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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-04-06T13:37:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38906</id>
		<title>Sandbox:guide to roleplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38906"/>
		<updated>2026-04-03T16:13:23Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
Aurorastation is a Heavy Roleplay server. This means everyone is expected to stay in character at all times! Channels such as OOC and LOOC may be used for out of character communication, however one should be careful of sharing IC infomation in these channels.&lt;br /&gt;
&lt;br /&gt;
==What is Roleplaying?==&lt;br /&gt;
Roleplaying is pretending to be someone you’re not. You’re quite literally playing a role. If you’ve ever played a game where you create a character’s appearance and pick choices for them, it’s quite similar. Here on Aurora, you’re being asked to take it one step further by putting yourself in the mindset of this crafted character.&lt;br /&gt;
&lt;br /&gt;
There are different levels of roleplaying one can engage in, from light ot heavy roleplay. Aurora is a heavy roleplay server, so you are encouraged to remain in character and in universe at all times with believable and original characters.&lt;br /&gt;
&lt;br /&gt;
====The Basics====&lt;br /&gt;
&lt;br /&gt;
When you start in any roleplay community, it’s important to keep a few things in mind. Firstly, remain in character! As mentioned in the roleplaying terms, you should NOT bring up real-world matters of any kind, ICly. You should, as much as you are able, act in the way your character would act. &lt;br /&gt;
&lt;br /&gt;
You must also play realistically. While the server rules cover a lot of this, the simple rundown is this: act as if you were out at work or school. This means that playing a character bashing their head into the wall for fun, or threatening to shoot everyone, is not the behavior someone would realistically do - although exceptions are made for antagonists.&lt;br /&gt;
&lt;br /&gt;
Maintain a division between the player and the character. No matter if a character insults, befriends, assaults, or romances your character, it is critical to remember this is not reflective of the player’s feelings of you as a player. While it is great to become friends with other players, it can lead to uncomfortable encounters if you assume a player is angry with you just because their character is.&lt;br /&gt;
&lt;br /&gt;
Ask for help! Roleplaying can be daunting starting out, and it’s something that’s always a learning experience. You should never feel ashamed for being a new player, as everyone starts somewhere. If you vocalize being unsure on what to do via LOOC, OOC or Ahelp, someone will reach out to assist. This can be as small as helping you pick out a character’s mannerisms, or as big as helping create a character idea to get you started.&lt;br /&gt;
&lt;br /&gt;
====Okay, I won’t IC in OOC. What’s next?====&lt;br /&gt;
&lt;br /&gt;
After learning the basics, you have the fun stuff! Creating your character.&lt;br /&gt;
 &lt;br /&gt;
Firstly, you will need a small understanding of Aurora’s lore. It’s not expected for you to memorize this. Aurora’s lore can be very daunting and very intimidating. A quick skim over the New Player Lore Guide can give you a basic understanding, but the wiki itself is a very handy resource, from your first day on Aurora to your tenth year. Remember, you only need to know the basics! You can learn the rest in game via talking to character in game and asking them - like you would many other roleplay games.&lt;br /&gt;
&lt;br /&gt;
Avoid creating a self-insert! A self-insert is any character that’s a stand-in for you, the player. They act as you do, they talk as you do, and they may even look as you do. While you’re surely a lovely person, we don’t want you to play yourself - you need to be someone entirely different! If you start creating a character, and you realize it’s more of your own opinions or behaviors than something you’ve created, start over! While it’s fine to have some elements of yourself in your character, it should never be a carbon copy.&lt;br /&gt;
&lt;br /&gt;
When you are trying to consider what sort of character you would like, think about other characters you’ve seen in media and enjoyed! While you cannot play these characters directly, you can create characters with many of their traits! &lt;br /&gt;
&lt;br /&gt;
Consider what your characters act like. Think about how those characters in your favorite media act. Are they brave, kind, and courteous? Or are they cunning, rude, and cowardly? You can even pull from people you see in your everyday life - what does it look like when someone is self-confident? How do they carry themselves? How do they interact with others? These traits can be shown off in your own character, and thinking of how they show up in others is a perfect way to illustrate it yourself! &lt;br /&gt;
&lt;br /&gt;
Think about how your character talks. Maybe they have an accent? Maybe their sentences are really long and run on because they ramble a lot, and you just know they’re running out of breath. Or not. They might talk less. Waste little words. Whatever the case, finding out how your character talks can yet them apart, just as much as how they act around others!&lt;br /&gt;
&lt;br /&gt;
Feel free to observe a round or two, to get a general idea of how other players have made their characters. Many times, you can pick up elements of experienced roleplayers and have a better understanding of what makes a character work well. Of course, even experienced roleplayers learn from each other too!&lt;br /&gt;
&lt;br /&gt;
====The Basics Are Down, What Now?====&lt;br /&gt;
&lt;br /&gt;
Once you feel comfortable with your general idea of a character, you can join a round at any time! Being able to start playing and getting a feel for how your character acts and behaves, and can help immerse you into the community and the universe of Aurora. &lt;br /&gt;
&lt;br /&gt;
With that in mind, if you would like, you can also use the opportunity to further develop your character.&lt;br /&gt;
&lt;br /&gt;
This is not a requirement, and some players may never engage in something like this, or in this format. That said, this may help you further understand your character’s headspace and enjoy playing them more. &lt;br /&gt;
&lt;br /&gt;
Developing a backstory is a perfect way to let your character feel alive, once you have established their personality. A backstory can be completed a multitude of ways, but something that works well is remembering the “Five Ws” you may have learned in school - who, what, when, where, and why.&lt;br /&gt;
&lt;br /&gt;
An example is attached:&lt;br /&gt;
&lt;br /&gt;
My character is generally timid and soft-spoken, but loyal and quick to stand up for their friends. You could ask, “why are they timid and soft-spoken?” The answer may be: they were bullied and targeted as a kid, so they don&#039;t feel like they can speak up. But, because of this, they&#039;re loyal and don&#039;t want their friends to go through the same thing. From this, you could ask a variety of questions. Perhaps you could ask who bullied them (they may have unsolved grudges), why they were bullied (maybe this is something they still have as an adult), or anything else you can think of.&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to play a backstory someone else has already. Something writers often struggle with is the old saying - &amp;quot;nothing is original - everything has been created already.&amp;quot; This can apply to creating a backstory, too. You may want to avoid creating a backstory because it doesn&#039;t seem original. Simply put - backstories are ideas, and everyone has ideas. The way you execute a backstory is what&#039;s important, and what is truly unique to you. Nobody else will be able to play a character with the same backstory as you, and this means you will always be providing a unique experience to the game and community.&lt;br /&gt;
&lt;br /&gt;
You can also always refer to the lore.  The lore of Aurora is, as stated previously, overwhelming and a lot to go through sometimes. It is also the perfect way to help build a character&#039;s backstory. Not only does the lore give you an understanding of a planet, but it also helps give you things your character may be aware of, and things they may or may not like. &lt;br /&gt;
&lt;br /&gt;
Give your character likes and dislikes. These don&#039;t have to be very strong likes and dislikes, but there should be something. Maybe they don&#039;t like a certain planet in the lore because they saw an article one day. Maybe they don&#039;t like a certain show because it seems boring. Maybe they love the color teal, and are obsessed with finding everything teal for their room. Whatever the case, have things that the character can realistically weigh in on.&lt;br /&gt;
&lt;br /&gt;
Similarly, give your character hobbies. This can provide you with another thing for a character to talk about. Maybe your character knits during their off-shifts, or maybe they&#039;re a really good cook. They could love producing music, and they might even make songs from their dorm. These all bring life to your character, give your character something to talk about, and help provide things for other characters to talk about to your character.&lt;br /&gt;
&lt;br /&gt;
==SS13 Roleplaying Terminology==&lt;br /&gt;
We use a bunch of abbreviations for common terms. Below is some definitions!&lt;br /&gt;
&lt;br /&gt;
====Basic Roleplaying Terms====&lt;br /&gt;
&lt;br /&gt;
IC (aka, In Character) - This is what happens in-game. It reflects the world that your character exists in. Your character is not aware that they are in a video game. Events that occur during any round are considered IC actions.&lt;br /&gt;
&lt;br /&gt;
OOC (aka, Out of Character) - This refers to anything outside the game, in our real world. This is what the player can interact with, and the knowledge that you have of both our world and the game. OOC matters cannot be discussed IC, and you cannot discuss (current) round IC information in OOC discussions. &lt;br /&gt;
&lt;br /&gt;
IC in OOC - While it may seem self-explanatory, IC in OOC refers to talking about IC matters in OOC. This could be something such as &amp;quot;help I&#039;m being killed by mining!&amp;quot; or &amp;quot;lol we have no medical on shift&amp;quot;. The opposite should not happen either, such as talking about &amp;quot;Dropout just released a new episode of GameChangers!&amp;quot; or &amp;quot;I&#039;ve been scrolling through Youtube this whole round.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
LOOC (aka, Local Out of Character) - This is a localized form of OOC chat for your immediate area. This can be used commonly to alert nearby players that you are taking a break for a moment, have questions, or need help.&lt;br /&gt;
&lt;br /&gt;
SSD (aka, Space Sleeping Disorder) - This is the IC explanation as to why characters will suddenly fall asleep if a player disconnects. You will see a &amp;quot;ZZZ&amp;quot;/sleeping bubble appear next to a character if they have disconnected (gone SSD). During this time, do not try to interact with them and wait until the bubble is gone and the character is reactive again.&lt;br /&gt;
&lt;br /&gt;
====Advanced Roleplaying Terms====&lt;br /&gt;
&lt;br /&gt;
Meta Knowledge: Similar to metagaming (which is directly forbidden in the rules), meta knowledge is anything going on out of character, and using that in character. In a roleplay situation, meta knowledge refers to knowing information about a character through out-of-character means, and acting on it. Perhaps a player mentions their character is a criminal or has been stealing secrets from the SCC. If your character does not know this, and you discuss it in character, this is acting on meta knowledge and should not occur.&lt;br /&gt;
&lt;br /&gt;
Metagruding: Another &#039;meta&#039; form, metagruding consists of targeting a player out of character, due to actions commited in character. This can be anything from insulting/attacking a player in LOOC or OOC chat due to actions done by their character. It can also include creating characters specifically designed to harass or inconvenience another player due to actions their character has done to you. If you ever feel like you are wronged by a player on an OOC level, metagruding is not the answer - and either discussing the issue with the player (or staff member) is ideal.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Assunzione_Laws&amp;diff=38834</id>
		<title>Sandbox:Assunzione Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Assunzione_Laws&amp;diff=38834"/>
		<updated>2026-03-26T21:01:47Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzione law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC. As such, public opinion on topics such as IPCs are vastly different. Below are some of the basics:&lt;br /&gt;
*Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
