set up where anyone on the frontier worlds may enter and receive medical treatment. They also negotiate with pirates and raiders to allow IAC staff to treat captured slaves or hostages, even while trying to negotiate their release. IAC neutrality is not always respected, but for the most part they are universally trusted, or tolerated, while Sentient Rights investigators get busy relative to their distance from the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
== Operations in [[Skrell|Skrellian Space]] ==&lt;br /&gt;
&lt;br /&gt;
The Interstellar Aid Corps has limited operations in Skrellian space if only by virtue of the distance involved for travel and continued operations, but operates disaster relief and humanitarian assistance where required. Sentient Rights investigators are unusually well-informed in Skrellian space.&lt;br /&gt;
&lt;br /&gt;
== Operations in [[Unathi|Unathi Space]] ==&lt;br /&gt;
&lt;br /&gt;
Given the catastrophic and deteriorating conditions on Moghes, the IAC has been in intense negotiations with the [[Unathi#Izweski_Nation|Izweski Nation]], the dominant Unathi power, in establishing relief operations on the planet&#039;s surface. Unathi stubbornness and mistrust of &#039;human meddling&#039; holds back proper efforts, but the IAC has a very small presence of facilities on the planet that provide healthcare and food aid to needing unathi. &lt;br /&gt;
&lt;br /&gt;
== Operations in [[Tajara|Tajaran Space]] ==&lt;br /&gt;
&lt;br /&gt;
The IAC has a handful of facilities present on the surface of Ahdomai, and provide medical aid to both factions in the civil war. They have continued efforts in trying to discourage the rebels and government from targeting civilian areas, and Sentient Rights investigators have recently been blowing the whistle on intentional targeting of civilians displaced by the war by both sides.&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1750</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1750"/>
		<updated>2015-04-25T07:29:17Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc_right}}&lt;br /&gt;
[[Image:Earth.jpg|thumb|400px|Earth is the homeworld of humanity.]]&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Sol|Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon(s):&#039;&#039;&#039; [[Earth#Luna|Luna]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level:&#039;&#039;&#039; Extremely High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (Planetside):&#039;&#039;&#039; 19,160,000,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (In Orbit):&#039;&#039;&#039; 987,950,000 (est.)&lt;br /&gt;
&lt;br /&gt;
Earth (also called Terra, Gaia, or Sol III) is the third planet in orbit around the star Sol, and is the homeworld of humanity. Approximately 83% of its surface is covered in salt water, due to an amplified greenhouse effect melting the planet&#039;s polar ice caps several centuries ago. Originally home to millions of distinct species of flora and fauna, it is estimated that 94% of those species have gone extinct, but through the miracle of cloning dozens of new species that were previously extinct are being reintroduced every month.&lt;br /&gt;
&lt;br /&gt;
The biosphere of Earth was severely polluted and ecologically ravaged towards the end of the 23rd century, and a runaway greenhouse effect was nearly achieved by the time all nonrenewable resources had been depleted. However, extensive private, corporate and government investment in reclamation programs, high efficiency renewable energy and sustainable development resulted in a reversing trend of pollution that has greatly improved living conditions on the surface.&lt;br /&gt;
&lt;br /&gt;
Earth is the most densely populated planet in all of explored space, surpassing even the [[Skrell|Skrellian homeworld&#039;s]] population by several billion. Earth is also the most developed planet in human space, with sprawling megalopolises, or &amp;quot;megacities.&amp;quot; Several of these superdense metropolitan areas are built up in a tiered fashion. There is also a massive population of spacers living in orbit, and several tens of millions living on Luna, the natural satellite of Earth.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
[[File:Earth2457.png|400px|thumb|right|A political map showing the borders of the supranational organizations present on Earth, and the locations of megacities.]]&lt;br /&gt;
[[File:Earth(2456).jpg|400px|thumb|right|Earth, circa 2263. This image was taken from medium Earth orbit, and shows the extent of the pollution present in the atmosphere at the time.]]&lt;br /&gt;
The size of Earth&#039;s landmasses are significantly smaller than they were in the centuries prior to the 22nd century. The melting of the polar ice caps caused massive rises in the overall sea level, and large stretches of land were submerged. Areas that are currently underwater include most of what used to be Sibera, the northern section of Eastern Europe, large portions of Canada, and approximately a third of Australia&#039;s landmass. Entire countries sank beneath the waves in South America, and the area of the United States that used to be the deep south no longer exists. A majority of the Pacific islands are also gone. With the melting of the ice caps, the rocky base layer of Antarctica was exposed.&lt;br /&gt;
==Environment==&lt;br /&gt;
The Earth&#039;s environment as of modern day is stabilizing at a steady rate. New growth forests that were sown several decades ago are now thriving on the outskirts of major metropolitan areas. The general air quality is now on par with that of the early 21st century, and the oceans have been subjected to extensive reclamation programs that have neutralized large portions of residual pollution. Artificially introduced fish stocks populate the depths, and cloned versions of extinct species have been reintroduced into the wilds.&lt;br /&gt;
&lt;br /&gt;
This was not always the case. From the late 2100s to the late 2200s, Earth was approaching a critical mass in terms of pollution. Global temperatures had risen to the point that the planet was in the early stages of a runaway greenhouse effect, and air pollution blotted out the sun in some areas. Approximately 94% of all land species and 90% of all ocean species on Earth had gone extinct, and serious health issues due to the environment were especially rampant during this period. The world&#039;s rain forests were essentially gone, with only areas in Madagascar and the mountainous portions of South America retaining any significant degree of greenery.&lt;br /&gt;
&lt;br /&gt;
Advances in technology and a massive shift in focus towards restorative and environmentalist policies eventually reversed the negative trend of Earth&#039;s environment by the early 2300s. Massive terraforming facilities recycled and neutralized pollutants and greenhouse gases in the atmosphere, and pumped out gas mixtures similar to Earth&#039;s atmosphere during the 2000s. Most cities were retrofitted to be sustainable, and DNA samples from various extinct species were used to reconstruct and clone them with current technology. Within the span of a century, a vast quantity of the effects of ecological and environmental devastation were nullified, reversed in some cases, and severely dampened at the very least.&lt;br /&gt;
==Society==&lt;br /&gt;
===Humanity===&lt;br /&gt;
Earth is the homeworld of humanity. Humans first evolved around 7 million years ago, but it wasn&#039;t until only 700 years ago that the human population skyrocketed due to the industrial revolution and the second green revolution. Since then, the population growth trend for humanity has been exponential, plateauing off slightly in the 21st century, but skyrocketing again with the emergence of planetary colonization. Approximately 50% of all humans live on Earth.&lt;br /&gt;
&lt;br /&gt;
There was significant religious and ideological turmoil within humanity throughout its history, which often resulted in warfare and violence. This trend continued even past the creation of the Sol Alliance, and into the modern day. Terrorist groups still exist and rogue colonial governments will occasionally rebel, though the Sol Alliance has shown itself to be rather effective in terms of quashing rebellions and responding to terrorism.&lt;br /&gt;
===Supranational Organizations===&lt;br /&gt;
Since the creation of the Sol Alliance, warfare between the nation-states of Earth has become nonexistent. This is also partially attributed to the creation of supranational organizations to help the various countries manage their respective continents, as well as the Sol Alliance&#039;s peacekeeping and mediation duties. Most of the countries that existed around the 21st century are still in existence, though some have either been absorbed into their neighbors, while others were submerged under rising sea levels. Below is a roster of supranational organizations on Earth.&lt;br /&gt;
&lt;br /&gt;
*North American Federation&lt;br /&gt;
*South American Alliance&lt;br /&gt;
*South African Collective&lt;br /&gt;
*Free African Nations&lt;br /&gt;
*Collective of Independent Caribbean States&lt;br /&gt;
*United Islamic Nations&lt;br /&gt;
*European Union&lt;br /&gt;
*Oceania&lt;br /&gt;
*Scandinavian Alliance&lt;br /&gt;
*Neo-Carolingian Federation&lt;br /&gt;
*Madagascar&lt;br /&gt;
*United Arab Emirates&lt;br /&gt;
*Pan-Asian Confederation&lt;br /&gt;
*New Russian Federation&lt;br /&gt;
&lt;br /&gt;
===Major Cities===&lt;br /&gt;
Earth is the most densely populated planet in known space. The major metropolitan areas can stretch for hundreds of miles, and are referred to as &amp;quot;megacities&amp;quot;. Megacities sometimes merge into each other, or extend over bodies of water. The best example of this are the twin artificial land bridges across the Persian Gulf that connect Dubai to the mainland portion of the UAE. Megacities can be home to billions of people, and as such can sometimes be tiered, such as the case with Beijing, Los Angeles, Dubai, Mumbai, New Delhi, New York City, Tokyo, Jerusalem, and London. Below is a roster of megacities on Earth.&lt;br /&gt;
[[Image:karachi.jpg|thumb|400px|The outskirts of the Karachi metropolitan area in modern day Pakistan.]]&lt;br /&gt;
*Portland&lt;br /&gt;
*San Francisco&lt;br /&gt;
*Los Angeles&lt;br /&gt;
*Dallas&lt;br /&gt;
*Las Vegas&lt;br /&gt;
*Mexico City&lt;br /&gt;
*Chicago&lt;br /&gt;
*Montreal&lt;br /&gt;
*New York City&lt;br /&gt;
*Washington D.C.&lt;br /&gt;
*Bogota&lt;br /&gt;
*Lima&lt;br /&gt;
*Rio de Janeiro&lt;br /&gt;
*Sao Paulo&lt;br /&gt;
*Buenos Aires&lt;br /&gt;
*Madrid&lt;br /&gt;
*Reykjavik&lt;br /&gt;
*Oslo&lt;br /&gt;
*Berlin&lt;br /&gt;
*Paris&lt;br /&gt;
*Rome&lt;br /&gt;
*Cairo&lt;br /&gt;
*Jerusalem&lt;br /&gt;
*Cape Town&lt;br /&gt;
*Dubai&lt;br /&gt;
*Karachi&lt;br /&gt;
*New Delhi&lt;br /&gt;
*Mumbai&lt;br /&gt;
*Bangkok&lt;br /&gt;
[[Image:statue_of_liberty.jpg|thumb|400px|The Statue of Liberty was moved from its original location due to rises in the sea level. It now resides in an enclosed dome, where it is protected from the elements.]]&lt;br /&gt;
*Kuala Lumpur&lt;br /&gt;
*Beijing&lt;br /&gt;
*Shanghai&lt;br /&gt;
*Tokyo&lt;br /&gt;
*Jakarta&lt;br /&gt;
*Perth&lt;br /&gt;
*Cairns&lt;br /&gt;
*Brisbane&lt;br /&gt;
*Sydney&lt;br /&gt;
*Canberra&lt;br /&gt;
*Melbourne&lt;br /&gt;
*Dublin&lt;br /&gt;
*London&lt;br /&gt;
===Heritage Sites and Monuments===&lt;br /&gt;
In the mid-20th century, an organization called UNESCO designated heritage sites, or areas and locations deemed culturally significant to humanity. Many significant sites were lost as sea levels rose to cover them over time, but significant architectures and monuments ended up being well preserved by their respective nations, and still exist into the modern day. Copies and reproductions of famous monuments exist on other planets, but the originals can still be found on Earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luna&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Luna==&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|400px|A photograph of Harmony City, the capital of Luna and one of the largest domed cities on the lunar surface. Luna&#039;s domed and subterranean cities are connected by environmentally sealed roads and railways deep underground.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parent Planet:&#039;&#039;&#039; Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Medium to Advanced; Interconnected Domed/Subterranean Cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Harmony City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 66,674,843&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 162,981&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noteworthy places:&#039;&#039;&#039; [[Lunar University of Medical Science]], [[Interstellar Aid Corps|Interstellar Aid Corps Headquarters]]&lt;br /&gt;
===General Information===&lt;br /&gt;
Luna is the only natural satellite of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. Early in the history of mankind&#039;s colonization of outer space, Luna was developed into an off-world shipyard where vessels would be constructed and launched, drastically cutting the cost due to the lower gravity. In modern times it has developed into a busy trade hub, where traders from across the galaxy come to offload goods before they make their final trip to Earth. It is also the home of [[Einstein Engines]], who control nearly all the shipyards and construction sites on and orbiting Luna, with [[Nanotrasen Corporation|Nanotrasen]] having an unusually smaller stake.&lt;br /&gt;
===Subterranean Cities===&lt;br /&gt;
Initial exploration and colonization came with the discovery of vast subterranean lava tubes, two of which were as wide as 5km. Colonists and construction teams immediately set work in sealing and reinforcing these massive caverns, constructing subterranean towns which over the course of Luna&#039;s history developed into sprawling cities. There is a very large mining industry on Luna, with engineers and shaft miners being well paid and lucrative careers, because there are constant projects to expand and connect the subterranean cities with large and intricate mag-train subways. The trains travel at 507 km/h, allowing people to travel between even the farthest cities in mere minutes where regular travel on the surface would take many hours or even a full earth day.&lt;br /&gt;
&lt;br /&gt;
Being far underground and connected to the surface via subway tunnels, escalators, and standard hallways, the Luna population is very well protected from asteroid strikes or other cosmic dangers. During solar storms or other such emergencies, emergency procedures are in place to evacuate the population underground. One famous example of this safety is during the New Phoenix disaster, where an asteroid was detected to impact in the city of New Phoenix only 7 minutes before impact. Most of the 12,000 residents were saved during the emergency evacuation, but the entire above-ground biodome was destroyed and the survivors left homeless. After this incident, all vital infrastructure (including gravity generators, atmospheric equipment, and government facilities) were moved underground.&lt;br /&gt;
&lt;br /&gt;
Within the subterranean structures of lunar cities, much effort is made to maintain an illusion of space. While the majority of the lava tubes are are several kilometers in diameter, in the early days of lunar colonization, many colonists reported suffering from depression and panic attacks, as well as developing symptoms of claustrophobia. To combat this, open areas have been given powerful light sources designed to simulate natural sunlight, and residents of subterranean areas are prescribed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Luna&#039;s Governor Kristen Anuja enjoys a moderate approval rating. She is supportive of Einstein Engines, and critical of Nanotrasen&#039;s growing involvement on Luna.&lt;br /&gt;
[[Category: Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1749</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1749"/>
		<updated>2015-04-25T07:27:09Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = RustySh4ckleford}}&lt;br /&gt;
[[Image:Earth.jpg|thumb|400px|Earth is the homeworld of humanity.]]&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Sol|Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon(s):&#039;&#039;&#039; [[Earth#Luna|Luna]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level:&#039;&#039;&#039; Extremely High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (Planetside):&#039;&#039;&#039; 19,160,000,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (In Orbit):&#039;&#039;&#039; 987,950,000 (est.)&lt;br /&gt;
&lt;br /&gt;
Earth (also called Terra, Gaia, or Sol III) is the third planet in orbit around the star Sol, and is the homeworld of humanity. Approximately 83% of its surface is covered in salt water, due to an amplified greenhouse effect melting the planet&#039;s polar ice caps several centuries ago. Originally home to millions of distinct species of flora and fauna, it is estimated that 94% of those species have gone extinct, but through the miracle of cloning dozens of new species that were previously extinct are being reintroduced every month.&lt;br /&gt;
&lt;br /&gt;
The biosphere of Earth was severely polluted and ecologically ravaged towards the end of the 23rd century, and a runaway greenhouse effect was nearly achieved by the time all nonrenewable resources had been depleted. However, extensive private, corporate and government investment in reclamation programs, high efficiency renewable energy and sustainable development resulted in a reversing trend of pollution that has greatly improved living conditions on the surface.&lt;br /&gt;
&lt;br /&gt;
Earth is the most densely populated planet in all of explored space, surpassing even the [[Skrell|Skrellian homeworld&#039;s]] population by several billion. Earth is also the most developed planet in human space, with sprawling megalopolises, or &amp;quot;megacities.&amp;quot; Several of these superdense metropolitan areas are built up in a tiered fashion. There is also a massive population of spacers living in orbit, and several tens of millions living on Luna, the natural satellite of Earth.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
[[File:Earth2457.png|400px|thumb|right|A political map showing the borders of the supranational organizations present on Earth, and the locations of megacities.]]&lt;br /&gt;
[[File:Earth(2456).jpg|400px|thumb|right|Earth, circa 2263. This image was taken from medium Earth orbit, and shows the extent of the pollution present in the atmosphere at the time.]]&lt;br /&gt;
The size of Earth&#039;s landmasses are significantly smaller than they were in the centuries prior to the 22nd century. The melting of the polar ice caps caused massive rises in the overall sea level, and large stretches of land were submerged. Areas that are currently underwater include most of what used to be Sibera, the northern section of Eastern Europe, large portions of Canada, and approximately a third of Australia&#039;s landmass. Entire countries sank beneath the waves in South America, and the area of the United States that used to be the deep south no longer exists. A majority of the Pacific islands are also gone. With the melting of the ice caps, the rocky base layer of Antarctica was exposed.&lt;br /&gt;