*Weapons and firearms are prohibited in Port Volturno. The crew is permitted to carry in the countryside.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assunzione nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzione authorities (appropriate ccia ic messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|N/A&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|N/A&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|N/A&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|N/A&lt;br /&gt;
|Illegal Immigration (Runaway IPCs)&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|N/A&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 100 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|N/A&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 50 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38833</id>
		<title>Assunzione</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38833"/>
		<updated>2026-03-26T20:33:46Z</updated>

		<summary type="html">&lt;p&gt;Fyni: 200 -&amp;gt; 100 per request of Schwann / Human Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Republic of Assunzione&lt;br /&gt;
 |Shortname = Assunzione&lt;br /&gt;
 |Flag = Assunzione_Flag.png&lt;br /&gt;
 |Capital City = Assunzione&lt;br /&gt;
 |Capital Planet = Triesto&lt;br /&gt;
 |Language = Freespeak&amp;lt;br&amp;gt;Tradeband&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&lt;br /&gt;
 |Religion = [[Luceism]]&lt;br /&gt;
 |Demonym = Assunzioni&lt;br /&gt;
 |Government = Representative Republic &lt;br /&gt;
 |Head of State = President Antonello Rosiello&lt;br /&gt;
 |Legislature = Unicameral Republic &lt;br /&gt;
 |Upper House = Council of Seven&lt;br /&gt;
 |Established = 2282&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&lt;br /&gt;
Far, far away in the distant reaches of the human frontier -- on the ragged edge of the borders of the Coalition of Colonies -- lies the most populated settlement in the region known as Light’s Edge, the &#039;&#039;&#039;Republic of Assunzione&#039;&#039;&#039;. Originally founded as part of a colonization mission launched by a league of Mediterrean countries, the system of Assunzione was first colonized in the mid 2200s by seven ships. The planet’s star shortly fizzled out after colonisation, a process that has yet to be explained, and one that dramatically altered the future course of the planet. This calamity gave rise to a local syncretic religion known as &#039;&#039;&#039;[[Luceism]]&#039;&#039;&#039;. Despite the disastrous fate of its star, Assunzione has managed to survive and thrive. This status has made many view the planet as the gateway to Light’s Edge, and the many mysterious phenomena that dwell within the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assunzione&#039;s remote location and urban planning which places a premium on available housing and space has made it unattractive to outsiders as a destination for immigration. Because of this, characters born on Assunzione will have names and appearances consistent with the peoples living on or around the Mediterranean Sea, much like the planet&#039;s original colonists. Only native Assunzioniis may take the Assunzionii accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The initial long-range colonisation efforts carried out by humanity that formed what would eventually become the Coalition of Colonies were often perilous and dangerous ventures relying upon early and typically slow warp engines to navigate across dozens of light years of empty space. Many of these expeditions — such as those travelling to Xanu Prime or Vysoka — were successful, while others - such as the ships that journeyed to Himeo — ran into issues. Some — like the colonial fleet that landed upon Moroz — became entirely stranded and lost, cut off from their homeworld and left to fend for themselves. The distant system of Al-Maqdisi, and the sole habitable planet within it, was one of the furthest systems colonized during this craze, yet it would be one of the strangest.&lt;br /&gt;
&lt;br /&gt;
In the early 2200s, before the Second Great Depression and the ensuing Interstellar War, colonization by the Sol Alliance was at its peak: the frontier was being pushed further into the unknown. In this colonial boom, the Sol Alliance sponsored a colonial initiative brought forward by the Mediterranean Economic Pact — a European Union initiative that brought together a diverse alliance of Mediterranean economic powers stretching from Iberia to Anatolia in order to launch seven vessels to the Al-Maqdisi System for purposes of setting up colonies... The resulting “Med-Sev” expedition would be one of the longest journeys undertaken in the 2200s and would be the first to reach what would later be referred to as Light’s Edge, setting down on the only habitable planet in the system in late 2243.&lt;br /&gt;
&lt;br /&gt;
While the initial colonial period of the planet that came to be known as Assunzione by the local settlers was fairly standard -- perhaps even boring -- the Med-Sev expedition was able to send some valuable resources back to Sol proper. The main value of the system, however, became the unusual phenomenon found within it. The Al-Maqdisi System was, during this period, home to a variety of light-related phenomena ranging from massive sunspots on the star’s surface thousands of kilometers wide to unusual prismatic patterns that occurred in Assunzione’s atmosphere, creating beautiful vistas above the self-contained domes of the seven initial colonies. The system’s star continued to provide a massive amount of data and bizarre, awe-inspiring phenomena until 2274.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Understandably, this caused a significant amount of panic. Fortunately for the colonists, the star had retained enough mass despite going dark. While the darkness meant life on the planet had become a daily fight for survival, it managed to remain in orbit of the dead star. With the Interstellar War already beginning to break out, the Sol Alliance crippled by debt, and the Mediterranean Economic Pact in economic freefall, there was no easy way off of the planet for the immediate future. There was, however, a very real chance that Assunzione would become a planet-sized tomb. Fortunately, the colonists of the Med-Sev fleet turned out to be tougher than initially imagined, and luckier than one would have originally anticipated. As a precaution against a lack of fuel and hazardous atmospheric phenomena, Assunzione’s seven colonial cities were all built within large, self-contained dome structures powered by the one source of fuel that was not freezing or disappearing: geothermal energy. Despite their advantages, their struggle for survival would not be an easy one.&lt;br /&gt;
&lt;br /&gt;
The months in the immediate aftermath of the star being snuffed out were marked by widespread panic, terror, and despair. The death of the system’s Star had an extremely negative impact upon the planet’s remaining population. Many residents of Assunzione turned to religion as a source of relief and succor or as a shield against the terrifying concept that was their entire planet freezing over and dying a slow death that could hardly be stopped. Even as the situation in the domed cities began to stabilize and it became clear to the population of the planet that they might just survive, a sense of desperation and hopelessness reigned supreme over the residents of the planet, and many found insufficient answers in both scientific explanations and in their traditional religions from across the Mediterranean. What would emerge from this tumultuous period was the quite unusual syncretic religion known as [[Luceism]], which established itself as a new faith inspired by various religious traditions of the original colonists. The religion, odd as it was, would eventually expand to the rest of Assunzione from its home in the domed city of Malaga and become known as one of the major hallmarks of Assunzione.&lt;br /&gt;
&lt;br /&gt;
By the early 2280s, Assunzione had managed to stabilize and now had to deal with another crisis. It had been written off as a lost cause by the Sol Alliance due to its position on the other side of the newly-formed Coalition of Colonies, on the boundary of Light’s Edge. As they had already passed through their greatest crisis and remained alive, by the grace of the fading light, the decision to formally split from the Alliance was an easy one to reach. The Med-Sev colonial mission formally declared its mission concluded as of 2282, due to &amp;quot;unforeseen consequences involving its environment&amp;quot;, and formed the Republic of Assunzione - a union of all seven domed cities under one government in the capital of Triesto. It joined the newly formed Coalition of Colonies in 2300, becoming the Coalition’s only member state in Light’s Edge. This would prove to be an unexpected advantage in the years to come, as Assunzione’s unusual stability and location have turned it into the primary point of entry for the wild, untamed, and extremely strange systems further inside Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione, in the present day, remains prosperous in spite of its strange religion and despite its harsh living environment. However many go abroad to the greater Coalition or even further beyond to the Republic of Biesel, with New Gibson being a particularly popular destination due to its similar terrain, for reasons as broad as the Coalition itself.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
The environment of Assunzione is extremely harsh and equally strange at the same time. The surface is deathly cold, and death from exposure without a proper suit can occur in mere minutes unless aid is rendered immediately. The surface is also constantly shrouded in darkness, making any efforts outside of the extremely well-lit domed cities extremely risky and often tedious ventures. Some scholars, particularly those visiting from the universities of the United Syndicates of Himeo, have noted that the settlements on Assunzione have a greater amount of lighting per square meter than any other place in the Coalition, due to both the lack of a traditional sun in the system and Luceism’s obsession with light and brightness.&lt;br /&gt;
&lt;br /&gt;
Thanks to a massive die-off of flora and fauna following the extinguishing of the planet’s star, what flora and fauna remain have come to be integrated with the domed cities of Assunzione. Nearly two centuries of evolution has led to what animals remain on Assunzione becoming quite small and compact in order to survive in the heavily-urbanized environments in which they now dwell. Similarly, the great freeze has caused the planet’s plant life to be reduced to living in hydroponics bays, museums, and green spaces found throughout the seven great domed cities. Some of the most common animals now found on Assunzione are the common domesticated house cat, originally brought by the colonists to Assunzione, and Rattus rattus, the black rat, which stowed away on the original colonising vessels . In the urban jungle, cats have managed to thrive - becoming the primary predator of the domes and common household pets. One curious exception to this rule of all life being killed after the star died, is the so-called luce vine, the only known plant to have survived the Star’s fate -- often simply referred to as the Dimming -- and remain outside the dome. The luce vine is typically found growing on the surface level of the ice that dominates the surface of Assunzione, and is bioluminescent in nature with its bulbs constantly producing a ghostly white light. This quality has led to many on Assunzione viewing it as a symbol of the Light’s will and a sign that their star will someday return to its former glory - no matter what. Due to their ability to glow in even the dimmest sources of light, luce vine bulbs are the primary source of illumination for warding spheres and greater warding spheres. The process of harvesting these bulbs is viewed as a holy task for followers of Luceism, and a great deal of importance is placed upon it.&lt;br /&gt;
&lt;br /&gt;
==Government and Economy==&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione is a representative republic made up of the planet’s seven great domed cities, all of which hold a seat on the Council of Seven, and is headed by the elected President of the Republic of Assunzione. On paper the Republic’s political system is free of the influence of Luceism, but in reality, politics and prayer often find themselves hand-in-hand in the Republic. Prospective politicians will often ask for blessings from priests before embarking on their election campaigns, and the holy blessing of the Light (or lack thereof) can often make or break one’s entire campaign. Politicians and officials from Assunzione’s religious minorities, dubbed by Assunzioni society as Sinluceians, will often find themselves running into significant difficulties due to this focus on Luceism, and rarely find major success. The President of the Republic has never been a Sinluceian.&lt;br /&gt;