==Environment==&lt;br /&gt;
The Earth&#039;s environment as of modern day is stabilizing at a steady rate. New growth forests that were sown several decades ago are now thriving on the outskirts of major metropolitan areas. The general air quality is now on par with that of the early 21st century, and the oceans have been subjected to extensive reclamation programs that have neutralized large portions of residual pollution. Artificially introduced fish stocks populate the depths, and cloned versions of extinct species have been reintroduced into the wilds.&lt;br /&gt;
&lt;br /&gt;
This was not always the case. From the late 2100s to the late 2200s, Earth was approaching a critical mass in terms of pollution. Global temperatures had risen to the point that the planet was in the early stages of a runaway greenhouse effect, and air pollution blotted out the sun in some areas. Approximately 94% of all land species and 90% of all ocean species on Earth had gone extinct, and serious health issues due to the environment were especially rampant during this period. The world&#039;s rain forests were essentially gone, with only areas in Madagascar and the mountainous portions of South America retaining any significant degree of greenery.&lt;br /&gt;
&lt;br /&gt;
Advances in technology and a massive shift in focus towards restorative and environmentalist policies eventually reversed the negative trend of Earth&#039;s environment by the early 2300s. Massive terraforming facilities recycled and neutralized pollutants and greenhouse gases in the atmosphere, and pumped out gas mixtures similar to Earth&#039;s atmosphere during the 2000s. Most cities were retrofitted to be sustainable, and DNA samples from various extinct species were used to reconstruct and clone them with current technology. Within the span of a century, a vast quantity of the effects of ecological and environmental devastation were nullified, reversed in some cases, and severely dampened at the very least.&lt;br /&gt;
==Society==&lt;br /&gt;
===Humanity===&lt;br /&gt;
Earth is the homeworld of humanity. Humans first evolved around 7 million years ago, but it wasn&#039;t until only 700 years ago that the human population skyrocketed due to the industrial revolution and the second green revolution. Since then, the population growth trend for humanity has been exponential, plateauing off slightly in the 21st century, but skyrocketing again with the emergence of planetary colonization. Approximately 50% of all humans live on Earth.&lt;br /&gt;
&lt;br /&gt;
There was significant religious and ideological turmoil within humanity throughout its history, which often resulted in warfare and violence. This trend continued even past the creation of the Sol Alliance, and into the modern day. Terrorist groups still exist and rogue colonial governments will occasionally rebel, though the Sol Alliance has shown itself to be rather effective in terms of quashing rebellions and responding to terrorism.&lt;br /&gt;
===Supranational Organizations===&lt;br /&gt;
Since the creation of the Sol Alliance, warfare between the nation-states of Earth has become nonexistent. This is also partially attributed to the creation of supranational organizations to help the various countries manage their respective continents, as well as the Sol Alliance&#039;s peacekeeping and mediation duties. Most of the countries that existed around the 21st century are still in existence, though some have either been absorbed into their neighbors, while others were submerged under rising sea levels. Below is a roster of supranational organizations on Earth.&lt;br /&gt;
&lt;br /&gt;
*North American Federation&lt;br /&gt;
*South American Alliance&lt;br /&gt;
*South African Collective&lt;br /&gt;
*Free African Nations&lt;br /&gt;
*Collective of Independent Caribbean States&lt;br /&gt;
*United Islamic Nations&lt;br /&gt;
*European Union&lt;br /&gt;
*Oceania&lt;br /&gt;
*Scandinavian Alliance&lt;br /&gt;
*Neo-Carolingian Federation&lt;br /&gt;
*Madagascar&lt;br /&gt;
*United Arab Emirates&lt;br /&gt;
*Pan-Asian Confederation&lt;br /&gt;
*New Russian Federation&lt;br /&gt;
&lt;br /&gt;
===Major Cities===&lt;br /&gt;
Earth is the most densely populated planet in known space. The major metropolitan areas can stretch for hundreds of miles, and are referred to as &amp;quot;megacities&amp;quot;. Megacities sometimes merge into each other, or extend over bodies of water. The best example of this are the twin artificial land bridges across the Persian Gulf that connect Dubai to the mainland portion of the UAE. Megacities can be home to billions of people, and as such can sometimes be tiered, such as the case with Beijing, Los Angeles, Dubai, Mumbai, New Delhi, New York City, Tokyo, Jerusalem, and London. Below is a roster of megacities on Earth.&lt;br /&gt;
[[Image:karachi.jpg|thumb|400px|The outskirts of the Karachi metropolitan area in modern day Pakistan.]]&lt;br /&gt;
*Portland&lt;br /&gt;
*San Francisco&lt;br /&gt;
*Los Angeles&lt;br /&gt;
*Dallas&lt;br /&gt;
*Las Vegas&lt;br /&gt;
*Mexico City&lt;br /&gt;
*Chicago&lt;br /&gt;
*Montreal&lt;br /&gt;
*New York City&lt;br /&gt;
*Washington D.C.&lt;br /&gt;
*Bogota&lt;br /&gt;
*Lima&lt;br /&gt;
*Rio de Janeiro&lt;br /&gt;
*Sao Paulo&lt;br /&gt;
*Buenos Aires&lt;br /&gt;
*Madrid&lt;br /&gt;
*Reykjavik&lt;br /&gt;
*Oslo&lt;br /&gt;
*Berlin&lt;br /&gt;
*Paris&lt;br /&gt;
*Rome&lt;br /&gt;
*Cairo&lt;br /&gt;
*Jerusalem&lt;br /&gt;
*Cape Town&lt;br /&gt;
*Dubai&lt;br /&gt;
*Karachi&lt;br /&gt;
*New Delhi&lt;br /&gt;
*Mumbai&lt;br /&gt;
*Bangkok&lt;br /&gt;
[[Image:statue_of_liberty.jpg|thumb|400px|The Statue of Liberty was moved from its original location due to rises in the sea level. It now resides in an enclosed dome, where it is protected from the elements.]]&lt;br /&gt;
*Kuala Lumpur&lt;br /&gt;
*Beijing&lt;br /&gt;
*Shanghai&lt;br /&gt;
*Tokyo&lt;br /&gt;
*Jakarta&lt;br /&gt;
*Perth&lt;br /&gt;
*Cairns&lt;br /&gt;
*Brisbane&lt;br /&gt;
*Sydney&lt;br /&gt;
*Canberra&lt;br /&gt;
*Melbourne&lt;br /&gt;
*Dublin&lt;br /&gt;
*London&lt;br /&gt;
===Heritage Sites and Monuments===&lt;br /&gt;
In the mid-20th century, an organization called UNESCO designated heritage sites, or areas and locations deemed culturally significant to humanity. Many significant sites were lost as sea levels rose to cover them over time, but significant architectures and monuments ended up being well preserved by their respective nations, and still exist into the modern day. Copies and reproductions of famous monuments exist on other planets, but the originals can still be found on Earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luna&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Luna==&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|400px|A photograph of Harmony City, the capital of Luna and one of the largest domed cities on the lunar surface. Luna&#039;s domed and subterranean cities are connected by environmentally sealed roads and railways deep underground.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parent Planet:&#039;&#039;&#039; Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Medium to Advanced; Interconnected Domed/Subterranean Cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Harmony City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 66,674,843&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 162,981&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noteworthy places:&#039;&#039;&#039; [[Lunar University of Medical Science]], [[Interstellar Aid Corps|Interstellar Aid Corps Headquarters]]&lt;br /&gt;
===General Information===&lt;br /&gt;
Luna is the only natural satellite of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. Early in the history of mankind&#039;s colonization of outer space, Luna was developed into an off-world shipyard where vessels would be constructed and launched, drastically cutting the cost due to the lower gravity. In modern times it has developed into a busy trade hub, where traders from across the galaxy come to offload goods before they make their final trip to Earth. It is also the home of [[Einstein Engines]], who control nearly all the shipyards and construction sites on and orbiting Luna, with [[Nanotrasen Corporation|Nanotrasen]] having an unusually smaller stake.&lt;br /&gt;
===Subterranean Cities===&lt;br /&gt;
Initial exploration and colonization came with the discovery of vast subterranean lava tubes, two of which were as wide as 5km. Colonists and construction teams immediately set work in sealing and reinforcing these massive caverns, constructing subterranean towns which over the course of Luna&#039;s history developed into sprawling cities. There is a very large mining industry on Luna, with engineers and shaft miners being well paid and lucrative careers, because there are constant projects to expand and connect the subterranean cities with large and intricate mag-train subways. The trains travel at 507 km/h, allowing people to travel between even the farthest cities in mere minutes where regular travel on the surface would take many hours or even a full earth day.&lt;br /&gt;
&lt;br /&gt;
Being far underground and connected to the surface via subway tunnels, escalators, and standard hallways, the Luna population is very well protected from asteroid strikes or other cosmic dangers. During solar storms or other such emergencies, emergency procedures are in place to evacuate the population underground. One famous example of this safety is during the New Phoenix disaster, where an asteroid was detected to impact in the city of New Phoenix only 7 minutes before impact. Most of the 12,000 residents were saved during the emergency evacuation, but the entire above-ground biodome was destroyed and the survivors left homeless. After this incident, all vital infrastructure (including gravity generators, atmospheric equipment, and government facilities) were moved underground.&lt;br /&gt;
&lt;br /&gt;
Within the subterranean structures of lunar cities, much effort is made to maintain an illusion of space. While the majority of the lava tubes are are several kilometers in diameter, in the early days of lunar colonization, many colonists reported suffering from depression and panic attacks, as well as developing symptoms of claustrophobia. To combat this, open areas have been given powerful light sources designed to simulate natural sunlight, and residents of subterranean areas are prescribed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Luna&#039;s Governor Kristen Anuja enjoys a moderate approval rating. She is supportive of Einstein Engines, and critical of Nanotrasen&#039;s growing involvement on Luna.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=1748</id>
		<title>Sol</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=1748"/>
		<updated>2015-04-25T07:19:33Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
==System Information==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Territory of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region:&#039;&#039;&#039; Central Administration Zone (CAZ); Center of Inner Colonies &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settled Planets/Planetoids:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall Development Level:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Population (est.):&#039;&#039;&#039; 17,534,538,235&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Presence:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points of Interest:&#039;&#039;&#039; New Concordia Station, Aries Martian Shipyards, Aishwarya Lunar Recreation Arcology, Sol Alliance Civil War Memorials, Earth    &lt;br /&gt;
&lt;br /&gt;
Sol is a stable G-class main-sequence yellow dwarf star classified in the spectral class of G2. It more than 4.5 billion years old, and has eight planets in orbit around it, as well as an asteroid belt, a rocky dwarf planet and a cloud of icy comets. Sol is the home system of Humanity, and Earth is their homeworld. &lt;br /&gt;
&lt;br /&gt;
Most standardized systems of cosmic measurement and timekeeping are based upon the day/night cycle and astronomy visible from Earth. Earth and three other planets in orbit around Sol are rocky and rich in resources, and the remaining four planets are gas giants.&lt;br /&gt;
&lt;br /&gt;
==Planets and Major Bodies==&lt;br /&gt;
&lt;br /&gt;
===Mercury (Sol I)===&lt;br /&gt;
[[Image:Mercury.jpg|thumb|250px|An image taken of Mercury in the year 2443.]]Mercury is the nearest planet in orbit around Sol. It orbits Sol at a periapsis of 0.38 AU and an apoapsis of 0.39 AU. It completes one full revolution around its parent star every 88 standard days, and has a day that is a little more than 58.6 standard days long. It is a small terrestrial planet, being smaller than Earth’s moon. It’s surface is pitted with craters from eons of meteor impacts. The planet has a very thin exosphere composed of mainly oxygen, though it it much too thin to sustain any form of life. Mercury experiences wild variation in terms of surface temperature, with its daytime side reaching temperatures of 430 °C, and the night side dropping to the range of -180 °C. The planet faces constant bombardment from small meteors and solar wind, with no atmosphere thick enough to prevent it. No attempts were ever made to colonize the planet due to its utter lack of resources and extreme conditions. Civilian travel is not advised.&lt;br /&gt;
&lt;br /&gt;
===Venus (Sol II)===&lt;br /&gt;
[[Image:Venus.jpg|thumb|250px|The super dense atmosphere of the planet Venus has caused a runaway greenhouse effect.]]Venus is the second terrestrial planet in the Sol system. It orbits Sol at an average distance of 0.72 AU. A Venusian year lasts 225 standard days, while a Venusian day is longer, at 243 standard days. Venus spins retrograde when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east in its sky. Venus has an extremely thick and toxic atmosphere, composed of large amounts of carbon dioxide and nitrogen. The rain that falls upon the surface is composed of sulfuric acid. Because of how thick the planet’s atmosphere is, a runaway greenhouse effect has made the planet uninhabitable to all life. The atmosphere is so thick that it exerts massive amounts of pressure on the surface, which has crushed all but the most structurally reinforced of scientific equipment sent to study the planet, while the rest was destroyed by caustic acid rain. The planet hosts massive amounts of volcanic activity, which spew more toxic gases into the atmosphere. Almost no sunlight reaches the surface of the planet, yet temperatures exceed 480 °C. No attempt has ever been made to colonize the planet due to extreme conditions. Civilian travel is not advised.&lt;br /&gt;
&lt;br /&gt;
===[[Earth|Earth (Sol III)]]===&lt;br /&gt;
[[Image:Earth.jpg|thumb|250px|Earth is the homeworld of humanity. Devastated by the Second Alliance Civil War, it has since made a dramatic recovery]] Earth is the third planet out from Sol. Devastated by the Sol Alliance Civil War and ecological collapse a century ago, Earth has since regained its status as the jewel of humanity; it&#039;s central and arguably most important world. Earth is a Garden world, harboring millions of unique species of flora and fauna. It possesses extremely diverse ecosystems, with huge deserts, sprawling tundra, massive mountain ranges, rolling grasslands, and thick swaths of tropical rain forest. 71% of the Earth’s surface is covered in salt water while massive lakes of fresh water are found within continental areas. Humanity&#039;s home world is densely inhabited and every corner of the planet has a long, well-recorded history and culture.&lt;br /&gt;
&lt;br /&gt;
Earth is home to a stable 19 billion humans and a small non-human population. The planet suffers from moderate space debris in high-orbit, a consequence of centuries of space travel and the Sol Alliance Civil War. The Alliance maintains a significant naval presence around the planet.&lt;br /&gt;
&lt;br /&gt;
Earth has one moon, Luna, which has developed into a resort hub.&lt;br /&gt;
&lt;br /&gt;
====[[Earth#Luna|Luna]]====&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|250px|A photograph of Harmony City and the Harmony Biodome. Luna&#039;s subterranean and domed cities are connected by environmentally sealed subways.]]&lt;br /&gt;
Luna is the sole moon of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. It&#039;s population is roughly split between descendants of pre-war residents and the descendants of refugees, along with native inhabitants all put together in the subterranean cities.&lt;br /&gt;
&lt;br /&gt;
Luna, being directly administered by the Alliance, has an elected governor.&lt;br /&gt;
&lt;br /&gt;
===[[Mars|Mars (Sol IV)]]===&lt;br /&gt;
[[Image:Mars(2456).jpg|thumb|250px|Mars was developed later than most Inner Colonies, passed over in the early centuries of space exploration in favor of more suitable worlds.]]&lt;br /&gt;
Mars is the fourth planet out from Sol. It orbits Sol at approximately 1.52 AU. A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. It is the outermost terrestrial planet in the Sol system. It is known as the Red Planet, because the iron-rich dust that covers most of the planet’s surface gives it a reddish tinge that was visible to the naked eyes of astronomers on Earth in ancient times. Mars has a relatively thin atmosphere. &lt;br /&gt;
&lt;br /&gt;
Mars was a target of one of the first bodies colonized by humanity. It&#039;s population swelled in the early days of the Second Space Age.&lt;br /&gt;
&lt;br /&gt;
Mars has suffered two catastrophes while colonized: the abrupt failure of its terraforming infrastructure and widespread damage as a result of the Second Sol Alliance Civil War. Mars is home to millions of descendants of refugees, cramped in centuries old bio domes or ruins. Yet Mars has proved resilient and today is one of the most populated worlds in human space with a highly advanced economy. Small pockets of the planet have been terraformed, allowing for massive, open air cities.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of Mars is Olympia, located within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station along with the highest echelons of Sol Alliance leadership and bureaucracy.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Belt===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Low-Medium; Extensive Mining Operations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; None; Under direct jurisdiction of Sol Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial (Asteroid) Population (est.)&#039;&#039;&#039;: 4,788,382&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 5,165,986&lt;br /&gt;
&lt;br /&gt;
The Asteroid Belt is an area around Sol where thousands of rocky bodies, too small to be called planets or even dwarf planets, orbit. The zone encompasses an area between 2.2 AU and 3.2 AU away from Sol. The asteroids in the belt are rich in precious and semi-precious metals, hydrogen and water. The density of asteroids in the zone is relatively low, which was an important factor in allowing asteroid mining companies to establish footholds. The oldest and largest of these asteroid mining companies is the Beltway Mining Company, which has claimed the rights to mine most of the Asteroid Belt. Other fledgeling companies have often been pushed out through strategic economic maneuvers, intimidation, and sometimes force. Beltway has a main base located on the planetoid Ceres, the largest body in the asteroid belt. Over the years, the planetoid has been hollowed out by intensive mining operations, and now serves as a massive complex that the rest of their operations are based out of.&lt;br /&gt;
&lt;br /&gt;
===Jupiter (Sol V)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial (Moons) Population (est.)&#039;&#039;&#039;: 192,465&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 4,687&lt;br /&gt;
&lt;br /&gt;
Jupiter is the fifth planet out from Sol. It is the largest gas giant in the system and is actually two times larger than all the other planets of the Solar system combined. It is composed of Helium and Hydrogen in similar ratios as Sol itself, suggesting that Jupiter may have been on the road to becoming a dwarf star, but never achieved the mass to ignite. Jupiter orbits Sol at distance ranging from a periapsis of 4.951 AU to an apoapsis of 5.455 AU. A Jovian day lasts approximately 10 standard hours, while a Jovian year is almost 11.9 standard years long. Jupiter is known for the multicolored bands and massive storms that are visible on the top of the planet’s atmosphere. The most well-known feature of Jupiter is its Great Red Spot, a massive hurricane many times the size of Earth that has been raging for centuries. Jupiter has more than 67 moons in total, though only the Galilean moons (Europa, Ganymede, Io, Callisto) are home to outposts that serve more as tourist destinations than actual military installations. Jupiter itself is uninhabitable, due to the superdense atmosphere and high gravity crushing anything that even attempts to enter the planet&#039;s atmosphere. Jupiter is the second largest source of tourism for the Solar system.&lt;br /&gt;
&lt;br /&gt;
===Saturn (Sol VI)===&lt;br /&gt;
[[Image:Saturn.jpg|thumb|250px|The brilliant rings of Saturn are major attractions for tourism.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial (Titan) Population (est.)&#039;&#039;&#039;: 2,348&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 48,994&lt;br /&gt;
&lt;br /&gt;
Saturn is the sixth planet of Sol, and the second largest gas giant in the system. It is known for the spectacular systems of rings that encircle the planet. It is the second largest gas giant in the system, with a composition similar to Jupiter. It orbits Sol at a distance ranging from 9.023 AU at the periapsis, to 10.050 AU at the apoapsis. A day on Saturn lasts approximately 10.7 standard hours, while it takes almost 29 standard years for it to complete one full revolution around Sol. Saturn has more than 62 moons, but only the largest, Titan, is inhabited. Titan is home to a small tourist complex and colony of 2,348 people. With its hundreds of brilliant rings, Saturn is a major tourist attraction within the Solar system.&lt;br /&gt;
&lt;br /&gt;
===Uranus (Sol VII)===&lt;br /&gt;
[[Image:Uranus.jpg|thumb|250px|Uranus is one of two &amp;quot;ice giants&amp;quot; present in the Sol system.]]&lt;br /&gt;
Uranus is the seventh planet of Sol. It is an ice giant that is tilted on its side so that its equator is at a right angle to its orbit. A day on Uranus lasts approximately 17 standard hours, while its orbital period is approximately 84 standard years long. It orbits Sol with a perapsis of 18.28 AU and an apoapsis of 20.10 AU. The planet has 27 moons, although none of them are inhabited. The planet’s striking blue color is attributed to the high amounts of methane present in the atmosphere, as well as the methane ice crystals and ammonia that makes up the slushy “mantle” of the planet. It has several faint rings around it.&lt;br /&gt;
&lt;br /&gt;
===Neptune (Sol VIII)===&lt;br /&gt;
[[Image:Neptune.jpg|thumb|250px|Neptune is the sister ice giant to Uranus.]]Neptune is the eighth planet of Sol, and the sister ice giant to Uranus. It has a very similar composition, with high amounts of methane present in the atmosphere. Large amounts of water are also present in the planet’s mantle. A Neptunian day lasts approximately 16 standard hours, while a Neptunian year is 165 standard years long. It orbits Sol at a distance ranging from 29.81 AU, to 30.33 AU. Neptune has 17 moons. Triton, the largest, had an active outpost on it at one point in history, but it was abandoned several hundred years ago.&lt;br /&gt;
&lt;br /&gt;
===The Kuiper Belt===&lt;br /&gt;
The Kuiper Belt is the region beyond the orbit of Neptune that is home to tens of thousands of icy bodies, and potentially hundreds of thousands more. The Kuiper Belt encompasses an area from 30 AU to 55 AU away from Sol. Of the icy bodies present in the belt, Pluto and Eris are the most well known. The icy bodies here are rich in hydrogen and water, but lacking in terms of other resources, such as metals. The Kuiper Belt may also be home to up billions of comets too small to be detected.&lt;br /&gt;
&lt;br /&gt;
===The Oort Cloud===&lt;br /&gt;
The Oort Cloud is a spherical area of space that encases the Sol system. It begins where the Kuiper Belt ends, and extends outward until almost 1.5 LY away from Sol. It is estimated that Oort Cloud may contain up to a trillion icy bodies, including planetoids and comets. Unlike the Romanovich Cloud of Tau Ceti, the bodies in the Oort cloud are metal-deficient, making the effort of locating bodies in this region to mine a pointless endeavour.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1747</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1747"/>
		<updated>2015-04-25T07:14:33Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = RustySh4ckleford}}&lt;br /&gt;
[[Image:Earth.jpg|thumb|400px|Earth is the homeworld of humanity.]]&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Sol|Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon(s):&#039;&#039;&#039; Luna&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level:&#039;&#039;&#039; Extremely High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (Planetside):&#039;&#039;&#039; 19,160,000,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (In Orbit):&#039;&#039;&#039; 987,950,000 (est.)&lt;br /&gt;
&lt;br /&gt;
Earth (also called Terra, Gaia, or Sol III) is the third planet in orbit around the star Sol, and is the homeworld of humanity. Approximately 83% of its surface is covered in salt water, due to an amplified greenhouse effect melting the planet&#039;s polar ice caps several centuries ago. Originally home to millions of distinct species of flora and fauna, it is estimated that 94% of those species have gone extinct, but through the miracle of cloning dozens of new species that were previously extinct are being reintroduced every month.&lt;br /&gt;
&lt;br /&gt;
The biosphere of Earth was severely polluted and ecologically ravaged towards the end of the 23rd century, and a runaway greenhouse effect was nearly achieved by the time all nonrenewable resources had been depleted. However, extensive private, corporate and government investment in reclamation programs, high efficiency renewable energy and sustainable development resulted in a reversing trend of pollution that has greatly improved living conditions on the surface.&lt;br /&gt;
&lt;br /&gt;
Earth is the most densely populated planet in all of explored space, surpassing even the Skrellian homeworld&#039;s population by several billion. Earth is also the most developed planet in human space, with sprawling megalopolises, or &amp;quot;megacities.&amp;quot; Several of these superdense metropolitan areas are built up in a tiered fashion. There is also a massive population of spacers living in orbit, and several tens of millions living on Luna, the natural satellite of Earth.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
[[File:Earth2457.png|400px|thumb|right|A political map showing the borders of the supranational organizations present on Earth, and the locations of megacities.]]&lt;br /&gt;
[[File:Earth(2456).jpg|400px|thumb|right|Earth, circa 2263. This image was taken from medium Earth orbit, and shows the extent of the pollution present in the atmosphere at the time.]]&lt;br /&gt;
The size of Earth&#039;s landmasses are significantly smaller than they were in the centuries prior to the 22nd century. The melting of the polar ice caps caused massive rises in the overall sea level, and large stretches of land were submerged. Areas that are currently underwater include most of what used to be Sibera, the northern section of Eastern Europe, large portions of Canada, and approximately a third of Australia&#039;s landmass. Entire countries sank beneath the waves in South America, and the area of the United States that used to be the deep south no longer exists. A majority of the Pacific islands are also gone. With the melting of the ice caps, the rocky base layer of Antarctica was exposed.&lt;br /&gt;
==Environment==&lt;br /&gt;
The Earth&#039;s environment as of modern day is stabilizing at a steady rate. New growth forests that were sown several decades ago are now thriving on the outskirts of major metropolitan areas. The general air quality is now on par with that of the early 21st century, and the oceans have been subjected to extensive reclamation programs that have neutralized large portions of residual pollution. Artificially introduced fish stocks populate the depths, and cloned versions of extinct species have been reintroduced into the wilds.&lt;br /&gt;
&lt;br /&gt;
This was not always the case. From the late 2100s to the late 2200s, Earth was approaching a critical mass in terms of pollution. Global temperatures had risen to the point that the planet was in the early stages of a runaway greenhouse effect, and air pollution blotted out the sun in some areas. Approximately 94% of all land species and 90% of all ocean species on Earth had gone extinct, and serious health issues due to the environment were especially rampant during this period. The world&#039;s rain forests were essentially gone, with only areas in Madagascar and the mountainous portions of South America retaining any significant degree of greenery.&lt;br /&gt;
&lt;br /&gt;
Advances in technology and a massive shift in focus towards restorative and environmentalist policies eventually reversed the negative trend of Earth&#039;s environment by the early 2300s. Massive terraforming facilities recycled and neutralized pollutants and greenhouse gases in the atmosphere, and pumped out gas mixtures similar to Earth&#039;s atmosphere during the 2000s. Most cities were retrofitted to be sustainable, and DNA samples from various extinct species were used to reconstruct and clone them with current technology. Within the span of a century, a vast quantity of the effects of ecological and environmental devastation were nullified, reversed in some cases, and severely dampened at the very least.&lt;br /&gt;
==Society==&lt;br /&gt;
===Humanity===&lt;br /&gt;
Earth is the homeworld of humanity. Humans first evolved around 7 million years ago, but it wasn&#039;t until only 700 years ago that the human population skyrocketed due to the industrial revolution and the second green revolution. Since then, the population growth trend for humanity has been exponential, plateauing off slightly in the 21st century, but skyrocketing again with the emergence of planetary colonization. Approximately 50% of all humans live on Earth.&lt;br /&gt;
&lt;br /&gt;
There was significant religious and ideological turmoil within humanity throughout its history, which often resulted in warfare and violence. This trend continued even past the creation of the Sol Alliance, and into the modern day. Terrorist groups still exist and rogue colonial governments will occasionally rebel, though the Sol Alliance has shown itself to be rather effective in terms of quashing rebellions and responding to terrorism.&lt;br /&gt;
===Supranational Organizations===&lt;br /&gt;
Since the creation of the Sol Alliance, warfare between the nation-states of Earth has become nonexistent. This is also partially attributed to the creation of supranational organizations to help the various countries manage their respective continents, as well as the Sol Alliance&#039;s peacekeeping and mediation duties. Most of the countries that existed around the 21st century are still in existence, though some have either been absorbed into their neighbors, while others were submerged under rising sea levels. Below is a roster of supranational organizations on Earth.&lt;br /&gt;
&lt;br /&gt;
*North American Federation&lt;br /&gt;
*South American Alliance&lt;br /&gt;
*South African Collective&lt;br /&gt;
*Free African Nations&lt;br /&gt;
*Collective of Independent Caribbean States&lt;br /&gt;
*United Islamic Nations&lt;br /&gt;
*European Union&lt;br /&gt;
*Oceania&lt;br /&gt;
*Scandinavian Alliance&lt;br /&gt;
*Neo-Carolingian Federation&lt;br /&gt;
*Madagascar&lt;br /&gt;
*United Arab Emirates&lt;br /&gt;
*Pan-Asian Confederation&lt;br /&gt;
*New Russian Federation&lt;br /&gt;
&lt;br /&gt;
===Major Cities===&lt;br /&gt;
Earth is the most densely populated planet in known space. The major metropolitan areas can stretch for hundreds of miles, and are referred to as &amp;quot;megacities&amp;quot;. Megacities sometimes merge into each other, or extend over bodies of water. The best example of this are the twin artificial land bridges across the Persian Gulf that connect Dubai to the mainland portion of the UAE. Megacities can be home to billions of people, and as such can sometimes be tiered, such as the case with Beijing, Los Angeles, Dubai, Mumbai, New Delhi, New York City, Tokyo, Jerusalem, and London. Below is a roster of megacities on Earth.&lt;br /&gt;
[[Image:karachi.jpg|thumb|400px|The outskirts of the Karachi metropolitan area in modern day Pakistan.]]&lt;br /&gt;
*Portland&lt;br /&gt;
*San Francisco&lt;br /&gt;
*Los Angeles&lt;br /&gt;
*Dallas&lt;br /&gt;
*Las Vegas&lt;br /&gt;
*Mexico City&lt;br /&gt;
*Chicago&lt;br /&gt;
*Montreal&lt;br /&gt;
*New York City&lt;br /&gt;
*Washington D.C.&lt;br /&gt;
*Bogota&lt;br /&gt;
*Lima&lt;br /&gt;
*Rio de Janeiro&lt;br /&gt;
*Sao Paulo&lt;br /&gt;
*Buenos Aires&lt;br /&gt;
*Madrid&lt;br /&gt;
*Reykjavik&lt;br /&gt;
*Oslo&lt;br /&gt;
*Berlin&lt;br /&gt;
*Paris&lt;br /&gt;
*Rome&lt;br /&gt;
*Cairo&lt;br /&gt;
*Jerusalem&lt;br /&gt;
*Cape Town&lt;br /&gt;
*Dubai&lt;br /&gt;
*Karachi&lt;br /&gt;
*New Delhi&lt;br /&gt;
*Mumbai&lt;br /&gt;
*Bangkok&lt;br /&gt;
[[Image:statue_of_liberty.jpg|thumb|400px|The Statue of Liberty was moved from its original location due to rises in the sea level. It now resides in an enclosed dome, where it is protected from the elements.]]&lt;br /&gt;
*Kuala Lumpur&lt;br /&gt;
*Beijing&lt;br /&gt;
*Shanghai&lt;br /&gt;
*Tokyo&lt;br /&gt;
*Jakarta&lt;br /&gt;
*Perth&lt;br /&gt;
*Cairns&lt;br /&gt;
*Brisbane&lt;br /&gt;
*Sydney&lt;br /&gt;
*Canberra&lt;br /&gt;
*Melbourne&lt;br /&gt;
*Dublin&lt;br /&gt;
*London&lt;br /&gt;
===Heritage Sites and Monuments===&lt;br /&gt;
In the mid-20th century, an organization called UNESCO designated heritage sites, or areas and locations deemed culturally significant to humanity. Many significant sites were lost as sea levels rose to cover them over time, but significant architectures and monuments ended up being well preserved by their respective nations, and still exist into the modern day. Copies and reproductions of famous monuments exist on other planets, but the originals can still be found on Earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luna&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Luna==&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|400px|A photograph of Harmony City, the capital of Luna and one of the largest domed cities on the lunar surface. Luna&#039;s domed and subterranean cities are connected by environmentally sealed roads and railways deep underground.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parent Planet:&#039;&#039;&#039; Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Medium to Advanced; Interconnected Domed/Subterranean Cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Harmony City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 66,674,843&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 162,981&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noteworthy places:&#039;&#039;&#039; [[Lunar University of Medical Science]], [[Interstellar Aid Corps|Interstellar Aid Corps Headquarters]]&lt;br /&gt;
===General Information===&lt;br /&gt;
Luna is the only natural satellite of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. Early in the history of mankind&#039;s colonization of outer space, Luna was developed into an off-world shipyard where vessels would be constructed and launched, drastically cutting the cost due to the lower gravity. In modern times it has developed into a busy trade hub, where traders from across the galaxy come to offload goods before they make their final trip to Earth. It is also the home of Einstein Engines, who control nearly all the shipyards and construction sites on and orbiting Luna, with Nanotrasen having an unusually smaller stake.&lt;br /&gt;
===Subterranean Cities===&lt;br /&gt;
Initial exploration and colonization came with the discovery of vast subterranean lava tubes, two of which were as wide as 5km. Colonists and construction teams immediately set work in sealing and reinforcing these massive caverns, constructing subterranean towns which over the course of Luna&#039;s history developed into sprawling cities. There is a very large mining industry on Luna, with engineers and shaft miners being well paid and lucrative careers, because there are constant projects to expand and connect the subterranean cities with large and intricate mag-train subways. The trains travel at 507 km/h, allowing people to travel between even the farthest cities in mere minutes where regular travel on the surface would take many hours or even a full earth day.&lt;br /&gt;
&lt;br /&gt;
Being far underground and connected to the surface via subway tunnels, escalators, and standard hallways, the Luna population is very well protected from asteroid strikes or other cosmic dangers. During solar storms or other such emergencies, emergency procedures are in place to evacuate the population underground. One famous example of this safety is during the New Phoenix disaster, where an asteroid was detected to impact in the city of New Phoenix only 7 minutes before impact. Most of the 12,000 residents were saved during the emergency evacuation, but the entire above-ground biodome was destroyed and the survivors left homeless. After this incident, all vital infrastructure (including gravity generators, atmospheric equipment, and government facilities) were moved underground.&lt;br /&gt;
&lt;br /&gt;