&lt;br /&gt;
The economy of the Republic is intrinsically tied to Light’s Edge due to its position upon the very edge of the region. Its proximity to the rest of Light’s Edge allows it to not only serve as the primary economic hub of the surrounding frontier, but also makes it the  primary point of entry for scientific expeditions or missions (often megacorporation-funded ones) seeking to examine the phenomena of the area or chart unexplored territories beyond known space. In order to continue its status as the best place to launch an treks into Light’s Edge, the Republic’s economy is specialized into producing survey and sensor equipment ranging from a variety of sensor suites to exploratory and surveying vessels. Curiously, expeditions outfitted (and in some cases blessed for a price) by the denizens of Assunzione have a significantly higher survival rate than those that are not. Whether this is due to local expertise or something beyond that is unknown.&lt;br /&gt;
&lt;br /&gt;
==The Assunzionii Expeditionary Corps==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an AEC ship.]]&lt;br /&gt;
Officially founded on the 100th anniversary of the planet’s calamity, the AEC are the result of a joint effort between Zeng-Hu Pharmaceutical’s Coalition Branch and the Council of Seven; created to explore Light’s Edge and the [[Lemurian Sea]]. Thus, since their original formation the AEC has spearheaded scientific exploration into the region. Though well publicized in their efforts - their departures are broadcast throughout Assunzione and beyond, only a scarce few of their more substantial discoveries ever reach the public eye, the rest perpetually concealed behind layers of bureaucratic red tape and corporate NDAs.&lt;br /&gt;
Despite this, the AEC are romanticized among Assunzionii as heroes and daredevils for braving the seemingly endless Lemurian Sea. This, as well as the mysterious drop in fatalities experienced on ventures involving the planet&#039;s denizens - has brought the group closer to the Luceian church throughout the years, though Zeng-Hu was initially reluctant to rely on the church. The image of an AEC Scout — adorned by a cloak inscribed in gold with Luceian scripture — has become a cultural staple within Assunzionii, appearing everywhere from shrines to popular media.&lt;br /&gt;
&lt;br /&gt;
===Controversy===&lt;br /&gt;
&lt;br /&gt;
The AEC’s acclaim within Assunzione is not without critiques. The most prominent is a 2464 journalistic exposé by the XNS aimed at breaching the unspoken layer of secrecy shrouding them. “The Lemurian Papers,” as they are known, allege poor working conditions, predatory NDAs, and contain harrowing first-hand accounts of the effect prolonged Light’s Edge exposure may have on body and mind. The papers claim antidepressant and antipsychotic usage in the AEC is higher in average when compared to the overall Assunzionii population, and life expectancy is significantly lower. However, exact statistics on the group’s fatality rates are unknown to the public. And yet, the romantic image of the AEC continues to attract new recruits — not all of whom return.&lt;br /&gt;
&lt;br /&gt;
===Exposure to Light’s Edge===&lt;br /&gt;
&lt;br /&gt;
“Light’s Edge Syndrome” is a catch-all term for the mental health issues associated with prolonged exposure to the region. It includes symptoms of paranoia, hallucinations, and rarely prolonged episodes of total dissociation. Rarely, sufferers will display violent tendencies ranging from self-harm to animal cruelty. Somatic symptoms are common in sufferers, with many suffering from a severe focus on physical ailments such as shortness of breath, vision loss, or muscle pains. Informally known as “afflicted” or “darkened” by Assunzionii, the syndrome is unrecognized by Zeng-Hu. Sufferers of the syndrome are often stock villain characters in Coalition media, leading to further stigma against those suffering from it.&lt;br /&gt;
&lt;br /&gt;
===Missing Flagships===&lt;br /&gt;
&lt;br /&gt;
Many strange, impossible to confirm tales surround the AEC&#039;s efforts. These stories range wildly - from macabre visual anomalies and gargantuan, ancient ship graveyards filled with ships made by no known species; to pulpier, less credible stories - blood-starved gestalts whose pale-green hue draws in the curious or desperate; strange figures in the eternal midnight - clad in voidsuits from every-which origin, striding the the starless void as though walking through even ground.&lt;br /&gt;
&lt;br /&gt;
There are those, a scarce few - that prove frustratingly difficult to explain, let alone disregard. Most notably, the AEC&#039;s missing flagships. The group is presently in possession of fourteen vessels - exploratory and defensive alike, two ascribed to each of Assunzione&#039;s seven cities - &#039;&#039;&#039;Lemure V&#039;&#039;&#039;, the largest among them, serving as the fleet&#039;s current flagship after the well-publicized loss or destruction of its progenitors - &#039;&#039;&#039;Lemure I to IV&#039;&#039;&#039;.&lt;br /&gt;
It is well and widely known to the Assunzionii public that the four earlier Dullahan model ships were each destroyed or lost after years of service each; yet no design specifications, crew manifests nor verified images of them has thus far resurfaced, despite the efforts of countless invested on the topic. The only proof of their existence being the memory of those alive at the time, as well as the joint announcements released by Zeng-Hu Pharmaceuticals and the Assunzionii Government following the event, mourning crew and ship alike.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
[[Image:Luceism.png||thumb|The common symbol of Luceism, the majority religion on Assunzione.]]&lt;br /&gt;
Assunzionii society is an odd, often insular one, thanks to the collective societal trauma experienced when the Star itself was extinguished. The nature of this catastrophe and the confinement of those on the planet to the seven domed cities have lent themselves to a very space-conscious and urbanized society, but underground habitation is very uncommon due to a common Assunzionii trait: a societal aversion, or fear, towards darkness and a preference for exceedingly well-lit spaces. This dislike of underground dwellings - and the dim conditions often intrinsic to them - has led to the planet’s domed cities consistently choosing the longer, more expensive route of building new interconnected domes spreading from a central “bulb,” dome rather than simply digging downwards. The lights of Assunzione’s great domed cities, surrounded by the utter darkness of the planet itself, often create a spectacular sight when seen from orbit.&lt;br /&gt;
&lt;br /&gt;
The Assunzionii love of brightness is especially accented in its areas of worship, ranging from grand cathedrals to small-scale chapels. Many visitors to the planet’s holy sites find themselves wearing protective eyewear to shield their eyes - which are often used to the dim conditions of space travel - against the overwhelming brightness of the interiors. It is said that inside a cathedral on Assunzione one can stand in the middle of a room and cast no shadow at all. Outside of holy sites, the great domed cities are generally lit in fashions that  make those holy beacons of places stand out more, and the ghostly lights of many of Assunzione’s domes often provide a spectacular contrast against the inky blackness that dwells outside. Celebrations on the planet - from religious ceremonies to holidays to birthdays - are similarly centered around brightness and light, with the goal of banishing darkness - if only for the special occasion itself. The most important of all holidays on the planet is the Assumption of the Fading Lights - a celebration on the eleventh of March (of the standard Earth calendar) every year that is viewed by Assunzionii as a tribute to their long-extinguished Star, and their enduring hope that it will someday return to life.&lt;br /&gt;
&lt;br /&gt;
Because of its Mediterranean heritage, Tradeband is the language primarily spoken on Assunzione and is the liturgical language of Luceism. Freespeak has been taught in schools since Assunzione’s formal joining of the Coalition of Colonies, however, to greater integrate with the Coalition.&lt;br /&gt;
&lt;br /&gt;
Luceism is a cornerstone both of society and culture on the planet, and more can be read about it &#039;&#039;&#039;[[Luceism|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Assunzionii Architecture===&lt;br /&gt;
The evolution of Assunzione’s post-calamity architectural movements is unique among the Spur Subsequent decades have seen multiple urban regeneration projects - each designed to further cement the faith as an integral part of Assunzionii culture - to capitalize on the uptick in tourism the planet has begun to experience since the demise of its star.&lt;br /&gt;
The result is a densely packed urban sprawl — soaring vertical proportions used to circumvent the inherently limited space offered by the domes — where the practical, unadorned structures of typical Assunzionii residents exist alongside grandiose holy sites with intricately carved stone facades reminiscent of Earth’s cathedrals. Purple and gold accents feature prominently and lamps shaped like Luce bulbs bathe the streets in light.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Assunzione ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a major regional port within the Coalition and the gateway to the mysterious Light’s Edge sector. Assunzione is home to a small but notable population of synthetics, a minority are manufactured locally whilst the majority of them are bought in from Konyang by corporations operating in Assunzione. The isolated nature and lack of space on the planet however make immigration by synthetics similarly unattractive as it does the immigration of non-synthetics, and the free IPC population of the planet is small compared to other planets of a similar size and development within the Coalition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Positronics manufactured on Assunzione are rare but make up most of the free synthetics on the planet due to the minuscule immigration rate to Assunzione. A majority of frames built on the planet are Bishop and Mobility frames, as the planet is the location of the Coalition HQ of Zeng-Hu Pharmaceuticals, who are also the biggest owner of synthetics on the planet. &lt;br /&gt;
&lt;br /&gt;
A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and outfitted with datapacks minutely detailing the native faith of Luceism, to fit in better with the highly religious population - displaying both a knowledge of the faith and the ability to follow its tenets. Synthetics are most often programmed with an understanding of the Luceian branch most popular where they will be sent to work.&lt;br /&gt;
Free synthetics can be found in all manner of roles on Assunzione, from expedition crews to menial workers and high ranking corporate positions, and similarly reside in the great domed cities that the human population occupy. All manner of frames are used by free synthetics across the planet, though the locally produced Bishop and Mobility frames are the most common.&lt;br /&gt;
Owned positronics meanwhile vary greatly across the seven cities of Assunzione, depending on the corporate presence there. The majority of positronics manufactured on Assunzione itself find themselves employed in Triesto, where the Headquarters of Zeng-Hu is located, serving as researchers, medical or service staff for the corporation. Another common role is as Bridge Crew and other staff for the many Zeng-Hu expeditions launched into the Light’s Edge region, the risks of exploring Light’s Edge make IPC crewmembers inherently useful as they are considered more expendable than human crew. Nanotrasen also employs synthetics in Triesto for their phoron-finding expeditions into the Light’s Edge for similar reasons. Markarsa also serves as another major hub for owned synthetics produced on the planet, as the research hub of the planet and home to a substantial Zeng-Hu research facility, many positronics serve as scientists or support staff here.&lt;br /&gt;
&lt;br /&gt;
Whilst Triesto and Markarsa serve as hubs for Assunzione produced positronics, both NT and Zeng-Hu utilize synthetics bought from off-world in their operations here too. However, in other cities off-world produced synthetics make up a far larger section of the overall synthetic population with most coming from the nearby production centre of Konyang. Iraklio’s status as the primary shipyard of Assunzione and recent investments by Hephaestus Industries have brought large amounts of industrial frames to the planet to serve as labour for the budding shipbuilding industry and Hephaestus facilities. Meanwhile Said, being the port of call for many unaffiliated vessels travelling to the planet leads to it playing host to all manner of synthetics from off-world, primarily working as part of these independent crews but also within the city, a few members of the Golden Deep also have operations in the city, using it as their base for conducting business in the region.&lt;br /&gt;