Within the subterranean structures of lunar cities, much effort is made to maintain an illusion of space. While the majority of the lava tubes are are several kilometers in diameter, in the early days of lunar colonization, many colonists reported suffering from depression and panic attacks, as well as developing symptoms of claustrophobia. To combat this, open areas have been given powerful light sources designed to simulate natural sunlight, and residents of subterranean areas are prescribed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Luna&#039;s Governor Kristen Anuja enjoys a moderate approval rating. She is supportive of Einstein Engines, and critical of Nanotrasen&#039;s growing involvement on Luna.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1746</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1746"/>
		<updated>2015-04-25T07:13:25Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = RustySh4ckleford}}&lt;br /&gt;
[[Image:Earth.jpg|thumb|400px|Earth is the homeworld of humanity.]]&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Sol|Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon(s):&#039;&#039;&#039; Luna&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level:&#039;&#039;&#039; Extremely High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (Planetside):&#039;&#039;&#039; 19,160,000,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (In Orbit):&#039;&#039;&#039; 987,950,000 (est.)&lt;br /&gt;
&lt;br /&gt;
Earth (also called Terra, Gaia, or Sol III) is the third planet in orbit around the star Sol, and is the homeworld of humanity. Approximately 83% of its surface is covered in salt water, due to an amplified greenhouse effect melting the planet&#039;s polar ice caps several centuries ago. Originally home to millions of distinct species of flora and fauna, it is estimated that 94% of those species have gone extinct, but through the miracle of cloning dozens of new species that were previously extinct are being reintroduced every month.&lt;br /&gt;
&lt;br /&gt;
The biosphere of Earth was severely polluted and ecologically ravaged towards the end of the 23rd century, and a runaway greenhouse effect was nearly achieved by the time all nonrenewable resources had been depleted. However, extensive private, corporate and government investment in reclamation programs, high efficiency renewable energy and sustainable development resulted in a reversing trend of pollution that has greatly improved living conditions on the surface.&lt;br /&gt;
&lt;br /&gt;
Earth is the most densely populated planet in all of explored space, surpassing even the Skrellian homeworld&#039;s population by several billion. Earth is also the most developed planet in human space, with sprawling megalopolises, or &amp;quot;megacities.&amp;quot; Several of these superdense metropolitan areas are built up in a tiered fashion. There is also a massive population of spacers living in orbit, and several tens of millions living on Luna, the natural satellite of Earth.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
[[File:Earth2457.png|400px|thumb|right|A political map showing the borders of the supranational organizations present on Earth, and the locations of megacities.]]&lt;br /&gt;
[[File:Earth(2456).jpg|400px|thumb|right|Earth, circa 2263. This image was taken from medium Earth orbit, and shows the extent of the pollution present in the atmosphere at the time.]]&lt;br /&gt;
The size of Earth&#039;s landmasses are significantly smaller than they were in the centuries prior to the 22nd century. The melting of the polar ice caps caused massive rises in the overall sea level, and large stretches of land were submerged. Areas that are currently underwater include most of what used to be Sibera, the northern section of Eastern Europe, large portions of Canada, and approximately a third of Australia&#039;s landmass. Entire countries sank beneath the waves in South America, and the area of the United States that used to be the deep south no longer exists. A majority of the Pacific islands are also gone. With the melting of the ice caps, the rocky base layer of Antarctica was exposed.&lt;br /&gt;
==Environment==&lt;br /&gt;
The Earth&#039;s environment as of modern day is stabilizing at a steady rate. New growth forests that were sown several decades ago are now thriving on the outskirts of major metropolitan areas. The general air quality is now on par with that of the early 21st century, and the oceans have been subjected to extensive reclamation programs that have neutralized large portions of residual pollution. Artificially introduced fish stocks populate the depths, and cloned versions of extinct species have been reintroduced into the wilds.&lt;br /&gt;
&lt;br /&gt;
This was not always the case. From the late 2100s to the late 2200s, Earth was approaching a critical mass in terms of pollution. Global temperatures had risen to the point that the planet was in the early stages of a runaway greenhouse effect, and air pollution blotted out the sun in some areas. Approximately 94% of all land species and 90% of all ocean species on Earth had gone extinct, and serious health issues due to the environment were especially rampant during this period. The world&#039;s rain forests were essentially gone, with only areas in Madagascar and the mountainous portions of South America retaining any significant degree of greenery.&lt;br /&gt;
&lt;br /&gt;
Advances in technology and a massive shift in focus towards restorative and environmentalist policies eventually reversed the negative trend of Earth&#039;s environment by the early 2300s. Massive terraforming facilities recycled and neutralized pollutants and greenhouse gases in the atmosphere, and pumped out gas mixtures similar to Earth&#039;s atmosphere during the 2000s. Most cities were retrofitted to be sustainable, and DNA samples from various extinct species were used to reconstruct and clone them with current technology. Within the span of a century, a vast quantity of the effects of ecological and environmental devastation were nullified, reversed in some cases, and severely dampened at the very least.&lt;br /&gt;
==Society==&lt;br /&gt;
===Humanity===&lt;br /&gt;
Earth is the homeworld of humanity. Humans first evolved around 7 million years ago, but it wasn&#039;t until only 700 years ago that the human population skyrocketed due to the industrial revolution and the second green revolution. Since then, the population growth trend for humanity has been exponential, plateauing off slightly in the 21st century, but skyrocketing again with the emergence of planetary colonization. Approximately 50% of all humans live on Earth.&lt;br /&gt;
&lt;br /&gt;
There was significant religious and ideological turmoil within humanity throughout its history, which often resulted in warfare and violence. This trend continued even past the creation of the Sol Alliance, and into the modern day. Terrorist groups still exist and rogue colonial governments will occasionally rebel, though the Sol Alliance has shown itself to be rather effective in terms of quashing rebellions and responding to terrorism.&lt;br /&gt;
===Supranational Organizations===&lt;br /&gt;
Since the creation of the Sol Alliance, warfare between the nation-states of Earth has become nonexistent. This is also partially attributed to the creation of supranational organizations to help the various countries manage their respective continents, as well as the Sol Alliance&#039;s peacekeeping and mediation duties. Most of the countries that existed around the 21st century are still in existence, though some have either been absorbed into their neighbors, while others were submerged under rising sea levels. Below is a roster of supranational organizations on Earth.&lt;br /&gt;
&lt;br /&gt;
*North American Federation&lt;br /&gt;
*South American Alliance&lt;br /&gt;
*South African Collective&lt;br /&gt;
*Free African Nations&lt;br /&gt;
*Collective of Independent Caribbean States&lt;br /&gt;
*United Islamic Nations&lt;br /&gt;
*European Union&lt;br /&gt;
*Oceania&lt;br /&gt;
*Scandinavian Alliance&lt;br /&gt;
*Neo-Carolingian Federation&lt;br /&gt;
*Madagascar&lt;br /&gt;
*United Arab Emirates&lt;br /&gt;
*Pan-Asian Confederation&lt;br /&gt;
*New Russian Federation&lt;br /&gt;
&lt;br /&gt;
===Major Cities===&lt;br /&gt;
Earth is the most densely populated planet in known space. The major metropolitan areas can stretch for hundreds of miles, and are referred to as &amp;quot;megacities&amp;quot;. Megacities sometimes merge into each other, or extend over bodies of water. The best example of this are the twin artificial land bridges across the Persian Gulf that connect Dubai to the mainland portion of the UAE. Megacities can be home to billions of people, and as such can sometimes be tiered, such as the case with Beijing, Los Angeles, Dubai, Mumbai, New Delhi, New York City, Tokyo, Jerusalem, and London. Below is a roster of megacities on Earth.&lt;br /&gt;
[[Image:karachi.jpg|thumb|400px|The outskirts of the Karachi metropolitan area in modern day Pakistan.]]&lt;br /&gt;
*Portland&lt;br /&gt;
*San Francisco&lt;br /&gt;
*Los Angeles&lt;br /&gt;
*Dallas&lt;br /&gt;
*Las Vegas&lt;br /&gt;
*Mexico City&lt;br /&gt;
*Chicago&lt;br /&gt;
*Montreal&lt;br /&gt;
*New York City&lt;br /&gt;
*Washington D.C.&lt;br /&gt;
*Bogota&lt;br /&gt;
*Lima&lt;br /&gt;
*Rio de Janeiro&lt;br /&gt;
*Sao Paulo&lt;br /&gt;
*Buenos Aires&lt;br /&gt;
*Madrid&lt;br /&gt;
*Reykjavik&lt;br /&gt;
*Oslo&lt;br /&gt;
*Berlin&lt;br /&gt;
*Paris&lt;br /&gt;
*Rome&lt;br /&gt;
*Cairo&lt;br /&gt;
*Jerusalem&lt;br /&gt;
*Cape Town&lt;br /&gt;
*Dubai&lt;br /&gt;
*Karachi&lt;br /&gt;
*New Delhi&lt;br /&gt;
*Mumbai&lt;br /&gt;
*Bangkok&lt;br /&gt;
[[Image:statue_of_liberty.jpg|thumb|400px|The Statue of Liberty was moved from its original location due to rises in the sea level. It now resides in an enclosed dome, where it is protected from the elements.]]&lt;br /&gt;
*Kuala Lumpur&lt;br /&gt;
*Beijing&lt;br /&gt;
*Shanghai&lt;br /&gt;
*Tokyo&lt;br /&gt;
*Jakarta&lt;br /&gt;
*Perth&lt;br /&gt;
*Cairns&lt;br /&gt;
*Brisbane&lt;br /&gt;
*Sydney&lt;br /&gt;
*Canberra&lt;br /&gt;
*Melbourne&lt;br /&gt;
*Dublin&lt;br /&gt;
*London&lt;br /&gt;
===Heritage Sites and Monuments===&lt;br /&gt;
In the mid-20th century, an organization called UNESCO designated heritage sites, or areas and locations deemed culturally significant to humanity. Many significant sites were lost as sea levels rose to cover them over time, but significant architectures and monuments ended up being well preserved by their respective nations, and still exist into the modern day. Copies and reproductions of famous monuments exist on other planets, but the originals can still be found on Earth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EarthLuna&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Luna==&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|400px|A photograph of Harmony City, the capital of Luna and one of the largest domed cities on the lunar surface. Luna&#039;s domed and subterranean cities are connected by environmentally sealed roads and railways deep underground.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parent Planet:&#039;&#039;&#039; Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Medium to Advanced; Interconnected Domed/Subterranean Cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Harmony City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 66,674,843&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 162,981&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noteworthy places:&#039;&#039;&#039; [[Lunar University of Medical Science]], [[Interstellar Aid Corps|Interstellar Aid Corps Headquarters]]&lt;br /&gt;
===General Information===&lt;br /&gt;
Luna is the only natural satellite of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. Early in the history of mankind&#039;s colonization of outer space, Luna was developed into an off-world shipyard where vessels would be constructed and launched, drastically cutting the cost due to the lower gravity. In modern times it has developed into a busy trade hub, where traders from across the galaxy come to offload goods before they make their final trip to Earth. It is also the home of Einstein Engines, who control nearly all the shipyards and construction sites on and orbiting Luna, with Nanotrasen having an unusually smaller stake.&lt;br /&gt;
===Subterranean Cities===&lt;br /&gt;
Initial exploration and colonization came with the discovery of vast subterranean lava tubes, two of which were as wide as 5km. Colonists and construction teams immediately set work in sealing and reinforcing these massive caverns, constructing subterranean towns which over the course of Luna&#039;s history developed into sprawling cities. There is a very large mining industry on Luna, with engineers and shaft miners being well paid and lucrative careers, because there are constant projects to expand and connect the subterranean cities with large and intricate mag-train subways. The trains travel at 507 km/h, allowing people to travel between even the farthest cities in mere minutes where regular travel on the surface would take many hours or even a full earth day.&lt;br /&gt;
&lt;br /&gt;
Being far underground and connected to the surface via subway tunnels, escalators, and standard hallways, the Luna population is very well protected from asteroid strikes or other cosmic dangers. During solar storms or other such emergencies, emergency procedures are in place to evacuate the population underground. One famous example of this safety is during the New Phoenix disaster, where an asteroid was detected to impact in the city of New Phoenix only 7 minutes before impact. Most of the 12,000 residents were saved during the emergency evacuation, but the entire above-ground biodome was destroyed and the survivors left homeless. After this incident, all vital infrastructure (including gravity generators, atmospheric equipment, and government facilities) were moved underground.&lt;br /&gt;
&lt;br /&gt;
Within the subterranean structures of lunar cities, much effort is made to maintain an illusion of space. While the majority of the lava tubes are are several kilometers in diameter, in the early days of lunar colonization, many colonists reported suffering from depression and panic attacks, as well as developing symptoms of claustrophobia. To combat this, open areas have been given powerful light sources designed to simulate natural sunlight, and residents of subterranean areas are prescribed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Luna&#039;s Governor Kristen Anuja enjoys a moderate approval rating. She is supportive of Einstein Engines, and critical of Nanotrasen&#039;s growing involvement on Luna.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1742</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=1742"/>
		<updated>2015-04-25T04:41:12Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign = RustySh4ckleford}}&lt;br /&gt;
[[Image:Earth.jpg|thumb|400px|Earth is the homeworld of humanity.]]&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Sol|Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon(s):&#039;&#039;&#039; Luna&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level:&#039;&#039;&#039; Extremely High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (Planetside):&#039;&#039;&#039; 19,160,000,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (In Orbit):&#039;&#039;&#039; 987,950,000 (est.)&lt;br /&gt;
&lt;br /&gt;
Earth (also called Terra, Gaia, or Sol III) is the third planet in orbit around the star Sol, and is the homeworld of humanity. Approximately 83% of its surface is covered in salt water, due to an amplified greenhouse effect melting the planet&#039;s polar ice caps several centuries ago. Originally home to millions of distinct species of flora and fauna, it is estimated that 94% of those species have gone extinct, but through the miracle of cloning dozens of new species that were previously extinct are being reintroduced every month.&lt;br /&gt;
&lt;br /&gt;
The biosphere of Earth was severely polluted and ecologically ravaged towards the end of the 23rd century, and a runaway greenhouse effect was nearly achieved by the time all nonrenewable resources had been depleted. However, extensive private, corporate and government investment in reclamation programs, high efficiency renewable energy and sustainable development resulted in a reversing trend of pollution that has greatly improved living conditions on the surface.&lt;br /&gt;
&lt;br /&gt;
Earth is the most densely populated planet in all of explored space, surpassing even the Skrellian homeworld&#039;s population by several billion. Earth is also the most developed planet in human space, with sprawling megalopolises, or &amp;quot;megacities.&amp;quot; Several of these superdense metropolitan areas are built up in a tiered fashion. There is also a massive population of spacers living in orbit, and several tens of millions living on Luna, the natural satellite of Earth.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
[[File:Earth2457.png|400px|thumb|right|A political map showing the borders of the supranational organizations present on Earth, and the locations of megacities.]]&lt;br /&gt;
[[File:Earth(2456).jpg|400px|thumb|right|Earth, circa 2263. This image was taken from medium Earth orbit, and shows the extent of the pollution present in the atmosphere at the time.]]&lt;br /&gt;
The size of Earth&#039;s landmasses are significantly smaller than they were in the centuries prior to the 22nd century. The melting of the polar ice caps caused massive rises in the overall sea level, and large stretches of land were submerged. Areas that are currently underwater include most of what used to be Sibera, the northern section of Eastern Europe, large portions of Canada, and approximately a third of Australia&#039;s landmass. Entire countries sank beneath the waves in South America, and the area of the United States that used to be the deep south no longer exists. A majority of the Pacific islands are also gone. With the melting of the ice caps, the rocky base layer of Antarctica was exposed.&lt;br /&gt;
==Environment==&lt;br /&gt;
The Earth&#039;s environment as of modern day is stabilizing at a steady rate. New growth forests that were sown several decades ago are now thriving on the outskirts of major metropolitan areas. The general air quality is now on par with that of the early 21st century, and the oceans have been subjected to extensive reclamation programs that have neutralized large portions of residual pollution. Artificially introduced fish stocks populate the depths, and cloned versions of extinct species have been reintroduced into the wilds.&lt;br /&gt;
&lt;br /&gt;
This was not always the case. From the late 2100s to the late 2200s, Earth was approaching a critical mass in terms of pollution. Global temperatures had risen to the point that the planet was in the early stages of a runaway greenhouse effect, and air pollution blotted out the sun in some areas. Approximately 94% of all land species and 90% of all ocean species on Earth had gone extinct, and serious health issues due to the environment were especially rampant during this period. The world&#039;s rain forests were essentially gone, with only areas in Madagascar and the mountainous portions of South America retaining any significant degree of greenery.&lt;br /&gt;