&lt;br /&gt;
The opinions on synthetics held by the human residents of Assunzione primarily stem from their interpretation of Luceist teachings, whilst Luceism itself espouses a neutral view towards synthetic life, personal interpretations vary between followers, and can be broadly classified into two primary views. The more pro-synthetic side of Luceism, albeit not necessarily advocating for synthetic freedom, still has a more positive outlook of synthetics for their efficiency, work ethic and other factors, especially those produced and blessed locally who adhere to Luceism, seeing them as properly integrated into the planet&#039;s population and support them being used on the planet.&lt;br /&gt;
&lt;br /&gt;
The more anti-synthetic side of the faith believe that synthetics are a drain on Assunzione as a whole, and antithetical to the teachings of Luceism. This is primarily due to their inherently inorganic nature and the belief that synthetics drain away electricity that could instead have been used to produce light. They would rather see positronics not present on the planet at all. This divide exists within both the Pyramidicalist and Astructuralist branches of the faith, though is far more pronounced in the former.Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Population and Major Cities==&lt;br /&gt;
&lt;br /&gt;
Assunzione is not a very diverse planet compared to others in the frontier. Its population of roughly five-hundred million permanent residents is overwhelmingly human, with a small population of offworld humans and some positronic frames. Offworld humans from Assunzione itself are extremely rare, and most are generally drifters visiting the planet rather than permanent residents or - more rarely - immigrants. Positronics built on the planet are rare, with most originating off-world on planets such as Xanu Prime or Himeo. Travel between the cities of Assunzione is primarily conducted via aboveground magnetic rail lines inside protected (though transparent, to avoid darkness seeping in) tubes. The overwhelming majority of planetary residents reside within the seven great domed cities of Assunzione listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triesto&#039;&#039;&#039; is the capital of the Republic and the largest settlement on Assunzione, with a population of roughly one-hundred million people residing in a massive array of domes. Often referred to as the “Beacon of Light’s Edge” by its residents, the domed city is the single largest port in the entire interstellar south-east of the Orion Spur. Travellers from across the known space can be found beneath the domes of Triesto as they await their chance to brave Light’s Edge. Being a major regional port, and manufacturing hub of some of the most-capable deep-space survey sensors in the Orion Spur, Triesto has become the Nanotrasen Corporation’s primary location for launching phoron-finding missions into Light’s Edge. The city is additionally home to the headquarters of Zeng-Hu Pharmaceutical&#039;s Coalition Branch, with the majority of the keiretsu&#039;s exploratory missions launching from the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malaga&#039;&#039;&#039; is the birthplace of Luceism and is arguably the cultural center of the Republic. With a population of eighty million permanent residents, the grand domes of Malaga are dominated by the centrally-located Grand Cathedral of Our Holy Light - the heart of Luceism. Malaga’s architecture is regarded by many Assumzionii as majestic: a skyline of ornate domes interconnected by a web of bridges; all set against the planet’s eternal midnight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, is the planet’s breadbasket city. Beneath the lights of its domes grows a wide variety of plants and animals that feed the Republic, and help give it a higher standard of living than other locations in the far frontier. Some of its cuisine has found its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iraklio&#039;&#039;&#039;, with its population of sixty million souls, stands nearby Triesto and Malaga along the equator of Assunzione. Prior to the Dimming becoming sealed, it served as a major blue-water port on the planet due to its deep natural harbor. Following the Dimming, it has been repurposed into the planet’s primary shipyard and has recently seen investment from Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Makarska&#039;&#039;&#039;, with fifty million that call it their home, is the primary research hub of the planet (and, by extension, Light’s Edge). Zeng-Hu Pharmaceuticals operates a significant research facility in this domed city, and many of the sensor suites that are eventually used across Light’s Edge were originally developed under these domes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guelma&#039;&#039;&#039;, home to forty million, is another major site for the Luceian faith: the great domes of the city are located at the geographical north of the planet, upon its pole. Due to this positioning it is considered by the faith to be the “nearest city to the Star” and has had a very unique permission given to it. It is the only location in the Orion Spur where Luceism’s holy warding spheres (both normal and greater) are produced, and many followers journey to Guelma to receive one before traveling abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Said&#039;&#039;&#039;, with thirty-five million residents living in it, is the secondary port of the planet. While it is not nearly as well-trafficked as Triesto, the smaller nature of Said’s port and cheaper costs of docking permits has made it attractive to many independent vessels not affiliated with a megacorporation. It remains to be seen whether or not Said will be able to use its port to become more prevalent in the future.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
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		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38817</id>
		<title>Assunzione</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38817"/>
		<updated>2026-03-24T19:50:59Z</updated>

		<summary type="html">&lt;p&gt;Fyni: Deleted repeated line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Republic of Assunzione&lt;br /&gt;
 |Shortname = Assunzione&lt;br /&gt;
 |Flag = Assunzione_Flag.png&lt;br /&gt;
 |Capital City = Assunzione&lt;br /&gt;
 |Capital Planet = Triesto&lt;br /&gt;
 |Language = Freespeak&amp;lt;br&amp;gt;Tradeband&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&lt;br /&gt;
 |Religion = [[Luceism]]&lt;br /&gt;
 |Demonym = Assunzioni&lt;br /&gt;
 |Government = Representative Republic &lt;br /&gt;
 |Head of State = President Antonello Rosiello&lt;br /&gt;
 |Legislature = Unicameral Republic &lt;br /&gt;
 |Upper House = Council of Seven&lt;br /&gt;
 |Established = 2282&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&lt;br /&gt;
Far, far away in the distant reaches of the human frontier -- on the ragged edge of the borders of the Coalition of Colonies -- lies the most populated settlement in the region known as Light’s Edge, the &#039;&#039;&#039;Republic of Assunzione&#039;&#039;&#039;. Originally founded as part of a colonization mission launched by a league of Mediterrean countries, the system of Assunzione was first colonized in the mid 2200s by seven ships. The planet’s star shortly fizzled out after colonisation, a process that has yet to be explained, and one that dramatically altered the future course of the planet. This calamity gave rise to a local syncretic religion known as &#039;&#039;&#039;[[Luceism]]&#039;&#039;&#039;. Despite the disastrous fate of its star, Assunzione has managed to survive and thrive. This status has made many view the planet as the gateway to Light’s Edge, and the many mysterious phenomena that dwell within the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assunzione&#039;s remote location and urban planning which places a premium on available housing and space has made it unattractive to outsiders as a destination for immigration. Because of this, characters born on Assunzione will have names and appearances consistent with the peoples living on or around the Mediterranean Sea, much like the planet&#039;s original colonists. Only native Assunzioniis may take the Assunzionii accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The initial long-range colonisation efforts carried out by humanity that formed what would eventually become the Coalition of Colonies were often perilous and dangerous ventures relying upon early and typically slow warp engines to navigate across dozens of light years of empty space. Many of these expeditions — such as those travelling to Xanu Prime or Vysoka — were successful, while others - such as the ships that journeyed to Himeo — ran into issues. Some — like the colonial fleet that landed upon Moroz — became entirely stranded and lost, cut off from their homeworld and left to fend for themselves. The distant system of Al-Maqdisi, and the sole habitable planet within it, was one of the furthest systems colonized during this craze, yet it would be one of the strangest.&lt;br /&gt;
&lt;br /&gt;
In the early 2200s, before the Second Great Depression and the ensuing Interstellar War, colonization by the Sol Alliance was at its peak: the frontier was being pushed further into the unknown. In this colonial boom, the Sol Alliance sponsored a colonial initiative brought forward by the Mediterranean Economic Pact — a European Union initiative that brought together a diverse alliance of Mediterranean economic powers stretching from Iberia to Anatolia in order to launch seven vessels to the Al-Maqdisi System for purposes of setting up colonies... The resulting “Med-Sev” expedition would be one of the longest journeys undertaken in the 2200s and would be the first to reach what would later be referred to as Light’s Edge, setting down on the only habitable planet in the system in late 2243.&lt;br /&gt;
&lt;br /&gt;
While the initial colonial period of the planet that came to be known as Assunzione by the local settlers was fairly standard -- perhaps even boring -- the Med-Sev expedition was able to send some valuable resources back to Sol proper. The main value of the system, however, became the unusual phenomenon found within it. The Al-Maqdisi System was, during this period, home to a variety of light-related phenomena ranging from massive sunspots on the star’s surface thousands of kilometers wide to unusual prismatic patterns that occurred in Assunzione’s atmosphere, creating beautiful vistas above the self-contained domes of the seven initial colonies. The system’s star continued to provide a massive amount of data and bizarre, awe-inspiring phenomena until 2274.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Understandably, this caused a significant amount of panic. Fortunately for the colonists, the star had retained enough mass despite going dark. While the darkness meant life on the planet had become a daily fight for survival, it managed to remain in orbit of the dead star. With the Interstellar War already beginning to break out, the Sol Alliance crippled by debt, and the Mediterranean Economic Pact in economic freefall, there was no easy way off of the planet for the immediate future. There was, however, a very real chance that Assunzione would become a planet-sized tomb. Fortunately, the colonists of the Med-Sev fleet turned out to be tougher than initially imagined, and luckier than one would have originally anticipated. As a precaution against a lack of fuel and hazardous atmospheric phenomena, Assunzione’s seven colonial cities were all built within large, self-contained dome structures powered by the one source of fuel that was not freezing or disappearing: geothermal energy. Despite their advantages, their struggle for survival would not be an easy one.&lt;br /&gt;
&lt;br /&gt;
The months in the immediate aftermath of the star being snuffed out were marked by widespread panic, terror, and despair. The death of the system’s Star had an extremely negative impact upon the planet’s remaining population. Many residents of Assunzione turned to religion as a source of relief and succor or as a shield against the terrifying concept that was their entire planet freezing over and dying a slow death that could hardly be stopped. Even as the situation in the domed cities began to stabilize and it became clear to the population of the planet that they might just survive, a sense of desperation and hopelessness reigned supreme over the residents of the planet, and many found insufficient answers in both scientific explanations and in their traditional religions from across the Mediterranean. What would emerge from this tumultuous period was the quite unusual syncretic religion known as [[Luceism]], which established itself as a new faith inspired by various religious traditions of the original colonists. The religion, odd as it was, would eventually expand to the rest of Assunzione from its home in the domed city of Malaga and become known as one of the major hallmarks of Assunzione.&lt;br /&gt;
&lt;br /&gt;
By the early 2280s, Assunzione had managed to stabilize and now had to deal with another crisis. It had been written off as a lost cause by the Sol Alliance due to its position on the other side of the newly-formed Coalition of Colonies, on the boundary of Light’s Edge. As they had already passed through their greatest crisis and remained alive, by the grace of the fading light, the decision to formally split from the Alliance was an easy one to reach. The Med-Sev colonial mission formally declared its mission concluded as of 2282, due to &amp;quot;unforeseen consequences involving its environment&amp;quot;, and formed the Republic of Assunzione - a union of all seven domed cities under one government in the capital of Triesto. It joined the newly formed Coalition of Colonies in 2300, becoming the Coalition’s only member state in Light’s Edge. This would prove to be an unexpected advantage in the years to come, as Assunzione’s unusual stability and location have turned it into the primary point of entry for the wild, untamed, and extremely strange systems further inside Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione, in the present day, remains prosperous in spite of its strange religion and despite its harsh living environment. However many go abroad to the greater Coalition or even further beyond to the Republic of Biesel, with New Gibson being a particularly popular destination due to its similar terrain, for reasons as broad as the Coalition itself.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
The environment of Assunzione is extremely harsh and equally strange at the same time. The surface is deathly cold, and death from exposure without a proper suit can occur in mere minutes unless aid is rendered immediately. The surface is also constantly shrouded in darkness, making any efforts outside of the extremely well-lit domed cities extremely risky and often tedious ventures. Some scholars, particularly those visiting from the universities of the United Syndicates of Himeo, have noted that the settlements on Assunzione have a greater amount of lighting per square meter than any other place in the Coalition, due to both the lack of a traditional sun in the system and Luceism’s obsession with light and brightness.&lt;br /&gt;
&lt;br /&gt;
Thanks to a massive die-off of flora and fauna following the extinguishing of the planet’s star, what flora and fauna remain have come to be integrated with the domed cities of Assunzione. Nearly two centuries of evolution has led to what animals remain on Assunzione becoming quite small and compact in order to survive in the heavily-urbanized environments in which they now dwell. Similarly, the great freeze has caused the planet’s plant life to be reduced to living in hydroponics bays, museums, and green spaces found throughout the seven great domed cities. Some of the most common animals now found on Assunzione are the common domesticated house cat, originally brought by the colonists to Assunzione, and Rattus rattus, the black rat, which stowed away on the original colonising vessels . In the urban jungle, cats have managed to thrive - becoming the primary predator of the domes and common household pets. One curious exception to this rule of all life being killed after the star died, is the so-called luce vine, the only known plant to have survived the Star’s fate -- often simply referred to as the Dimming -- and remain outside the dome. The luce vine is typically found growing on the surface level of the ice that dominates the surface of Assunzione, and is bioluminescent in nature with its bulbs constantly producing a ghostly white light. This quality has led to many on Assunzione viewing it as a symbol of the Light’s will and a sign that their star will someday return to its former glory - no matter what. Due to their ability to glow in even the dimmest sources of light, luce vine bulbs are the primary source of illumination for warding spheres and greater warding spheres. The process of harvesting these bulbs is viewed as a holy task for followers of Luceism, and a great deal of importance is placed upon it.&lt;br /&gt;
&lt;br /&gt;
==Government and Economy==&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione is a representative republic made up of the planet’s seven great domed cities, all of which hold a seat on the Council of Seven, and is headed by the elected President of the Republic of Assunzione. On paper the Republic’s political system is free of the influence of Luceism, but in reality, politics and prayer often find themselves hand-in-hand in the Republic. Prospective politicians will often ask for blessings from priests before embarking on their election campaigns, and the holy blessing of the Light (or lack thereof) can often make or break one’s entire campaign. Politicians and officials from Assunzione’s religious minorities, dubbed by Assunzioni society as Sinluceians, will often find themselves running into significant difficulties due to this focus on Luceism, and rarely find major success. The President of the Republic has never been a Sinluceian.&lt;br /&gt;
&lt;br /&gt;
The economy of the Republic is intrinsically tied to Light’s Edge due to its position upon the very edge of the region. Its proximity to the rest of Light’s Edge allows it to not only serve as the primary economic hub of the surrounding frontier, but also makes it the  primary point of entry for scientific expeditions or missions (often megacorporation-funded ones) seeking to examine the phenomena of the area or chart unexplored territories beyond known space. In order to continue its status as the best place to launch an treks into Light’s Edge, the Republic’s economy is specialized into producing survey and sensor equipment ranging from a variety of sensor suites to exploratory and surveying vessels. Curiously, expeditions outfitted (and in some cases blessed for a price) by the denizens of Assunzione have a significantly higher survival rate than those that are not. Whether this is due to local expertise or something beyond that is unknown.&lt;br /&gt;
&lt;br /&gt;
==The Assunzionii Expeditionary Corps==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an AEC ship.]]&lt;br /&gt;
Officially founded on the 200th anniversary of the planet’s calamity, the AEC are the result of a joint effort between Zeng-Hu Pharmaceutical’s Coalition Branch and the Council of Seven; created to explore Light’s Edge and the [[Lemurian Sea]]. Thus, since their original formation the AEC has spearheaded scientific exploration into the region. Though well publicized in their efforts - their departures are broadcast throughout Assunzione and beyond, only a scarce few of their more substantial discoveries ever reach the public eye, the rest perpetually concealed behind layers of bureaucratic red tape and corporate NDAs.&lt;br /&gt;
Despite this, the AEC are romanticized among Assunzionii as heroes and daredevils for braving the seemingly endless Lemurian Sea. This, as well as the mysterious drop in fatalities experienced on ventures involving the planet&#039;s denizens - has brought the group closer to the Luceian church throughout the years, though Zeng-Hu was initially reluctant to rely on the church. The image of an AEC Scout — adorned by a cloak inscribed in gold with Luceian scripture — has become a cultural staple within Assunzionii, appearing everywhere from shrines to popular media.&lt;br /&gt;
&lt;br /&gt;
===Controversy===&lt;br /&gt;
&lt;br /&gt;
The AEC’s acclaim within Assunzione is not without critiques. The most prominent is a 2464 journalistic exposé by the XNS aimed at breaching the unspoken layer of secrecy shrouding them. “The Lemurian Papers,” as they are known, allege poor working conditions, predatory NDAs, and contain harrowing first-hand accounts of the effect prolonged Light’s Edge exposure may have on body and mind. The papers claim antidepressant and antipsychotic usage in the AEC is higher in average when compared to the overall Assunzionii population, and life expectancy is significantly lower. However, exact statistics on the group’s fatality rates are unknown to the public. And yet, the romantic image of the AEC continues to attract new recruits — not all of whom return.&lt;br /&gt;
&lt;br /&gt;
===Exposure to Light’s Edge===&lt;br /&gt;
&lt;br /&gt;
“Light’s Edge Syndrome” is a catch-all term for the mental health issues associated with prolonged exposure to the region. It includes symptoms of paranoia, hallucinations, and rarely prolonged episodes of total dissociation. Rarely, sufferers will display violent tendencies ranging from self-harm to animal cruelty. Somatic symptoms are common in sufferers, with many suffering from a severe focus on physical ailments such as shortness of breath, vision loss, or muscle pains. Informally known as “afflicted” or “darkened” by Assunzionii, the syndrome is unrecognized by Zeng-Hu. Sufferers of the syndrome are often stock villain characters in Coalition media, leading to further stigma against those suffering from it.&lt;br /&gt;
&lt;br /&gt;
===Missing Flagships===&lt;br /&gt;
&lt;br /&gt;
Many strange, impossible to confirm tales surround the AEC&#039;s efforts. These stories range wildly - from macabre visual anomalies and gargantuan, ancient ship graveyards filled with ships made by no known species; to pulpier, less credible stories - blood-starved gestalts whose pale-green hue draws in the curious or desperate; strange figures in the eternal midnight - clad in voidsuits from every-which origin, striding the the starless void as though walking through even ground.&lt;br /&gt;
&lt;br /&gt;
There are those, a scarce few - that prove frustratingly difficult to explain, let alone disregard. Most notably, the AEC&#039;s missing flagships. The group is presently in possession of fourteen vessels - exploratory and defensive alike, two ascribed to each of Assunzione&#039;s seven cities - &#039;&#039;&#039;Lemure V&#039;&#039;&#039;, the largest among them, serving as the fleet&#039;s current flagship after the well-publicized loss or destruction of its progenitors - &#039;&#039;&#039;Lemure I to IV&#039;&#039;&#039;.&lt;br /&gt;
It is well and widely known to the Assunzionii public that the four earlier Dullahan model ships were each destroyed or lost after years of service each; yet no design specifications, crew manifests nor verified images of them has thus far resurfaced, despite the efforts of countless invested on the topic. The only proof of their existence being the memory of those alive at the time, as well as the joint announcements released by Zeng-Hu Pharmaceuticals and the Assunzionii Government following the event, mourning crew and ship alike.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
[[Image:Luceism.png||thumb|The common symbol of Luceism, the majority religion on Assunzione.]]&lt;br /&gt;
Assunzionii society is an odd, often insular one, thanks to the collective societal trauma experienced when the Star itself was extinguished. The nature of this catastrophe and the confinement of those on the planet to the seven domed cities have lent themselves to a very space-conscious and urbanized society, but underground habitation is very uncommon due to a common Assunzionii trait: a societal aversion, or fear, towards darkness and a preference for exceedingly well-lit spaces. This dislike of underground dwellings - and the dim conditions often intrinsic to them - has led to the planet’s domed cities consistently choosing the longer, more expensive route of building new interconnected domes spreading from a central “bulb,” dome rather than simply digging downwards. The lights of Assunzione’s great domed cities, surrounded by the utter darkness of the planet itself, often create a spectacular sight when seen from orbit.&lt;br /&gt;
&lt;br /&gt;
The Assunzionii love of brightness is especially accented in its areas of worship, ranging from grand cathedrals to small-scale chapels. Many visitors to the planet’s holy sites find themselves wearing protective eyewear to shield their eyes - which are often used to the dim conditions of space travel - against the overwhelming brightness of the interiors. It is said that inside a cathedral on Assunzione one can stand in the middle of a room and cast no shadow at all. Outside of holy sites, the great domed cities are generally lit in fashions that  make those holy beacons of places stand out more, and the ghostly lights of many of Assunzione’s domes often provide a spectacular contrast against the inky blackness that dwells outside. Celebrations on the planet - from religious ceremonies to holidays to birthdays - are similarly centered around brightness and light, with the goal of banishing darkness - if only for the special occasion itself. The most important of all holidays on the planet is the Assumption of the Fading Lights - a celebration on the eleventh of March (of the standard Earth calendar) every year that is viewed by Assunzionii as a tribute to their long-extinguished Star, and their enduring hope that it will someday return to life.&lt;br /&gt;