&lt;br /&gt;
Advances in technology and a massive shift in focus towards restorative and environmentalist policies eventually reversed the negative trend of Earth&#039;s environment by the early 2300s. Massive terraforming facilities recycled and neutralized pollutants and greenhouse gases in the atmosphere, and pumped out gas mixtures similar to Earth&#039;s atmosphere during the 2000s. Most cities were retrofitted to be sustainable, and DNA samples from various extinct species were used to reconstruct and clone them with current technology. Within the span of a century, a vast quantity of the effects of ecological and environmental devastation were nullified, reversed in some cases, and severely dampened at the very least.&lt;br /&gt;
==Society==&lt;br /&gt;
===Humanity===&lt;br /&gt;
Earth is the homeworld of humanity. Humans first evolved around 7 million years ago, but it wasn&#039;t until only 700 years ago that the human population skyrocketed due to the industrial revolution and the second green revolution. Since then, the population growth trend for humanity has been exponential, plateauing off slightly in the 21st century, but skyrocketing again with the emergence of planetary colonization. Approximately 50% of all humans live on Earth.&lt;br /&gt;
&lt;br /&gt;
There was significant religious and ideological turmoil within humanity throughout its history, which often resulted in warfare and violence. This trend continued even past the creation of the Sol Alliance, and into the modern day. Terrorist groups still exist and rogue colonial governments will occasionally rebel, though the Sol Alliance has shown itself to be rather effective in terms of quashing rebellions and responding to terrorism.&lt;br /&gt;
===Supranational Organizations===&lt;br /&gt;
Since the creation of the Sol Alliance, warfare between the nation-states of Earth has become nonexistent. This is also partially attributed to the creation of supranational organizations to help the various countries manage their respective continents, as well as the Sol Alliance&#039;s peacekeeping and mediation duties. Most of the countries that existed around the 21st century are still in existence, though some have either been absorbed into their neighbors, while others were submerged under rising sea levels. Below is a roster of supranational organizations on Earth.&lt;br /&gt;
&lt;br /&gt;
*North American Federation&lt;br /&gt;
*South American Alliance&lt;br /&gt;
*South African Collective&lt;br /&gt;
*Free African Nations&lt;br /&gt;
*Collective of Independent Caribbean States&lt;br /&gt;
*United Islamic Nations&lt;br /&gt;
*European Union&lt;br /&gt;
*Oceania&lt;br /&gt;
*Scandinavian Alliance&lt;br /&gt;
*Neo-Carolingian Federation&lt;br /&gt;
*Madagascar&lt;br /&gt;
*United Arab Emirates&lt;br /&gt;
*Pan-Asian Confederation&lt;br /&gt;
*New Russian Federation&lt;br /&gt;
&lt;br /&gt;
===Major Cities===&lt;br /&gt;
Earth is the most densely populated planet in known space. The major metropolitan areas can stretch for hundreds of miles, and are referred to as &amp;quot;megacities&amp;quot;. Megacities sometimes merge into each other, or extend over bodies of water. The best example of this are the twin artificial land bridges across the Persian Gulf that connect Dubai to the mainland portion of the UAE. Megacities can be home to billions of people, and as such can sometimes be tiered, such as the case with Beijing, Los Angeles, Dubai, Mumbai, New Delhi, New York City, Tokyo, Jerusalem, and London. Below is a roster of megacities on Earth.&lt;br /&gt;
[[Image:karachi.jpg|thumb|400px|The outskirts of the Karachi metropolitan area in modern day Pakistan.]]&lt;br /&gt;
*Portland&lt;br /&gt;
*San Francisco&lt;br /&gt;
*Los Angeles&lt;br /&gt;
*Dallas&lt;br /&gt;
*Las Vegas&lt;br /&gt;
*Mexico City&lt;br /&gt;
*Chicago&lt;br /&gt;
*Montreal&lt;br /&gt;
*New York City&lt;br /&gt;
*Washington D.C.&lt;br /&gt;
*Bogota&lt;br /&gt;
*Lima&lt;br /&gt;
*Rio de Janeiro&lt;br /&gt;
*Sao Paulo&lt;br /&gt;
*Buenos Aires&lt;br /&gt;
*Madrid&lt;br /&gt;
*Reykjavik&lt;br /&gt;
*Oslo&lt;br /&gt;
*Berlin&lt;br /&gt;
*Paris&lt;br /&gt;
*Rome&lt;br /&gt;
*Cairo&lt;br /&gt;
*Jerusalem&lt;br /&gt;
*Cape Town&lt;br /&gt;
*Dubai&lt;br /&gt;
*Karachi&lt;br /&gt;
*New Delhi&lt;br /&gt;
*Mumbai&lt;br /&gt;
*Bangkok&lt;br /&gt;
[[Image:statue_of_liberty.jpg|thumb|400px|The Statue of Liberty was moved from its original location due to rises in the sea level. It now resides in an enclosed dome, where it is protected from the elements.]]&lt;br /&gt;
*Kuala Lumpur&lt;br /&gt;
*Beijing&lt;br /&gt;
*Shanghai&lt;br /&gt;
*Tokyo&lt;br /&gt;
*Jakarta&lt;br /&gt;
*Perth&lt;br /&gt;
*Cairns&lt;br /&gt;
*Brisbane&lt;br /&gt;
*Sydney&lt;br /&gt;
*Canberra&lt;br /&gt;
*Melbourne&lt;br /&gt;
*Dublin&lt;br /&gt;
*London&lt;br /&gt;
===Heritage Sites and Monuments===&lt;br /&gt;
In the mid-20th century, an organization called UNESCO designated heritage sites, or areas and locations deemed culturally significant to humanity. Many significant sites were lost as sea levels rose to cover them over time, but significant architectures and monuments ended up being well preserved by their respective nations, and still exist into the modern day. Copies and reproductions of famous monuments exist on other planets, but the originals can still be found on Earth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Luna==&lt;br /&gt;
[[Image:Luna Biodomes.png|thumb|400px|A photograph of Harmony City, the capital of Luna and one of the largest domed cities on the lunar surface. Luna&#039;s domed and subterranean cities are connected by environmentally sealed roads and railways deep underground.]]&lt;br /&gt;
&#039;&#039;&#039;Star System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parent Planet:&#039;&#039;&#039; Earth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level&#039;&#039;&#039;: Medium to Advanced; Interconnected Domed/Subterranean Cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Harmony City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Population (est.)&#039;&#039;&#039;: 66,674,843&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacer Population (est.)&#039;&#039;&#039;: 162,981&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noteworthy places:&#039;&#039;&#039; [[Lunar University of Medical Science]], [[Interstellar Aid Corps|Interstellar Aid Corps Headquarters]]&lt;br /&gt;
===General Information===&lt;br /&gt;
Luna is the only natural satellite of Earth. It is tidally locked to its parent and makes a complete revolution every 28 standard days. It formed when a rogue planetoid collided with Earth during the early stages of its formation. The moon came together from the resultant orbital debris. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere. It was largely ignored until the age of FTL travel and colonization, when small colonies were established, mostly as refueling and launching posts for re-entry craft. &lt;br /&gt;
&lt;br /&gt;
Luna is something of a mishmash of human society. Early in the history of mankind&#039;s colonization of outer space, Luna was developed into an off-world shipyard where vessels would be constructed and launched, drastically cutting the cost due to the lower gravity. In modern times it has developed into a busy trade hub, where traders from across the galaxy come to offload goods before they make their final trip to Earth. It is also the home of Einstein Engines, who control nearly all the shipyards and construction sites on and orbiting Luna, with Nanotrasen having an unusually smaller stake.&lt;br /&gt;
===Subterranean Cities===&lt;br /&gt;
Initial exploration and colonization came with the discovery of vast subterranean lava tubes, two of which were as wide as 5km. Colonists and construction teams immediately set work in sealing and reinforcing these massive caverns, constructing subterranean towns which over the course of Luna&#039;s history developed into sprawling cities. There is a very large mining industry on Luna, with engineers and shaft miners being well paid and lucrative careers, because there are constant projects to expand and connect the subterranean cities with large and intricate mag-train subways. The trains travel at 507 km/h, allowing people to travel between even the farthest cities in mere minutes where regular travel on the surface would take many hours or even a full earth day.&lt;br /&gt;
&lt;br /&gt;
Being far underground and connected to the surface via subway tunnels, escalators, and standard hallways, the Luna population is very well protected from asteroid strikes or other cosmic dangers. During solar storms or other such emergencies, emergency procedures are in place to evacuate the population underground. One famous example of this safety is during the New Phoenix disaster, where an asteroid was detected to impact in the city of New Phoenix only 7 minutes before impact. Most of the 12,000 residents were saved during the emergency evacuation, but the entire above-ground biodome was destroyed and the survivors left homeless. After this incident, all vital infrastructure (including gravity generators, atmospheric equipment, and government facilities) were moved underground.&lt;br /&gt;
&lt;br /&gt;
Within the subterranean structures of lunar cities, much effort is made to maintain an illusion of space. While the majority of the lava tubes are are several kilometers in diameter, in the early days of lunar colonization, many colonists reported suffering from depression and panic attacks, as well as developing symptoms of claustrophobia. To combat this, open areas have been given powerful light sources designed to simulate natural sunlight, and residents of subterranean areas are prescribed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Luna&#039;s Governor Kristen Anuja enjoys a moderate approval rating. She is supportive of Einstein Engines, and critical of Nanotrasen&#039;s growing involvement on Luna.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1738</id>
		<title>Interstellar Aid Corps</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Aid_Corps&amp;diff=1738"/>
		<updated>2015-04-25T04:36:03Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: ForgottenTraveller moved page Interstellar Aid Corps Headquarters to Interstellar Aid Corps: Stated as not meaning to be headquarters in skype&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Founded on January 5th, 2320 after the signing of the Luna Convention of Galactic Law, the Interstellar Aid Corps is a humanitarian organization that provides humanitarian relief and developmental assistance to troubled areas of the galaxy. It has a footing in most human space, with efforts focused on the underdeveloped frontier worlds. Its headquarters is based on Luna, with Chairman Tyler Henderson and a board of directors overseeing its operations as a whole.&lt;br /&gt;
&lt;br /&gt;
Being a fiercely neutral, non-government humanitarian organization, the IAC is protected under intergalactic law. Harming IAC volunteers or workers is considered a war crime. They can be identified by their light blue uniforms, and &#039;blue-cross&#039; emblem. Volunteers typically wear these, or an armband marking them as a volunteer.&lt;br /&gt;
&lt;br /&gt;
It has 112 million volunteers and staff. The majority are medical workers, civilian volunteers, security personnel, or human rights investigators. &lt;br /&gt;
&lt;br /&gt;
== Operations in Human Space ==&lt;br /&gt;
&lt;br /&gt;
Focused mainly in the frontier, the IAC is providing humanitarian and disaster relief across human space. They have refugee centers on Mars, in Tau Ceti, and several more on frontier worlds. Operations in the core worlds or inner colonies consist mostly of disaster response, with the IAC responding mostly to mining outposts suffering catastrophic disasters, or setting up healthcare facilities in areas where such things are limited or don&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
The IAC has a troubled relationship with Nanotrasen, as IAC investigators accuse the corporation of cutting too many corners in safety for its mining operations. IAC volunteers regularly respond to distress calls from Nanotrasen mining facilities, which are rarely equipped with any form of reliable medical care. Nanotrasen strongly denies IAC allegations, but after the 2450 &#039;&#039;&#039;Zeta Outpost Plasma Explosion&#039;&#039;&#039; relented and allowed the IAC to provide medical sleepers and medkits to Nanotrasen outposts.&lt;br /&gt;
&lt;br /&gt;
On the frontier, the IAC has camps set up where anyone on the frontier worlds may enter and receive medical treatment. They also negotiate with pirates and raiders to allow IAC staff to treat captured slaves or hostages, even while trying to negotiate their release. IAC neutrality is not always respected, but for the most part they are universally trusted, or tolerated, while Sentient Rights investigators get busy relative to their distance from the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
== Operations in Skrellian Space ==&lt;br /&gt;
&lt;br /&gt;
The Interstellar Aid Corps has limited operations in Skrellian space if only by virtue of the distance involved for travel and continued operations, but operates disaster relief and humanitarian assistance where required. Sentient Rights investigators are unusually well-informed in Skrellian space.&lt;br /&gt;
&lt;br /&gt;
== Operations in Unathi Space ==&lt;br /&gt;
&lt;br /&gt;
Given the catastrophic and deteriorating conditions on Moghes, the IAC has been in intense negotiations with the Izweski Nation, the dominant Unathi power, in establishing relief operations on the planet&#039;s surface. Unathi stubbornness and mistrust of &#039;human meddling&#039; holds back proper efforts, but the IAC has a very small presence of facilities on the planet that provide healthcare and food aid to needing unathi. &lt;br /&gt;
&lt;br /&gt;
== Operations in Tajaran Space ==&lt;br /&gt;
&lt;br /&gt;
The IAC has a handful of facilities present on the surface of Ahdomai, and provide medical aid to both factions in the civil war. They have continued efforts in trying to discourage the rebels and government from targeting civilian areas, and Sentient Rights investigators have recently been blowing the whistle on intentional targeting of civilians displaced by the war by both sides.&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=1701</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=1701"/>
		<updated>2015-04-13T10:24:30Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: Relative date for the Aurora for ease of access to players.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--        Intro        --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Please, be aware that not everything on this wiki is completely up-to-date. For more assistance contact a staff member.&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;!--        Banner at Top        --&amp;gt;&lt;br /&gt;
{| id=&amp;quot;mp-topbanner&amp;quot; style=&amp;quot;width:100%; background:#fcfcfc; margin-top:1.2em; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        Nanotrasen Guide to Living on Baystation 12        --&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to the &#039;&#039;&#039;NSS Aurora&#039;&#039;&#039; wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: relative; top:0.2em; font-size:95%;&amp;quot;&amp;gt;Most content copied or edited gratefully from [http://tgstation13.org/wiki/Main_Page /tg/ station] and [http://wiki.baystation12.net/index.php/Main_Page Baystation 12]. Join us at: byond://172.246.250.93:1234&lt;br /&gt;
&amp;lt;br&amp;gt;Today&#039;s date for the NSS Aurora:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;{{CURRENTDAYNAME}} {{CURRENTDAY2}} {{CURRENTMONTHNAME}} 2457&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Lore Links        --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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! style=&amp;quot;text-align:center| [[File:timeline2.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Timeline]]&lt;br /&gt;
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  {|width=&amp;quot;100%&amp;quot;;&amp;quot;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|&#039;&#039;&#039;[http://aurorastation.org/rules.html Server Rules]&#039;&#039;&#039;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://github.com/Aurorastation/Aurora Aurora Github Repo]&lt;br /&gt;
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[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=1675</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=1675"/>
		<updated>2015-04-03T05:56:13Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sol Alliance&#039;&#039;&#039;&lt;br /&gt;
|[[Sol Alliance#SAGeneral|General]]&lt;br /&gt;
|[[Sol Alliance#SAEconomics|Economics]]&lt;br /&gt;
|[[Sol Alliance#SASocietal|Societal]]&lt;br /&gt;
|[[Sol Alliance#SAGovernment|Government]]&lt;br /&gt;
|[[Sol Alliance#SAHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;&lt;br /&gt;
|[[Republic of Biesel#RoBGeneral|General]]&lt;br /&gt;
|[[Republic of Biesel#RoBEconomics|Economics]]&lt;br /&gt;
|[[Republic of Biesel#RoBSocietal|Societal]]&lt;br /&gt;
|[[Republic of Biesel#RoBGovernment|Government]]&lt;br /&gt;
|[[Republic of Biesel#RoBHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eridani Federation&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#EFGeneral|General]]&lt;br /&gt;
|[[Minor Factions#EFEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#EFSocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#EFGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#EFHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Elyra&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#RoEGeneral|General]]&lt;br /&gt;
|[[Minor Factions#RoEEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#RoESocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#RoEGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#RoEHistory|History]]&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
The Alliance of Sovereign Solarian Nations (ASSN), commonly referred to as SolGov, the Sol Alliance, the Second Sol Alliance, the Second Alliance, and sometimes the Alliance, is a federal union of 23 member states, 15 Associated States, and 112 dependencies. All 23 member states and 79 of the Alliance&#039;s dependencies are located within the [[Background summary#Inner Colonies|Inner Colonies]]. The remaining 33 dependencies and all 15 associated states are located within the [[Background summary#Mid Colonies|Mid Colonies]]. With control over 188 systems of significant population and a population of about 20.8 billion, the Sol Alliance is by far the largest polity within all of [[Background summary#Known Space|known space]]. It is arguably the most culturally and linguistically diverse entity within known space, owing primarily to the age of its colonies and its control over the [[Sol|Sol system]] and [[Sol#Earth (Sol III)|Earth]]. The capital of the Sol Alliance is SAAS Nova Concordia, in orbit over [[Sol#Mars (Sol IV)|Mars]] in the Sol system.&lt;br /&gt;