&lt;br /&gt;
Because of its Mediterranean heritage, Tradeband is the language primarily spoken on Assunzione and is the liturgical language of Luceism. Freespeak has been taught in schools since Assunzione’s formal joining of the Coalition of Colonies, however, to greater integrate with the Coalition.&lt;br /&gt;
&lt;br /&gt;
Luceism is a cornerstone both of society and culture on the planet, and more can be read about it &#039;&#039;&#039;[[Luceism|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Assunzionii Architecture===&lt;br /&gt;
The evolution of Assunzione’s post-calamity architectural movements is unique among the Spur Subsequent decades have seen multiple urban regeneration projects - each designed to further cement the faith as an integral part of Assunzionii culture - to capitalize on the uptick in tourism the planet has begun to experience since the demise of its star.&lt;br /&gt;
The result is a densely packed urban sprawl — soaring vertical proportions used to circumvent the inherently limited space offered by the domes — where the practical, unadorned structures of typical Assunzionii residents exist alongside grandiose holy sites with intricately carved stone facades reminiscent of Earth’s cathedrals. Purple and gold accents feature prominently and lamps shaped like Luce bulbs bathe the streets in light.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Assunzione ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a major regional port within the Coalition and the gateway to the mysterious Light’s Edge sector. Assunzione is home to a small but notable population of synthetics, a minority are manufactured locally whilst the majority of them are bought in from Konyang by corporations operating in Assunzione. The isolated nature and lack of space on the planet however make immigration by synthetics similarly unattractive as it does the immigration of non-synthetics, and the free IPC population of the planet is small compared to other planets of a similar size and development within the Coalition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Positronics manufactured on Assunzione are rare but make up most of the free synthetics on the planet due to the minuscule immigration rate to Assunzione. A majority of frames built on the planet are Bishop and Mobility frames, as the planet is the location of the Coalition HQ of Zeng-Hu Pharmaceuticals, who are also the biggest owner of synthetics on the planet. &lt;br /&gt;
&lt;br /&gt;
A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and outfitted with datapacks minutely detailing the native faith of Luceism, to fit in better with the highly religious population - displaying both a knowledge of the faith and the ability to follow its tenets. Synthetics are most often programmed with an understanding of the Luceian branch most popular where they will be sent to work.&lt;br /&gt;
Free synthetics can be found in all manner of roles on Assunzione, from expedition crews to menial workers and high ranking corporate positions, and similarly reside in the great domed cities that the human population occupy. All manner of frames are used by free synthetics across the planet, though the locally produced Bishop and Mobility frames are the most common.&lt;br /&gt;
Owned positronics meanwhile vary greatly across the seven cities of Assunzione, depending on the corporate presence there. The majority of positronics manufactured on Assunzione itself find themselves employed in Triesto, where the Headquarters of Zeng-Hu is located, serving as researchers, medical or service staff for the corporation. Another common role is as Bridge Crew and other staff for the many Zeng-Hu expeditions launched into the Light’s Edge region, the risks of exploring Light’s Edge make IPC crewmembers inherently useful as they are considered more expendable than human crew. Nanotrasen also employs synthetics in Triesto for their phoron-finding expeditions into the Light’s Edge for similar reasons. Markarsa also serves as another major hub for owned synthetics produced on the planet, as the research hub of the planet and home to a substantial Zeng-Hu research facility, many positronics serve as scientists or support staff here.&lt;br /&gt;
&lt;br /&gt;
Whilst Triesto and Markarsa serve as hubs for Assunzione produced positronics, both NT and Zeng-Hu utilize synthetics bought from off-world in their operations here too. However, in other cities off-world produced synthetics make up a far larger section of the overall synthetic population with most coming from the nearby production centre of Konyang. Iraklio’s status as the primary shipyard of Assunzione and recent investments by Hephaestus Industries have brought large amounts of industrial frames to the planet to serve as labour for the budding shipbuilding industry and Hephaestus facilities. Meanwhile Said, being the port of call for many unaffiliated vessels travelling to the planet leads to it playing host to all manner of synthetics from off-world, primarily working as part of these independent crews but also within the city, a few members of the Golden Deep also have operations in the city, using it as their base for conducting business in the region.&lt;br /&gt;
&lt;br /&gt;
The opinions on synthetics held by the human residents of Assunzione primarily stem from their interpretation of Luceist teachings, whilst Luceism itself espouses a neutral view towards synthetic life, personal interpretations vary between followers, and can be broadly classified into two primary views. The more pro-synthetic side of Luceism, albeit not necessarily advocating for synthetic freedom, still has a more positive outlook of synthetics for their efficiency, work ethic and other factors, especially those produced and blessed locally who adhere to Luceism, seeing them as properly integrated into the planet&#039;s population and support them being used on the planet.&lt;br /&gt;
&lt;br /&gt;
The more anti-synthetic side of the faith believe that synthetics are a drain on Assunzione as a whole, and antithetical to the teachings of Luceism. This is primarily due to their inherently inorganic nature and the belief that synthetics drain away electricity that could instead have been used to produce light. They would rather see positronics not present on the planet at all. This divide exists within both the Pyramidicalist and Astructuralist branches of the faith, though is far more pronounced in the former.Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Population and Major Cities==&lt;br /&gt;
&lt;br /&gt;
Assunzione is not a very diverse planet compared to others in the frontier. Its population of roughly five-hundred million permanent residents is overwhelmingly human, with a small population of offworld humans and some positronic frames. Offworld humans from Assunzione itself are extremely rare, and most are generally drifters visiting the planet rather than permanent residents or - more rarely - immigrants. Positronics built on the planet are rare, with most originating off-world on planets such as Xanu Prime or Himeo. Travel between the cities of Assunzione is primarily conducted via aboveground magnetic rail lines inside protected (though transparent, to avoid darkness seeping in) tubes. The overwhelming majority of planetary residents reside within the seven great domed cities of Assunzione listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triesto&#039;&#039;&#039; is the capital of the Republic and the largest settlement on Assunzione, with a population of roughly one-hundred million people residing in a massive array of domes. Often referred to as the “Beacon of Light’s Edge” by its residents, the domed city is the single largest port in the entire interstellar south-east of the Orion Spur. Travellers from across the known space can be found beneath the domes of Triesto as they await their chance to brave Light’s Edge. Being a major regional port, and manufacturing hub of some of the most-capable deep-space survey sensors in the Orion Spur, Triesto has become the Nanotrasen Corporation’s primary location for launching phoron-finding missions into Light’s Edge. The city is additionally home to the headquarters of Zeng-Hu Pharmaceutical&#039;s Coalition Branch, with the majority of the keiretsu&#039;s exploratory missions launching from the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malaga&#039;&#039;&#039; is the birthplace of Luceism and is arguably the cultural center of the Republic. With a population of eighty million permanent residents, the grand domes of Malaga are dominated by the centrally-located Grand Cathedral of Our Holy Light - the heart of Luceism. Malaga’s architecture is regarded by many Assumzionii as majestic: a skyline of ornate domes interconnected by a web of bridges; all set against the planet’s eternal midnight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, is the planet’s breadbasket city. Beneath the lights of its domes grows a wide variety of plants and animals that feed the Republic, and help give it a higher standard of living than other locations in the far frontier. Some of its cuisine has found its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iraklio&#039;&#039;&#039;, with its population of sixty million souls, stands nearby Triesto and Malaga along the equator of Assunzione. Prior to the Dimming becoming sealed, it served as a major blue-water port on the planet due to its deep natural harbor. Following the Dimming, it has been repurposed into the planet’s primary shipyard and has recently seen investment from Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Makarska&#039;&#039;&#039;, with fifty million that call it their home, is the primary research hub of the planet (and, by extension, Light’s Edge). Zeng-Hu Pharmaceuticals operates a significant research facility in this domed city, and many of the sensor suites that are eventually used across Light’s Edge were originally developed under these domes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guelma&#039;&#039;&#039;, home to forty million, is another major site for the Luceian faith: the great domes of the city are located at the geographical north of the planet, upon its pole. Due to this positioning it is considered by the faith to be the “nearest city to the Star” and has had a very unique permission given to it. It is the only location in the Orion Spur where Luceism’s holy warding spheres (both normal and greater) are produced, and many followers journey to Guelma to receive one before traveling abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Said&#039;&#039;&#039;, with thirty-five million residents living in it, is the secondary port of the planet. While it is not nearly as well-trafficked as Triesto, the smaller nature of Said’s port and cheaper costs of docking permits has made it attractive to many independent vessels not affiliated with a megacorporation. It remains to be seen whether or not Said will be able to use its port to become more prevalent in the future.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Assunzione_Laws&amp;diff=38816</id>
		<title>Sandbox:Assunzione Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Assunzione_Laws&amp;diff=38816"/>
		<updated>2026-03-24T19:14:42Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzione law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC. As such, public opinion on topics such as IPCs are vastly different. Below are some of the basics:&lt;br /&gt;
*Assunzione doesn&#039;t recognize IPC ownership, as IPCs are considered living people. By extension of this, IPCs are treated equally under Assunzione law and have all of the same rights as people.&lt;br /&gt;
*Assunzione authorities will allow IPCs from the Horizon on a temporary SCC pass. IPCs that run away would force the SCC to revoke the pass, and they would be undocumented immigrants. If caught they will be deported to other Coalition member states (Xanu) where ownership is legal, and the SCC will get them back from there.&lt;br /&gt;
*The Assunzioneer Jeweler Cockatoo is the national animal of Assunzione and hunting it is severely prohibited.&lt;br /&gt;
*Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
*Weapons and firearms are prohibited in Point Verdant. The crew is permitted to carry in the countryside.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assunzione nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzione authorities (appropriate ccia ic messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|N/A&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|N/A&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|N/A&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|N/A&lt;br /&gt;
|Illegal Immigration (Runaway IPCs)&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|N/A&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 100 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|N/A&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 50 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Assunzione_Laws&amp;diff=38815</id>
		<title>Sandbox:Assunzione Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Assunzione_Laws&amp;diff=38815"/>
		<updated>2026-03-24T19:13:40Z</updated>

		<summary type="html">&lt;p&gt;Fyni: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Konyang for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Konyang, it will be treated as a character removal.&amp;#039;&amp;#039;&amp;#039;  Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzione l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Konyang for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Konyang, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzione law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Konyang has a much different culture and history than that of Tau Ceti or the SCC. As such, public opinion on topics such as IPCs are vastly different. Below are some of the basics:&lt;br /&gt;
*Konyang doesn&#039;t recognize IPC ownership, as IPCs are considered living people. By extension of this, IPCs are treated equally under Konyang law and have all of the same rights as people.&lt;br /&gt;
*Konyang authorities will allow IPCs from the Horizon on a temporary SCC pass. IPCs that run away would force the SCC to revoke the pass, and they would be undocumented immigrants. If caught they will be deported to other Coalition member states (Xanu) where ownership is legal, and the SCC will get them back from there.&lt;br /&gt;
*The Konyanger Jeweler Cockatoo is the national animal of Konyang and hunting it is severely prohibited.&lt;br /&gt;
*Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
*Weapons and firearms are prohibited in Point Verdant. The crew is permitted to carry in the countryside.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Konyang.&lt;br /&gt;
Keep the above points in mind while exploring Konyang, and try to respect the locals.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Konyang nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Konyang authorities (appropriate ccia ic messages). The person is eligible to serve jail time in Konyang, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Konyang, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|N/A&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|N/A&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|N/A&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|N/A&lt;br /&gt;
|Illegal Immigration (Runaway IPCs)&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|N/A&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 100 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|N/A&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 50 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:away_missions&amp;diff=38775</id>
		<title>Sandbox:away missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:away_missions&amp;diff=38775"/>
		<updated>2026-03-16T23:10:09Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A cheeky guide to away missions. IC and OOC.&lt;br /&gt;
&lt;br /&gt;
==Away Mission Procedure==&lt;br /&gt;
There are multiple away missions, ranging from small prospecting and sample collection missions, to larger multi departmental missions. This guide largely covered these larger missions, which will now be called expedition missions to distinguish them.&lt;br /&gt;
&lt;br /&gt;
===Preperation===&lt;br /&gt;
Each department needs to prepare in it&#039;s own way.&lt;br /&gt;
&lt;br /&gt;
====Command====&lt;br /&gt;
Command, and their support staff, need to gather infomation and co-ordinate all departments. It is expected that a member of command take overall lead of expedition missions, taking the temporary assignment of &amp;quot;Expedition Leader&amp;quot; on top of their usual position, or assign a suitable subordinate to the role. Regardless of who is&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:away_missions&amp;diff=38774</id>
		<title>Sandbox:away missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:away_missions&amp;diff=38774"/>
		<updated>2026-03-16T22:54:17Z</updated>

		<summary type="html">&lt;p&gt;Fyni: Created page with &amp;quot;A cheeky guide to away missions. IC and OOC.  ==Away Mission Procedure== There are multiple away missions, ranging from small prospecting and sample collection missions, to larger multi departmental missions. This guide largely covered these larger missions, which will now be called Expedition Missions to distinguish them.  ===Preperation=== Each department needs to prepare in it&amp;#039;s own way.  ====Command====&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A cheeky guide to away missions. IC and OOC.&lt;br /&gt;
&lt;br /&gt;
==Away Mission Procedure==&lt;br /&gt;
There are multiple away missions, ranging from small prospecting and sample collection missions, to larger multi departmental missions. This guide largely covered these larger missions, which will now be called Expedition Missions to distinguish them.&lt;br /&gt;
&lt;br /&gt;
===Preperation===&lt;br /&gt;
Each department needs to prepare in it&#039;s own way.&lt;br /&gt;
&lt;br /&gt;
====Command====&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38758</id>
		<title>Sandbox:guide to roleplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38758"/>
		<updated>2026-03-15T13:36:22Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
Aurorastation is a Heavy Roleplay server. This means everyone is expected to stay in character at all times! Channels such as OOC and LOOC may be used for out of character communication, however one should be careful of sharing IC infomation in these channels.&lt;br /&gt;
&lt;br /&gt;
==What is Roleplaying?==&lt;br /&gt;
It&#039;s exactly as the name implies! You play a role. You take on the persona and character of someone you created who fits in the universe and act as they would as things unfold in round. They can be alike to you in part, or they could be completely different from the real you - as long as they fit the universe, and can reasonably be employeed aboard the SCCV Horizon, the possibilites are near boundless.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38757</id>
		<title>Sandbox:guide to roleplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38757"/>
		<updated>2026-03-15T13:29:08Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
This is a guide to roleplay (when it&#039;s done)&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38756</id>
		<title>Sandbox:guide to roleplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:guide_to_roleplay&amp;diff=38756"/>
		<updated>2026-03-15T13:27:43Z</updated>

		<summary type="html">&lt;p&gt;Fyni: Created page with &amp;quot;This is a guide to roleplay (when it&amp;#039;s done)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to roleplay (when it&#039;s done)&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Orion_Spur&amp;diff=38689</id>
		<title>The Orion Spur</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Orion_Spur&amp;diff=38689"/>
		<updated>2026-03-04T20:55:49Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Light’s Edge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
==Orion Spur==&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orionspurindicator.png|thumb|left|An indicator for where the Orion Spur is in the Milky Way.]]&lt;br /&gt;
=Overview=&lt;br /&gt;
This is a page for the regional descriptors and &#039;&#039;&#039;starmap&#039;&#039;&#039; of the Orion Spur, the setting of the Aurora server&#039;s universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Orion Spur#The Starmap|At the very bottom of this page is a fully interactive map of the region that will be updated as time goes on. To access it, hit expand on the right of its collapsible box.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Orion Spur is the center of all things familiar in the galaxy, yet is largely unexplored by even the most noteworthy Skrell and Human expeditions. It represents a tiny portion of a much larger galaxy that is indicative of a thriving and lush interstellar community. At least, the hope is that whatever lay beyond could be considered such.&lt;br /&gt;
&lt;br /&gt;
The Orion Spur is traditionally charted in a horizontal two-dimensional fashion imposed over the Milky Way. This is due to the fact that the density of noteworthy locations is rather thin and spread out evenly across its internal regions. This is not to say the galaxy is not three dimensional - however for your ease of comprehension, it will not be treated as such.&lt;br /&gt;
&lt;br /&gt;
To the Galactic North of the Orion Spur (closer toward the galactic center in this definition) is the Sagittarius Arm, and to the Galactic South (further from the galactic center) would be the Perseus Arm.&lt;br /&gt;
&lt;br /&gt;
Details as to the background of the Orion Spur can be found [[Background summary|here.]] This region of space (or perhaps all of space if this is any indicator) is particularly anomalous, and some of its anomalies can be detailed on the [[Deep Space]] page.&lt;br /&gt;
&lt;br /&gt;
Details on the regions of, and factions within the Orion Spur can be found below.&lt;br /&gt;
&lt;br /&gt;
=Regions=&lt;br /&gt;
==[[Sol Alliance|Solarian Alliance]]==&lt;br /&gt;
The Alliance of Sovereign Solarian Nations is the single largest political entity in known space. Nearly half of Humanity can trace their home to here.&lt;br /&gt;
&lt;br /&gt;
===Jewel Worlds===&lt;br /&gt;
&lt;br /&gt;
Centered in the heart of the Sol Alliance and safe from any common galactic dangers, the Jewel Worlds are the historical home of humanity and stand as the most developed and populous region in the entire Orion Spur. Though humanity has since split into a multitude of nations many still view the Jewel Worlds – particularly the Sol System – with a hint of reverence due to the storied history of this region.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Jewel Worlds include the entirety of the Sol System, the [[Eridani Federation|Epsilon Eridani]] system, [[New Hai Phong]], and [[Silversun]]. &lt;br /&gt;
&lt;br /&gt;
Two bluespace gates – massive structures which rely on phoron to provide faster than light travel – exist within the Jewel Worlds. The first, from Epsilon Eridani to Qerrbalak, is still functional if mostly used for government vessels due to the high price of phoron. The second, from the Sol System to [[Konyang]], currently sits inactive and partially dismantled due to Konyang’s formal secession from the Alliance in 2462.&lt;br /&gt;
&lt;br /&gt;
===Alliance Neutral Zone===&lt;br /&gt;
&lt;br /&gt;
A massive region of neutral space established over two hundred years ago during the time after the Interstellar War, the “ANZ” is a testament to the Coalition’s fear. Both the Alliance and Coalition have long since built their borders around this demilitarized zone, taking great care to not officially overstep their boundaries and create hostilities. However, it is very clear the Alliance itself has long cared little for this zone, regularly “accidentally” pushing survey fleets into its boundaries. The ANZ entirely encompasses the Weeping Stars region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of the [[KING OF THE WORLD]] arc&#039;s finale in late 2462, the ANZ no longer exists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Northern Reaches===&lt;br /&gt;
&lt;br /&gt;
Prior to 2462 the Northern Reaches — named so due to their status as the furthest point of Solarian control in the galactic north — were an area of immense post-Interstellar War investment by both the Solarian Alliance and the various megacorporations which had come to pull the strings of its economic system from behind the scenes. This investment allowed for the region to be heavily developed over the 2300s and 2400s, though large amounts of funds disappeared due to increasingly large amounts of government corruption, and resulted in it being the most prosperous sections of the Alliance outside of its Inner Ring.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian Collapse of 2462 the Northern Reaches have been divided between the Coalition, Biesel, and the post-Solarian statelets of the Northern Wildlands, which has caused it to be wracked by instability. As of 2465 the regionhas become the site of the largest conflict in the Spur since the Interstellar War: the War in the Northern Wildlands, or Solarian Civil War. This War has seen the Wildlands ripped apart by violence and looting, with many concerned the conflict will spill over into neighboring states.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Northern Reaches include [[San Colette]], [[Human Wildlands#The Solarian Restoration Front|Lycoris]], and [[Konyang]].&lt;br /&gt;
&lt;br /&gt;
===Southern Reaches===&lt;br /&gt;
&lt;br /&gt;