&lt;br /&gt;
Large-scale extraterrestrial colonization began in the 2070&#039;s, followed by the first extra-solar colonies in the 2140&#039;s. In the year 2140, the United Nations formed the Alliance of Solarian Colonies (ASC), the first incarnation of the Sol Alliance, to oversee the colonization of other star systems. Following the First Interstellar War of 2278-2286, tensions between the Earth and the Inner Colonies grew, eventually culminating in the Great War. The Great War and the devastation of Earth dealt a crippling blow to the Alliance. In 2320, with the signing of the Treaty of Deimos, the Alliance of Solarian Colonies was officially disbanded and the Alliance of Sovereign Solarian Nations was formed. The Sol Alliance took its modern form following the Secession Crisis of 2376 and the resulting wars. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===General===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sol_Alliance_Flag.png|250px|thumb|right|Flag of the Sol Alliance]]&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Alliance of Sovereign Solarian Nations&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039; &#039;A United Future for all of Humanity.&#039; &#039;&#039; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; ASSN Administrative Station &amp;quot;Nova Concordia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Solarian, Alliance Citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Sol Common, Tau Ceti Basic, Spanish, Hindi, 21 additional Recognized Minority Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
* 2445 Census: 30,835,259,000&lt;br /&gt;
* 2457 Est.: 31,056,727,000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System(s):&#039;&#039;&#039; [[Sol]], Sirius, [[Altair]], Procyon, Alpha Centauri, Sigma Draconis, Eta Cassiopeiae, Delta Pavonis, [[Epsilon Eridani]], Epsilon Indi, Ophiuchi, Van Maanen, Barnard, Wolf, Lalande, Luyten, Groombridge, Cancri, Gliese, 170 others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Autonomous Member States:&#039;&#039;&#039; Earth-based governments, [[Republic of Biesel]], [[Eridani Federation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drives on the:&#039;&#039;&#039; Varies per System&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance Military|Military strength]]:&#039;&#039;&#039; Strong; Superpower&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Very high. Technologically advanced navy revolving around multiple capital/fleet flagships, supported by a multi-role Army capable of ground, atmospheric and orbital operations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAEconomics&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Economics===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Sol Alliance Credit (&#039;&#039;cr.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GINI Coefficient:&#039;&#039;&#039; 34.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Very high&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SASocietal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Societal===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 17% Han Chinese&lt;br /&gt;
* 15% Arab&lt;br /&gt;
* 14% Hindustani&lt;br /&gt;
* 12% Various European&lt;br /&gt;
* 11% African&lt;br /&gt;
* 31% Other&lt;br /&gt;
&#039;&#039;&#039;Religion(s):&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Government===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Federal Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of State:&#039;&#039;&#039; Chairman of the Executive Council&lt;br /&gt;
* Executive Minister of Commerce&lt;br /&gt;
* Executive Minister of the Defense Staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upper House:&#039;&#039;&#039; Alliance Senate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lower House:&#039;&#039;&#039; Alliance Popular Assembly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Alliance Central Judiciary&lt;br /&gt;
*Alliance Court of Justice&lt;br /&gt;
*Alliance Central Court&lt;br /&gt;
&lt;br /&gt;
====Politics====&lt;br /&gt;
=====Administrative Divisions=====&lt;br /&gt;
The Sol Alliance is divided into Member States, Dependencies, and Associated States. &lt;br /&gt;
&lt;br /&gt;
Member States are represented in the Alliance Senate and possess varying degrees of autonomy. They can comprise anything from one to five star systems. The Alliance Charter grants certain rights to member states, which can only be revoked by amending the Alliance Charter. The degree of autonomy varies by member, with certain members such as the Eridani Federation retaining near-complete control over internal affairs, while others such as Sol maintain only negligible autonomy.&lt;br /&gt;
&lt;br /&gt;
Dependencies contain the vast majority of Alliance systems; they are sparsely populated systems with little to no control over their internal affairs, which are subject to all Alliance laws, although day-to-day operations are left to locally elected legislatures or corporate sponsors. &lt;br /&gt;
&lt;br /&gt;
Associated States are independent states which have agreed to turn over control of their external affairs to the Alliance in return for military protection and economic aid. Associated states reserve the right of secession and have &#039;&#039;de jure&#039;&#039; control over their internal affairs, though the prerequisites attached to Alliance aid gives the Alliance considerable influence.&lt;br /&gt;
&lt;br /&gt;
As of 2456, there are 23 member states, 112 Dependencies, and 15 Associated States. &lt;br /&gt;
&lt;br /&gt;
=====Institutions of the Sol Alliance=====&lt;br /&gt;
======Alliance Senate======&lt;br /&gt;
The Senate is the &#039;upper house&#039; of the Alliance Assembly. Senators are appointed for five year terms by the government of their constituency rather than by direct election. There are currently 230 seats in the Senate, with each member state sending a delegation of ten senators. Each senator has a &#039;voting weight&#039; directly proportional to the population of their constituent. As only member states can appoint senators, dependencies and associated states are not represented within this chamber. Associated States are limited to sending one non-voting observer each.&lt;br /&gt;
&lt;br /&gt;
Special powers accorded to only the Alliance Senate include:&lt;br /&gt;
*Approval of changes in borders between the member states and dependencies of the Sol Alliance;&lt;br /&gt;
*Approval of a decree of the Executive Council on the introduction of martial law;&lt;br /&gt;
*Approval of a decree of the Executive Council on the introduction of a state of emergency;&lt;br /&gt;
*Approval of international treaties.&lt;br /&gt;
*Approval of nominations for the Chairman of the Executive Council&lt;br /&gt;
*Approval of nominations for ministers of the Executive Council&lt;br /&gt;
Senators tend to be senior politicians with decades of experience. There is no term limit.&lt;br /&gt;
&lt;br /&gt;
======Popular Assembly======&lt;br /&gt;
The Popular Assembly is the &#039;lower house&#039; of the Alliance Assembly. Assembly-persons (often called &#039;legislators&#039;) are directly elected for five year terms by Sol Alliance citizens with member state citizenship residing within a member state or qualifying dependency. There are 5000 seats within the Alliance Assembly, which are divided among the member seats by population. The few dependencies which surpass the minimum population threshold (currently 4.16 million) are also granted representation within the Alliance Assembly. All other dependencies go unrepresented.&lt;br /&gt;
&lt;br /&gt;
The Popular Assembly is the only body able to submit spending bills. It also has the power to nominate a Chairman of the Executive Council, who must then be approved by the senate. &lt;br /&gt;
&lt;br /&gt;
======Executive Council======&lt;br /&gt;
The Executive Council is the executive branch of the Sol Alliance and is responsible for the day-to-day operation of the government. It is headed by the Chairman of the Executive Council, informally known as the Prime Minister. The Prime Minister is selected by the Popular Assembly and is normally the leader of the dominant political coalition. They are in charge of appointing administrators to head the various government agencies, determining the priorities of the government, and overseeing the operation of the various government agencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance Security Council&#039;&#039;&#039;&lt;br /&gt;
The Alliance Security Council (Or ASC) is a body of government officials serving as the primary forum used by the Chairman of the Executive council for considering security and foreign policy matters with his senior security advisers and Cabinet officials.&lt;br /&gt;
&lt;br /&gt;
Attendees of ASC meetings can be sorted into three groups; Statutory Attendees, Regular Attendees and Invited Attendees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statutory Attendee&#039;s:&#039;&#039;&#039; - These members of the government must be in attendance by law.&lt;br /&gt;
* Chairman of the Executive Council&lt;br /&gt;
* Vice Chairman of the Executive Council&lt;br /&gt;
* Executive Minister of Defense&lt;br /&gt;
* Executive Minister of Energy&lt;br /&gt;
* Executive Minister of Commerce&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Attendee&#039;s:&#039;&#039;&#039; - Although not required by law, these members customarily attend meetings of the Security Council.&lt;br /&gt;
* Chairman of the Joint Chiefs of Staff - Military Adviser&lt;br /&gt;
* Director of Alliance Intelligence Services - Intelligence Adviser&lt;br /&gt;
* Director of Internal Affairs - Internal Affairs Adviser&lt;br /&gt;
* Foreign Affairs Minister - Foreign Affairs Adviser&lt;br /&gt;
* Alliance Security Adviser - Security Adviser&lt;br /&gt;
* Minister of the Alliance Central Judiciary&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional/Invited Attendees&#039;&#039;&#039; - Although not officially members of the security council, these members of government are invited to sit on the security council at the discretion of the Executive council.&lt;br /&gt;
* Assistant to the Chairman for Economic Policy - Economics Adviser&lt;br /&gt;
* Ambassador to the Republic of Biesel&lt;br /&gt;
* Ambassador to the Eridani Federation&lt;br /&gt;
* Ambassador to the Governance of Stormswrath&lt;br /&gt;
&lt;br /&gt;
======Alliance Central Judiciary======&lt;br /&gt;
The Alliance Central Judiciary consists of two separate institutions; the Alliance Court of Justice and the Alliance Central Court. The Alliance Court of Justice is responsible for resolving disputes between member states and on matters regarding international law. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===History===&lt;br /&gt;
----&lt;br /&gt;
The Sol Alliance, often just addressed as “The Alliance” or sometimes just “Sol” is a strong federation of the core colony worlds originally settled by the Humans from Earth. It is a democracy de jure, however power within the Alliance often falls into the hands of a number of influential and wealthy &#039;inner worlds&#039; which serve as a sort of aristocracy, having the largest populations in human space after Earth was bombarded. Until recently, these inner colonies have held power nearly since the Alliance&#039;s founding. However, in the last election Salvatore Abbiati from the Jovian moons won in a landslide. The Alliance is emerging from an marked era of economic stagnation and territorial contraction. This period was headed by the isolationist “Sol” party, which has since been ousted by Abbatis&#039; “Oath” party.&lt;br /&gt;
&lt;br /&gt;
The Alliance began as an evolution of the UN designed to administer all colony worlds. As the inner-colonies grew, the Alliance gained more power until it gained enough political and military clot to declare itself &#039;&#039;the&#039;&#039; governing body of humanity. Alliance politics during these first couple centuries of Alliance rules are best described as &#039;Earth&#039; vs the &#039;Inner-Colonies&#039;. Earth was by far the most populated place is human space, but relied on the colonies for raw resources to keep it alive. Earth also viewed the colonies as &#039;hers&#039; and a strong sense of &#039;Earth-planetism&#039; ensured that Earth was always draining more and more resources from the colonies. The Alliance became split on colony and Earth lines, eventually culminating in the first Alliance Civil War. The populated worlds of the Sol System, including Earth, were extensively damaged as a result of the War, and it has taken more than a century for them all to recover. Today, the Alliance is a &#039;Inner-colony centric&#039; government, reflecting the prestige of the most developed, populated and prosperous planets in human space.&lt;br /&gt;
&lt;br /&gt;
The Alliance is an extremely diverse society, with no specific ethnic group of any kind making up a majority, at most holding a plurality. More than 31% of the population is composed of minority ethnic groups spread across the Sol system and the colonies, both in major population centers and in a handful of ethnic enclaves.  Socially, the Alliance is a rather pleasant place to live as-long as you’re not too insistent on being involved in the political system.  It is among the more liberal of the empires, with tolerance, social equality and opportunity seen as the birth-right of all mankind, not just those citizens of the Alliance. The Alliance is by far the most powerful of all Human governments, with only the Skrellian Confederation being near an equal in power, wealth and technological advancement.  Religious Freedom is also viewed by Solarians as being integral to Human rights, and as such Sol is a secular society where government interference with personal religion is not just frowned upon, but outright forbidden by law.  &lt;br /&gt;
&lt;br /&gt;
Politically, the Sol Alliance is a quagmire. With two centuries of codified laws complicating the electoral process to an almost byzantine degree.  Furthermore, the vast majority of politicians come from a pseudo-aristocracy from the inner-most worlds which over the centuries has gained a fearsome foothold in matters political and governmental.  While officials outside of these ‘families’ are somewhat common, they usually are found in lower ranking positions. Most seats on the Sol Senate are held by the &#039;political families&#039; or those affiliated with them.  &lt;br /&gt;
&lt;br /&gt;
The executive branch of the Alliance divests its power into three individuals. While usually being referred to as an executive Councillor.  The three Councillors are, the leader of the majority/plurality party (Chief Councilor), The Executive Minister of the Defense Staff, and the Executive Minister of Commerce.  The leader of the majority party takes the role of head of the executive council, while the two un-elected officials are viewed as subordinate, though both other councils can, together, veto an action of the Chief Councilor. Though this method, an unstable or otherwise unreliable leader can have his power checked by the other two Councillors, mitigating the damage they are capable of inflicting. On the reverse, this can render an otherwise talented head counselor incapable of doing his duties if he is not well-liked by the other Councillors. &lt;br /&gt;
&lt;br /&gt;
The Sol Alliance is the most advanced and technologically sophisticated entity in Human space, with possibly only the Skrell exceeding them in their technological advancement.  A specific piece of technology that is critical to what the Alliance is today is the Warp-gate network present in low orbit of each and every garden or developed core world.  This network of transit stations connected to their host-worlds by orbital elevators. Each has anywhere from one, to twenty wormhole-gates which can connect to any other gate in the network allowing for near-instantaneous travel to any other gate.  These gates are roughly 3 meters tall and 3 meters wide, with a small tram and rails connected into its horizon. Allowing a tram of 20 people to cross 60 light years from one side of the Alliance to the other in mere moments  &lt;br /&gt;
&lt;br /&gt;
The wormhole network is integral to how the Alliance is today.  With this invention, cheap, nearly instantaneous travel across the Alliance&#039;s wealthiest worlds is available to all. An average trip through the gate costing less than 100Cr. Taking advantage of their superior agricultural technology, Alliance worlds manage to achieve low population densities despite its massive population. The Alliance prides itself on building comfortable settlements while simultaneously leaving the vast majority of nature on settled planets untouched.  The relative peace and prosperity of humanity&#039;s most powerful nation was the main factor allowing the development and creation of these wonders of modern technology, as they are far too expensive, advanced, and tempting a target in the less-developed outer-colonies.  &lt;br /&gt;
&lt;br /&gt;
Though the Alliance was isolated politically and economically until extremely recently. They are now gearing up for heightened trade with both the outer and fringe colonies, powered by bluespace drivers. The Alliance is by far the highest exporter in Human space, trading medical supplies, ship-parts and industrial equipment and luxury goods for foodstuffs, refined plasma and other natural resources.   &lt;br /&gt;
&lt;br /&gt;
The Alliance was founded early in the recent era, as a combined effort of Humanity to successfully leave the planet spurned by fears of economic collapse due to resource depletion.  Slowly however, the Alliance began assuming more duties until it declared itself the governing body of humanity. &lt;br /&gt;
&lt;br /&gt;
Shaped over time by a series of extremely damaging civil wars, the Alliance has retreated from her outer-most colonies, slowly shrinking over the centuries. The Alliance has set down her border at a roughly 75 ly bubble around Sol.  Its borders are ferociously guarded by elements of the Alliance Navy and few rival navies has attempted to brake the border. However, an invasion of the Alliance isn&#039;t all that necessary: For the past several centuries, the outer-most Alliance systems have been braking away, joining various outer-colony empires.&lt;br /&gt;
&lt;br /&gt;
Since the election of Salvatore Abbiati, things have changed in the Alliance.  With the loyalty and support of the Minister of the Defense Staff and Minister of Commerce, Abbiati has been able to force reforms through the Alliance Senate, crippling the power of the old families and opening the upper echelons of the government to the lower-class.  However, the Alliance is coming to realize the uncomfortable reality that not only do they rely on NanoTransen to keep the economy going, they may be exerting a dangerous amount of influence over Alliance affairs. The current administration is also highly suspicious of the conditions behind the forming of the Tau Ceti Free Trade Zone, not to mention what amounts to the loss of one of its core systems.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=1674</id>
		<title>Republic of Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=1674"/>
		<updated>2015-04-03T05:56:09Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sol Alliance&#039;&#039;&#039;&lt;br /&gt;
|[[Sol Alliance#SAGeneral|General]]&lt;br /&gt;
|[[Sol Alliance#SAEconomics|Economics]]&lt;br /&gt;
|[[Sol Alliance#SASocietal|Societal]]&lt;br /&gt;
|[[Sol Alliance#SAGovernment|Government]]&lt;br /&gt;
|[[Sol Alliance#SAHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;&lt;br /&gt;
|[[Republic of Biesel#RoBGeneral|General]]&lt;br /&gt;
|[[Republic of Biesel#RoBEconomics|Economics]]&lt;br /&gt;
|[[Republic of Biesel#RoBSocietal|Societal]]&lt;br /&gt;
|[[Republic of Biesel#RoBGovernment|Government]]&lt;br /&gt;
|[[Republic of Biesel#RoBHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eridani Federation&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#EFGeneral|General]]&lt;br /&gt;
|[[Minor Factions#EFEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#EFSocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#EFGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#EFHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Elyra&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#RoEGeneral|General]]&lt;br /&gt;
|[[Minor Factions#RoEEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#RoESocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#RoEGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#RoEHistory|History]]&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
The Republic of Biesel is a Semi-Autonomous System within the [[Sol Alliance]] which is jointly administered with [[Nanotrasen Corporation|NanoTrasen]]. The Republic of Biesel is the de facto government of the [[Tau Ceti]] System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. &lt;br /&gt;
&lt;br /&gt;
It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, many cities still bear the scars of riots ignited by the establishment of the &#039;Free Trade Zone&#039; several years ago.&lt;br /&gt;
&lt;br /&gt;
Recently, there are rumors of increased Syndicate activity within the system. However, both NanoTransen and the Republic of Biesel insist that Republic local police, NanoTrasen security and the Sol Alliance Navy are more than capable of thwarting any terrorist plot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===General===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Federal Republic of Biesel and the Tau Ceti System&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Bieselitte, Cetian, Gibsonian, Sol Citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039;  Sol Common, Tau Ceti Common (dialect of Sol Common), 24 additional Recognized Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
* 2445 Census: 2,709,678,435&lt;br /&gt;
* 2457 Est.: 31,056,727,000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System(s):&#039;&#039;&#039; Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drives on the:&#039;&#039;&#039; Right&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance Military|Military strength]]:&#039;&#039;&#039; Strong, semi-independent police forces supplemented by Sol Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Very high. Technologically advanced navy revolving around multiple capital/fleet flagships, supported by a multi-role Army capable of ground, atmospheric and orbital operations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBEconomics&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Economics===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Sol Alliance Credit (&#039;&#039;cr.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GINI Coefficient:&#039;&#039;&#039; 37.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Very high&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBSocietal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Societal===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 15% Chinese&lt;br /&gt;
* 15% Hindustani&lt;br /&gt;
* 15% European&lt;br /&gt;
* 14% Arab&lt;br /&gt;
* 10% African&lt;br /&gt;
* 30% Other&lt;br /&gt;
&#039;&#039;&#039;Religion(s):&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Government===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Semi-Autonomous Member State of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Federal Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of State:&#039;&#039;&#039; Chairman of the Executive Council&lt;br /&gt;
* Executive Minister of Commerce&lt;br /&gt;
* Executive Minister of the Defence Staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upper House:&#039;&#039;&#039; Alliance Senate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lower House:&#039;&#039;&#039; Alliance Popular Assembly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Alliance Central Judiciary&lt;br /&gt;
*Alliance Court of Justice&lt;br /&gt;
*Alliance Central Court&lt;br /&gt;
&amp;lt;!--====Politics====&lt;br /&gt;
No information for me currently exists--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===History===&lt;br /&gt;
----&lt;br /&gt;
Being one of the closest systems to Earth, Tau Ceti was one of the first explored by early interstellar travelers. When Biesel was discovered to possess an Earth-like atmosphere, complete with full-fledged biospheres, the system was flooded with settlers. As Biesel flourished and towns grew into cities, explorers began to survey the nearby planet of New Gibson, and found it metal-rich. Corporations and individuals alike established mining colonies which have grown over the centuries into massive domed cities and industrial parks, mining raw materials and turning them into all manner of goods, then shipping them off to Biesel or outside the system. Biesel, with it&#039;s Earth-like atmosphere, became the financial and agricultural heart of the system while New Gibson was the industrial powerhouse. Around 100 years after it&#039;s first settlers made planet-fall, the Republic of Biesel was formally established as one of the first semi-autonomous states within the Sol Alliance.  &lt;br /&gt;
&lt;br /&gt;
Overtime, the Republic has had an increasingly influential voice in Alliance politics. It was one of the numerous Inner Worlds to fight against Earth forces in the Second Sol Civil War. Tau Ceti was spared widespread destruction, as Kinetic Kill Vehicles (KKVs) caused minor damage and only killed around 10,000 people on Biesel. However, one of the KKVs left a crater on Biesel, which has been turned into a war memorial and is a popular tourist attraction.&lt;br /&gt;
&lt;br /&gt;
Following the discovery of plasma in the sparsely explored Romanovich Cloud at the edge of the system, NanoTrasen began to move it&#039;s corporate assets and bureaucracy onto Biesel. As NanoTrasen became fabulously wealthy, the money trickled down to the Tau Ceti System. Politicians pushed for closer ties with the mega-corporation, and eased anti-monopoly laws for NanoTransen. In 2452, The Republic of Biesel and NanoTransen formed the &amp;quot;Tau Ceti Free Trade Zone&amp;quot;, which gave NanoTransen control of vast swathes of the Romanovich Cloud and granted it near government status, with the right to enforce laws and imprison individuals within areas under their jurisdiction. The announcement was met with both praise and outrage: Some welcomed the money that would flow into the system with NanoTransen able to more effectively mine and distribute plasma, while others claimed that NanoTransen had &#039;bought&#039; the government of Biesel and that an Orwellian future was just around the corner. The resulting riots have left scars throughout the system, and while they have died down, they are still fresh in the minds of natives.&lt;br /&gt;
&lt;br /&gt;
A side effect of NanoTransen&#039;s increased operations in the sector are that employees from outside the system are often &#039;bused&#039; in through the system&#039;s Warp Gate. Many have chosen to settle in the system and are provided corporate housing in numerous &#039;Corporate Enclaves&#039; that have sprung up across New Gibson and Biesel. The system&#039;s population is estimated to be one of the most diverse in Human Space.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=1672</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=1672"/>
		<updated>2015-04-03T02:50:47Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sol Alliance&#039;&#039;&#039;&lt;br /&gt;
|[[Sol Alliance#SAGeneral|General]]&lt;br /&gt;
|[[Sol Alliance#SAEconomics|Economics]]&lt;br /&gt;
|[[Sol Alliance#SASocietal|Societal]]&lt;br /&gt;
|[[Sol Alliance#SAGovernment|Government]]&lt;br /&gt;
|[[Sol Alliance#SAHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;&lt;br /&gt;
|[[Republic of Biesel#RoBGeneral|General]]&lt;br /&gt;
|[[Republic of Biesel#RoBEconomics|Economics]]&lt;br /&gt;
|[[Republic of Biesel#RoBSocietal|Societal]]&lt;br /&gt;
|[[Republic of Biesel#RoBGovernment|Government]]&lt;br /&gt;
|[[Republic of Biesel#RoBHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eridani Federation&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#EFGeneral|General]]&lt;br /&gt;
|[[Minor Factions#EFEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#EFSocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#EFGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#EFHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Elyra&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#RoEGeneral|General]]&lt;br /&gt;
|[[Minor Factions#RoEEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#RoESocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#RoEGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#RoEHistory|History]]&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
The Alliance of Sovereign Solarian Nations (ASSN), commonly referred to as SolGov, the Sol Alliance, the Second Sol Alliance, the Second Alliance, and sometimes the Alliance, is a federal union of 23 member states, 15 Associated States, and 112 dependencies. All 23 member states and 79 of the Alliance&#039;s dependencies are located within the [[Background summary#Inner Colonies|Inner Colonies]]. The remaining 33 dependencies and all 15 associated states are located within the [[Background summary#Mid Colonies|Mid Colonies]]. With control over 188 systems of significant population and a population of about 20.8 billion, the Sol Alliance is by far the largest polity within all of [[Background summary#Known Space|known space]]. It is arguably the most culturally and linguistically diverse entity within known space, owing primarily to the age of its colonies and its control over the [[Sol|Sol system]] and [[Sol#Earth (Sol III)|Earth]]. The capital of the Sol Alliance is SAAS Nova Concordia, in orbit over [[Sol#Mars (Sol IV)|Mars]] in the Sol system.&lt;br /&gt;
&lt;br /&gt;
Large-scale extraterrestrial colonization began in the 2070&#039;s, followed by the first extra-solar colonies in the 2140&#039;s. In the year 2140, the United Nations formed the Alliance of Solarian Colonies (ASC), the first incarnation of the Sol Alliance, to oversee the colonization of other star systems. Following the First Interstellar War of 2278-2286, tensions between the Earth and the Inner Colonies grew, eventually culminating in the Great War. The Great War and the devastation of Earth dealt a crippling blow to the Alliance. In 2320, with the signing of the Treaty of Deimos, the Alliance of Solarian Colonies was officially disbanded and the Alliance of Sovereign Solarian Nations was formed. The Sol Alliance took its modern form following the Secession Crisis of 2376 and the resulting wars. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===General===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sol_Alliance_Flag.png|250px|thumb|right|Flag of the Sol Alliance]]&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Alliance of Sovereign Solarian Nations&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039; &#039;A United Future for all of Humanity.&#039; &#039;&#039; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; ASSN Administrative Station &amp;quot;Nova Concordia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Solarian, Alliance Citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Sol Common, Tau Ceti Basic, Spanish, Hindi, 21 additional Recognized Minority Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
* 2445 Census: 30,835,259,000&lt;br /&gt;
* 2455 Est.: 31,056,727,000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System(s):&#039;&#039;&#039; [[Sol]], Sirius, [[Altair]], Procyon, Alpha Centauri, Sigma Draconis, Eta Cassiopeiae, Delta Pavonis, [[Epsilon Eridani]], Epsilon Indi, Ophiuchi, Van Maanen, Barnard, Wolf, Lalande, Luyten, Groombridge, Cancri, Gliese, 170 others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Autonomous Member States:&#039;&#039;&#039; Earth-based governments, [[Republic of Biesel]], [[Eridani Federation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drives on the:&#039;&#039;&#039; Varies per System&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance Military|Military strength]]:&#039;&#039;&#039; Strong; Superpower&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Very high. Technologically advanced navy revolving around multiple capital/fleet flagships, supported by a multi-role Army capable of ground, atmospheric and orbital operations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAEconomics&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Economics===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Sol Alliance Credit (&#039;&#039;cr.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GINI Coefficient:&#039;&#039;&#039; 34.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Very high&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SASocietal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Societal===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 17% Han Chinese&lt;br /&gt;
* 15% Arab&lt;br /&gt;
* 14% Hindustani&lt;br /&gt;
* 12% Various European&lt;br /&gt;
* 11% African&lt;br /&gt;
* 31% Other&lt;br /&gt;
&#039;&#039;&#039;Religion(s):&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Government===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Federal Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of State:&#039;&#039;&#039; Chairman of the Executive Council&lt;br /&gt;
* Executive Minister of Commerce&lt;br /&gt;
* Executive Minister of the Defense Staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upper House:&#039;&#039;&#039; Alliance Senate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lower House:&#039;&#039;&#039; Alliance Popular Assembly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Alliance Central Judiciary&lt;br /&gt;
*Alliance Court of Justice&lt;br /&gt;
*Alliance Central Court&lt;br /&gt;
&lt;br /&gt;
====Politics====&lt;br /&gt;
=====Administrative Divisions=====&lt;br /&gt;
The Sol Alliance is divided into Member States, Dependencies, and Associated States. &lt;br /&gt;
&lt;br /&gt;
Member States are represented in the Alliance Senate and possess varying degrees of autonomy. They can comprise anything from one to five star systems. The Alliance Charter grants certain rights to member states, which can only be revoked by amending the Alliance Charter. The degree of autonomy varies by member, with certain members such as the Eridani Federation retaining near-complete control over internal affairs, while others such as Sol maintain only negligible autonomy.&lt;br /&gt;
&lt;br /&gt;
Dependencies contain the vast majority of Alliance systems; they are sparsely populated systems with little to no control over their internal affairs, which are subject to all Alliance laws, although day-to-day operations are left to locally elected legislatures or corporate sponsors. &lt;br /&gt;
&lt;br /&gt;
Associated States are independent states which have agreed to turn over control of their external affairs to the Alliance in return for military protection and economic aid. Associated states reserve the right of secession and have &#039;&#039;de jure&#039;&#039; control over their internal affairs, though the prerequisites attached to Alliance aid gives the Alliance considerable influence.&lt;br /&gt;
&lt;br /&gt;
As of 2456, there are 23 member states, 112 Dependencies, and 15 Associated States. &lt;br /&gt;
&lt;br /&gt;
=====Institutions of the Sol Alliance=====&lt;br /&gt;
======Alliance Senate======&lt;br /&gt;
The Senate is the &#039;upper house&#039; of the Alliance Assembly. Senators are appointed for five year terms by the government of their constituency rather than by direct election. There are currently 230 seats in the Senate, with each member state sending a delegation of ten senators. Each senator has a &#039;voting weight&#039; directly proportional to the population of their constituent. As only member states can appoint senators, dependencies and associated states are not represented within this chamber. Associated States are limited to sending one non-voting observer each.&lt;br /&gt;
&lt;br /&gt;
Special powers accorded to only the Alliance Senate include:&lt;br /&gt;
*Approval of changes in borders between the member states and dependencies of the Sol Alliance;&lt;br /&gt;
*Approval of a decree of the Executive Council on the introduction of martial law;&lt;br /&gt;
*Approval of a decree of the Executive Council on the introduction of a state of emergency;&lt;br /&gt;
*Approval of international treaties.&lt;br /&gt;
*Approval of nominations for the Chairman of the Executive Council&lt;br /&gt;
*Approval of nominations for ministers of the Executive Council&lt;br /&gt;
Senators tend to be senior politicians with decades of experience. There is no term limit.&lt;br /&gt;
&lt;br /&gt;
======Popular Assembly======&lt;br /&gt;
The Popular Assembly is the &#039;lower house&#039; of the Alliance Assembly. Assembly-persons (often called &#039;legislators&#039;) are directly elected for five year terms by Sol Alliance citizens with member state citizenship residing within a member state or qualifying dependency. There are 5000 seats within the Alliance Assembly, which are divided among the member seats by population. The few dependencies which surpass the minimum population threshold (currently 4.16 million) are also granted representation within the Alliance Assembly. All other dependencies go unrepresented.&lt;br /&gt;
&lt;br /&gt;
The Popular Assembly is the only body able to submit spending bills. It also has the power to nominate a Chairman of the Executive Council, who must then be approved by the senate. &lt;br /&gt;
&lt;br /&gt;
======Executive Council======&lt;br /&gt;
The Executive Council is the executive branch of the Sol Alliance and is responsible for the day-to-day operation of the government. It is headed by the Chairman of the Executive Council, informally known as the Prime Minister. The Prime Minister is selected by the Popular Assembly and is normally the leader of the dominant political coalition. They are in charge of appointing administrators to head the various government agencies, determining the priorities of the government, and overseeing the operation of the various government agencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance Security Council&#039;&#039;&#039;&lt;br /&gt;
The Alliance Security Council (Or ASC) is a body of government officials serving as the primary forum used by the Chairman of the Executive council for considering security and foreign policy matters with his senior security advisers and Cabinet officials.&lt;br /&gt;
&lt;br /&gt;
Attendees of ASC meetings can be sorted into three groups; Statutory Attendees, Regular Attendees and Invited Attendees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statutory Attendee&#039;s:&#039;&#039;&#039; - These members of the government must be in attendance by law.&lt;br /&gt;
* Chairman of the Executive Council&lt;br /&gt;
* Vice Chairman of the Executive Council&lt;br /&gt;
* Executive Minister of Defense&lt;br /&gt;
* Executive Minister of Energy&lt;br /&gt;
* Executive Minister of Commerce&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Attendee&#039;s:&#039;&#039;&#039; - Although not required by law, these members customarily attend meetings of the Security Council.&lt;br /&gt;
* Chairman of the Joint Chiefs of Staff - Military Adviser&lt;br /&gt;
* Director of Alliance Intelligence Services - Intelligence Adviser&lt;br /&gt;
* Director of Internal Affairs - Internal Affairs Adviser&lt;br /&gt;
* Foreign Affairs Minister - Foreign Affairs Adviser&lt;br /&gt;
* Alliance Security Adviser - Security Adviser&lt;br /&gt;
* Minister of the Alliance Central Judiciary&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional/Invited Attendees&#039;&#039;&#039; - Although not officially members of the security council, these members of government are invited to sit on the security council at the discretion of the Executive council.&lt;br /&gt;
* Assistant to the Chairman for Economic Policy - Economics Adviser&lt;br /&gt;
* Ambassador to the Republic of Biesel&lt;br /&gt;
* Ambassador to the Eridani Federation&lt;br /&gt;
* Ambassador to the Governance of Stormswrath&lt;br /&gt;
&lt;br /&gt;
======Alliance Central Judiciary======&lt;br /&gt;
The Alliance Central Judiciary consists of two separate institutions; the Alliance Court of Justice and the Alliance Central Court. The Alliance Court of Justice is responsible for resolving disputes between member states and on matters regarding international law. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;SAHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===History===&lt;br /&gt;
----&lt;br /&gt;
The Sol Alliance, often just addressed as “The Alliance” or sometimes just “Sol” is a strong federation of the core colony worlds originally settled by the Humans from Earth. It is a democracy de jure, however power within the Alliance often falls into the hands of a number of influential and wealthy &#039;inner worlds&#039; which serve as a sort of aristocracy, having the largest populations in human space after Earth was bombarded. Until recently, these inner colonies have held power nearly since the Alliance&#039;s founding. However, in the last election Salvatore Abbiati from the Jovian moons won in a landslide. The Alliance is emerging from an marked era of economic stagnation and territorial contraction. This period was headed by the isolationist “Sol” party, which has since been ousted by Abbatis&#039; “Oath” party.&lt;br /&gt;
&lt;br /&gt;
The Alliance began as an evolution of the UN designed to administer all colony worlds. As the inner-colonies grew, the Alliance gained more power until it gained enough political and military clot to declare itself &#039;&#039;the&#039;&#039; governing body of humanity. Alliance politics during these first couple centuries of Alliance rules are best described as &#039;Earth&#039; vs the &#039;Inner-Colonies&#039;. Earth was by far the most populated place is human space, but relied on the colonies for raw resources to keep it alive. Earth also viewed the colonies as &#039;hers&#039; and a strong sense of &#039;Earth-planetism&#039; ensured that Earth was always draining more and more resources from the colonies. The Alliance became split on colony and Earth lines, eventually culminating in the first Alliance Civil War. The populated worlds of the Sol System, including Earth, were extensively damaged as a result of the War, and it has taken more than a century for them all to recover. Today, the Alliance is a &#039;Inner-colony centric&#039; government, reflecting the prestige of the most developed, populated and prosperous planets in human space.&lt;br /&gt;
&lt;br /&gt;
The Alliance is an extremely diverse society, with no specific ethnic group of any kind making up a majority, at most holding a plurality. More than 31% of the population is composed of minority ethnic groups spread across the Sol system and the colonies, both in major population centers and in a handful of ethnic enclaves.  Socially, the Alliance is a rather pleasant place to live as-long as you’re not too insistent on being involved in the political system.  It is among the more liberal of the empires, with tolerance, social equality and opportunity seen as the birth-right of all mankind, not just those citizens of the Alliance. The Alliance is by far the most powerful of all Human governments, with only the Skrellian Confederation being near an equal in power, wealth and technological advancement.  Religious Freedom is also viewed by Solarians as being integral to Human rights, and as such Sol is a secular society where government interference with personal religion is not just frowned upon, but outright forbidden by law.  &lt;br /&gt;
&lt;br /&gt;
Politically, the Sol Alliance is a quagmire. With two centuries of codified laws complicating the electoral process to an almost byzantine degree.  Furthermore, the vast majority of politicians come from a pseudo-aristocracy from the inner-most worlds which over the centuries has gained a fearsome foothold in matters political and governmental.  While officials outside of these ‘families’ are somewhat common, they usually are found in lower ranking positions. Most seats on the Sol Senate are held by the &#039;political families&#039; or those affiliated with them.  &lt;br /&gt;
&lt;br /&gt;
The executive branch of the Alliance divests its power into three individuals. While usually being referred to as an executive Councillor.  The three Councillors are, the leader of the majority/plurality party (Chief Councilor), The Executive Minister of the Defense Staff, and the Executive Minister of Commerce.  The leader of the majority party takes the role of head of the executive council, while the two un-elected officials are viewed as subordinate, though both other councils can, together, veto an action of the Chief Councilor. Though this method, an unstable or otherwise unreliable leader can have his power checked by the other two Councillors, mitigating the damage they are capable of inflicting. On the reverse, this can render an otherwise talented head counselor incapable of doing his duties if he is not well-liked by the other Councillors. &lt;br /&gt;
&lt;br /&gt;
The Sol Alliance is the most advanced and technologically sophisticated entity in Human space, with possibly only the Skrell exceeding them in their technological advancement.  A specific piece of technology that is critical to what the Alliance is today is the Warp-gate network present in low orbit of each and every garden or developed core world.  This network of transit stations connected to their host-worlds by orbital elevators. Each has anywhere from one, to twenty wormhole-gates which can connect to any other gate in the network allowing for near-instantaneous travel to any other gate.  These gates are roughly 3 meters tall and 3 meters wide, with a small tram and rails connected into its horizon. Allowing a tram of 20 people to cross 60 light years from one side of the Alliance to the other in mere moments  &lt;br /&gt;
&lt;br /&gt;
The wormhole network is integral to how the Alliance is today.  With this invention, cheap, nearly instantaneous travel across the Alliance&#039;s wealthiest worlds is available to all. An average trip through the gate costing less than 100Cr. Taking advantage of their superior agricultural technology, Alliance worlds manage to achieve low population densities despite its massive population. The Alliance prides itself on building comfortable settlements while simultaneously leaving the vast majority of nature on settled planets untouched.  The relative peace and prosperity of humanity&#039;s most powerful nation was the main factor allowing the development and creation of these wonders of modern technology, as they are far too expensive, advanced, and tempting a target in the less-developed outer-colonies.  &lt;br /&gt;
&lt;br /&gt;
Though the Alliance was isolated politically and economically until extremely recently. They are now gearing up for heightened trade with both the outer and fringe colonies, powered by bluespace drivers. The Alliance is by far the highest exporter in Human space, trading medical supplies, ship-parts and industrial equipment and luxury goods for foodstuffs, refined plasma and other natural resources.   &lt;br /&gt;
&lt;br /&gt;
The Alliance was founded early in the recent era, as a combined effort of Humanity to successfully leave the planet spurned by fears of economic collapse due to resource depletion.  Slowly however, the Alliance began assuming more duties until it declared itself the governing body of humanity. &lt;br /&gt;
&lt;br /&gt;
Shaped over time by a series of extremely damaging civil wars, the Alliance has retreated from her outer-most colonies, slowly shrinking over the centuries. The Alliance has set down her border at a roughly 75 ly bubble around Sol.  Its borders are ferociously guarded by elements of the Alliance Navy and few rival navies has attempted to brake the border. However, an invasion of the Alliance isn&#039;t all that necessary: For the past several centuries, the outer-most Alliance systems have been braking away, joining various outer-colony empires.&lt;br /&gt;
&lt;br /&gt;
Since the election of Salvatore Abbiati, things have changed in the Alliance.  With the loyalty and support of the Minister of the Defense Staff and Minister of Commerce, Abbiati has been able to force reforms through the Alliance Senate, crippling the power of the old families and opening the upper echelons of the government to the lower-class.  However, the Alliance is coming to realize the uncomfortable reality that not only do they rely on NanoTransen to keep the economy going, they may be exerting a dangerous amount of influence over Alliance affairs. The current administration is also highly suspicious of the conditions behind the forming of the Tau Ceti Free Trade Zone, not to mention what amounts to the loss of one of its core systems.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=1671</id>
		<title>Republic of Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=1671"/>
		<updated>2015-04-03T02:50:44Z</updated>

		<summary type="html">&lt;p&gt;ForgottenTraveller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sol Alliance&#039;&#039;&#039;&lt;br /&gt;
|[[Sol Alliance#SAGeneral|General]]&lt;br /&gt;
|[[Sol Alliance#SAEconomics|Economics]]&lt;br /&gt;
|[[Sol Alliance#SASocietal|Societal]]&lt;br /&gt;
|[[Sol Alliance#SAGovernment|Government]]&lt;br /&gt;
|[[Sol Alliance#SAHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;&lt;br /&gt;
|[[Republic of Biesel#RoBGeneral|General]]&lt;br /&gt;
|[[Republic of Biesel#RoBEconomics|Economics]]&lt;br /&gt;
|[[Republic of Biesel#RoBSocietal|Societal]]&lt;br /&gt;
|[[Republic of Biesel#RoBGovernment|Government]]&lt;br /&gt;
|[[Republic of Biesel#RoBHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eridani Federation&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#EFGeneral|General]]&lt;br /&gt;
|[[Minor Factions#EFEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#EFSocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#EFGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#EFHistory|History]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Republic of Elyra&#039;&#039;&#039;&lt;br /&gt;
|[[Minor Factions#RoEGeneral|General]]&lt;br /&gt;
|[[Minor Factions#RoEEconomics|Economics]]&lt;br /&gt;
|[[Minor Factions#RoESocietal|Societal]]&lt;br /&gt;
|[[Minor Factions#RoEGovernment|Government]]&lt;br /&gt;
|[[Minor Factions#RoEHistory|History]]&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
The Republic of Biesel is a Semi-Autonomous System within the [[Sol Alliance]] which is jointly administered with [[Nanotrasen Corporation|NanoTrasen]]. The Republic of Biesel is the de facto government of the [[Tau Ceti]] System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. &lt;br /&gt;
&lt;br /&gt;
It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, many cities still bear the scars of riots ignited by the establishment of the &#039;Free Trade Zone&#039; several years ago.&lt;br /&gt;
&lt;br /&gt;
Recently, there are rumors of increased Syndicate activity within the system. However, both NanoTransen and the Republic of Biesel insist that Republic local police, NanoTrasen security and the Sol Alliance Navy are more than capable of thwarting any terrorist plot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===General===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Federal Republic of Biesel and the Tau Ceti System&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Bieselitte, Cetian, Gibsonian, Sol Citizen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039;  Sol Common, Tau Ceti Common (dialect of Sol Common), 24 additional Recognized Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
* 2445 Census: 2,709,678,435&lt;br /&gt;
* 2455 Est.: 31,056,727,000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System(s):&#039;&#039;&#039; Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drives on the:&#039;&#039;&#039; Right&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military strength:&#039;&#039;&#039; Strong, semi-independent police forces supplemented by Sol Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Very high. Technologically advanced navy revolving around multiple capital/fleet flagships, supported by a multi-role Army capable of ground, atmospheric and orbital operations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBEconomics&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Economics===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Sol Alliance Credit (&#039;&#039;cr.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GINI Coefficient:&#039;&#039;&#039; 37.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Very high&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBSocietal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Societal===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 15% Chinese&lt;br /&gt;
* 15% Hindustani&lt;br /&gt;
* 15% European&lt;br /&gt;
* 14% Arab&lt;br /&gt;
* 10% African&lt;br /&gt;
* 30% Other&lt;br /&gt;
&#039;&#039;&#039;Religion(s):&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Government===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Semi-Autonomous Member State of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Federal Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of State:&#039;&#039;&#039; Chairman of the Executive Council&lt;br /&gt;
* Executive Minister of Commerce&lt;br /&gt;
* Executive Minister of the Defence Staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upper House:&#039;&#039;&#039; Alliance Senate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lower House:&#039;&#039;&#039; Alliance Popular Assembly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Alliance Central Judiciary&lt;br /&gt;
*Alliance Court of Justice&lt;br /&gt;
*Alliance Central Court&lt;br /&gt;
&amp;lt;!--====Politics====&lt;br /&gt;
No information for me currently exists--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;RoBHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===History===&lt;br /&gt;
----&lt;br /&gt;
Being one of the closest systems to Earth, Tau Ceti was one of the first explored by early interstellar travelers. When Biesel was discovered to possess an Earth-like atmosphere, complete with full-fledged biospheres, the system was flooded with settlers. As Biesel flourished and towns grew into cities, explorers began to survey the nearby planet of New Gibson, and found it metal-rich. Corporations and individuals alike established mining colonies which have grown over the centuries into massive domed cities and industrial parks, mining raw materials and turning them into all manner of goods, then shipping them off to Biesel or outside the system. Biesel, with it&#039;s Earth-like atmosphere, became the financial and agricultural heart of the system while New Gibson was the industrial powerhouse. Around 100 years after it&#039;s first settlers made planet-fall, the Republic of Biesel was formally established as one of the first semi-autonomous states within the Sol Alliance.  &lt;br /&gt;
&lt;br /&gt;
Overtime, the Republic has had an increasingly influential voice in Alliance politics. It was one of the numerous Inner Worlds to fight against Earth forces in the Second Sol Civil War. Tau Ceti was spared widespread destruction, as Kinetic Kill Vehicles (KKVs) caused minor damage and only killed around 10,000 people on Biesel. However, one of the KKVs left a crater on Biesel, which has been turned into a war memorial and is a popular tourist attraction.&lt;br /&gt;
&lt;br /&gt;
Following the discovery of plasma in the sparsely explored Romanovich Cloud at the edge of the system, NanoTrasen began to move it&#039;s corporate assets and bureaucracy onto Biesel. As NanoTrasen became fabulously wealthy, the money trickled down to the Tau Ceti System. Politicians pushed for closer ties with the mega-corporation, and eased anti-monopoly laws for NanoTransen. In 2452, The Republic of Biesel and NanoTransen formed the &amp;quot;Tau Ceti Free Trade Zone&amp;quot;, which gave NanoTransen control of vast swathes of the Romanovich Cloud and granted it near government status, with the right to enforce laws and imprison individuals within areas under their jurisdiction. The announcement was met with both praise and outrage: Some welcomed the money that would flow into the system with NanoTransen able to more effectively mine and distribute plasma, while others claimed that NanoTransen had &#039;bought&#039; the government of Biesel and that an Orwellian future was just around the corner. The resulting riots have left scars throughout the system, and while they have died down, they are still fresh in the minds of natives.&lt;br /&gt;
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A side effect of NanoTransen&#039;s increased operations in the sector are that employees from outside the system are often &#039;bused&#039; in through the system&#039;s Warp Gate. Many have chosen to settle in the system and are provided corporate housing in numerous &#039;Corporate Enclaves&#039; that have sprung up across New Gibson and Biesel. The system&#039;s population is estimated to be one of the most diverse in Human Space.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>ForgottenTraveller</name></author>
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