While it never had the development of its counterpart to the galactic north, the Southern Reaches were considered a critical part of the Alliance prior to the Solarian Collapse and great efforts — featuring the corruption typically associated with the post-Interstellar War Alliance — were made to ensure it remained secure and safe as this region was the southernmost section of the Alliance. These defensive efforts would greatly benefit the Alliance in 2462 when, despite losing nominal control over the area, two Sol-aligned statelets — the Solarian Provisional Government and Southern Solarian Military District — emerged from the aftermath of the Collapse, securing most of the region for the Alliance de facto if not de jure.&lt;br /&gt;
&lt;br /&gt;
But the furthest reaches of this area were not so lucky. Lacking significant infrastructure and ineffective local military forces, the southernmost region of the Southern Reaches found themselves under the control of the Biesel-funded Southern Fleet Administration, a bandit group which destroyed much of the region through rampant looting and has caused it to be known as the Pustkowie, or Wasteland, by pro-Solarian forces in the region. Even though the Pustkowie is nominally claimed by the Alliance most doubt it will make any serious effort to claim this now mostly depopulated and decivilized region.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Southern Reaches include [[Visegrad]] and [[Human Wildlands#The Solarian Provisional Government|Sankt Frederick]]. The Pustkowie, its south, is home to no major population centers.&lt;br /&gt;
&lt;br /&gt;
==[[Coalition of Colonies]]==&lt;br /&gt;
The Coalition of Colonies is the largest Human entity in known space, regarded highly in the Frontier as a bastion of hope against the burgeoning Solarian Alliance. Over 85 billion people reside across the entire Coalition, with all relatively evenly spread out.&lt;br /&gt;
&lt;br /&gt;
===Liberty’s Cradle===&lt;br /&gt;
&lt;br /&gt;
The beating heart of the modern Coalition of Colonies, Liberty’s Cradle is  home to many of the Coalition’s most developed and influential worlds. In contrast to the Solarian stereotype of the frontier as a decivilized wasteland populated by roving bands of pirates and petty warlords, Liberty’s Cradle is a prosperous and safe region which has a higher standard of living than much of the former Middle and Outer Ring possessed prior to the Solarian Collapse of 2462. Post-Collapse the area has continued to prosper and, now that it dwells far behind the Coalition-controlled Weeping Stars, is more secure than it has ever been before.&lt;br /&gt;
&lt;br /&gt;
This region, prior to the Interstellar War, was divided between the Inner and Central Solarian Frontier. During the Interstellar War both regions were the site of intense fighting between the Alliance and Coalition, which ultimately secured total control over the area through the Treaty of Xansan. In the 25th century the distinction between these two frontiers has disappeared and the entire region is simply referred to as Liberty’s Cradle in honor of the sacrifices made by the Coalition during the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
Major worlds in Liberty’s Cradle include [[Xanu Prime|Xanu]], [[Himeo]], and [[Vysoka]]. [[Orepit]] can additionally be found within its borders.&lt;br /&gt;
&lt;br /&gt;
===Weeping Stars===&lt;br /&gt;
&lt;br /&gt;
The region most devastated by the Interstellar War, the majority of the Weeping Stars has yet to recover from the damage it suffered during the War and much of it remains underdeveloped and sparsely inhabited. During the hegemonic era of the Solarian Alliance, when the Alliance stretched from Sol to the edge of known space, this region was known as the Inner Solarian Frontier and was intended to serve as a highly-developed region for humanity to thrive in. Massive amounts of funds were used to build an infrastructure which was still incomplete when war broke out in 2277, and the shattered ruins of long-lost Solarian hegemonic era structures and projects are present throughout the region.&lt;br /&gt;
&lt;br /&gt;
The Weeping Stars served as the Alliance Neutral Zone until 2462, when the Solarian Collapse saw the region fall out of Solarian control.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Weeping Stars include [[Gadpathur]] and [[Burzsia]].&lt;br /&gt;
&lt;br /&gt;
===Light’s Edge===&lt;br /&gt;
[[File:Light&#039;s Edge.png.png|thumb|Light&#039;s Edge - Waiting to be Explored.]]&lt;br /&gt;
An unusual region which is sparsely populated even in the 25th century, Light’s Edge was the furthest extent of the Alliance’s hegemonic era exploration efforts in the southeastern Spur. Few attempts were made to colonize it prior to the Interstellar War and even fewer of these attempts were successful, with Assunzione being the most successful of all hegemonic era colonies in the region. Light’s Edge derives its name from its position next to Lemurian Sea, a vast and mostly uncharted region which is entirely devoid of stars. Both Light’s Edge and the [[Lemurian Sea]] are home to a variety of unusual stellar phenomena which have attracted widespread scientific interest.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea is an astrological curiosity which is entirely free of stars. This region is a relatively new discovery and classification, having only been officially broken off of Light’s Edge by most astrographical institutions following the rediscovery of Assunzione and limited exploration beyond its position on the border of what would become the Lemurian Sea. Most astrological charts advise avoiding the region as travelers are known to report a feeling of general uneasiness while passing through it and many vessels are known to have disappeared within the Sea. &lt;br /&gt;
&lt;br /&gt;
Major worlds in Light’s Edge include Zaurghis and [[Assunzione]], which sits on the very edge of the Lemurian Sea. No known settlements exist within the Lemurian Sea.&lt;br /&gt;
&lt;br /&gt;
==Human Frontier and Colonial Space==&lt;br /&gt;
The Human Frontier consists of any amount of open space that is charted but is left without any major galactic sovereignty. This is seen as lawless, wild space to some while untold billions call it home. Colonial territories such as Elyra or Dominia are the few bastions of solid civilization in this chaotic place.&lt;br /&gt;
&lt;br /&gt;
===The Clash===&lt;br /&gt;
The Clash is the farthest point of the Human Frontier and the closest settlement of Human territories to Nralakk Federation space, with some independent factions practically floating on the border of it.&lt;br /&gt;
&lt;br /&gt;
===Arusha===&lt;br /&gt;
Arusha is a truly alien sector within the Orion Spur, known for its great many barely-habitable planets populated by xenoflora that is like nothing ever seen elsewhere in charted space. Presumably anomalous in nature or spread by a now long-gone civilization, these Arushan plant species are widely famous for their odd appearance, high luminescence and very specific compatible habitats. The products of harvesting Arushan plants are seen as delicacies across charted space.&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
The Badlands are home to some of the Orion Spur’s most savage flora and fauna, a phenomenon that attracts only the wildest and wisest of the system’s inhabitants - xenobiologists, weapon scientists, there’s even a market for mercenaries, in the hunting of the particularly large and lethal creatures. Of course, there are also those looking to make a life for themselves, but natives aren’t known to treat settlements kindly.&lt;br /&gt;
[[File:Perispolis2.png|Persepolis, capital of Elyra and a major political player in the Badlands.|thumb]]&lt;br /&gt;
The majority of the [[Tajara|People&#039;s Republic of Adhomai]] and the [[Republic of Elyra]]’s space finds itselves positioned in the Badlands. As well, the entire [[Unathi|Izweski Hegemony]] and a small portion of the [[Empire of Dominia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Badlands are accessible by a set of bluespace gates leading to and from Tau Ceti and Persepolis/New Ankara.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Valley Hale===&lt;br /&gt;
Nestled in the narrow Frontier space between the [[Republic of Elyra]] and the former borders of the Solarian Alliance is Valley Hale, a large region filled with a large amount of old, dying stars and impassable nebulae. Due to close proximity to patrols on either end of this space, it isn’t frequented much by criminal elements and is one of the safer parts of the known Frontier. After 2462, the Republic of Elyra has occupied the majority of Valley Hale, now bordering the [[Republic of Biesel]].&lt;br /&gt;
 &lt;br /&gt;
===Sparring Sea===&lt;br /&gt;
A large region of heavily contested space, mostly avoided, barring those with lofty goals or sinister dealings. It is populated by all sorts of outcasts and outlaws, but notably Unathi pirates and exiles, Dominian edict breakers and even the scarce eccentric band of Skrell are all known to seek refuge here. Though piracy is common, plenty of stubborn colonies of all backgrounds make stakes here.&lt;br /&gt;
&lt;br /&gt;
===Crescent Expanse===&lt;br /&gt;
A large, mostly uncontrolled area, the Crescent Expanse represents the furthest stretches of human colonization and stretches to the border of the Nralakk Federation. This area was in the process of development by the Solarian Alliance prior to the Interstellar War and half-complete relics of the Alliance&#039;s hegemonic era can be found scattered across its planets and floating in long-abandoned systems. The Coalition of Colonies, Nralakk Federation, and Solarian Alliance are currently attempting to expand their influence into this region with varying degrees of success.&lt;br /&gt;
&lt;br /&gt;
==[[Skrell|Nralakk Federation]]==&lt;br /&gt;
The Nralakk Federation is an authoritarian, centralized union of star systems. Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education, travel, technology and research, while its laws and planned economy organised by the Grand Council further allow the Federation to control the direction of the nation. Social media is maintained by the Federation government, which gags unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living. &lt;br /&gt;
&lt;br /&gt;
===The Homeworld===&lt;br /&gt;
&lt;br /&gt;
The geographical and strategic centre of the Nralakk Federation, the Homeworld region encompasses the entirety of the Nralakk system, the origin point for the Skrell species. The region is considered the &amp;quot;jewel&amp;quot; of the Federation, being both the most affluent and most influential system of the nation, as well as housing almost a quarter of the Orion Spur&#039;s total Skrell. It has a single Bluespace gate, connecting the system to Humanity&#039;s [[Eridani_Federation|Episilon Eridani]]. &lt;br /&gt;
&lt;br /&gt;
[[Qerrbalak]], [[Qerr&#039;Malic]], and [[Aliose]] are noteworthy planets within the Homeworld region.&lt;br /&gt;
&lt;br /&gt;
===Inner Systems===&lt;br /&gt;
&lt;br /&gt;
The Inner Systems are parts of the Nralakk Federation that were the first to be colonised by Skrell, and have had centuries, if not thousands of years of development. This region sees a high quality of life and technological standing on par with the Homeworld, which gradually begins to decline as one reaches the border with the Traverse. Older colonies have become specialised in one way or another, while the &amp;quot;newer&amp;quot; colonies focus almost purely on manufacturing as they transition from resource extraction to refining and production. The Inner Systems are divided between the [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|&#039;&#039;&#039;First Waves&#039;&#039;&#039;]], colonies that were established early in the age of Skrell colonisation, and the [[Notable_Skrell_Systems_and_Locations#The_Contingent_Systems:_The_Second_Waves|&#039;&#039;&#039;Second Waves&#039;&#039;&#039;]], which were established much later to further support Qerrbalak and its colonies.&lt;br /&gt;
&lt;br /&gt;
[[Aweiji]] is located in the Inner Systems.&lt;br /&gt;
&lt;br /&gt;
===The Traverse===&lt;br /&gt;
The Traverse is the frontier of Federation society. Research and mining outposts, newly-established colonies, and manufacturing facilities can be found dotted throughout this large-spanning section of Federation space. While the quality of life and purpose of settlements in the Traverse vary drastically, they will all follow similar trends based on which [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|district]] they are in. The Traverse is also home to independence movements, resistance cells, and other [[Federation_Crime_and_Resistance|criminal]] organisations that operate in Federation space. &lt;br /&gt;
&lt;br /&gt;
[[Tattuqig]] and [[Xrim]] are located in the Traverse. &lt;br /&gt;
&lt;br /&gt;
====Pluat Ven’qop - The Pluat Cooperative====&lt;br /&gt;
&lt;br /&gt;
The “crown” of the Traverse, the Pluat Ven’qop (or the Pluat Cooperative) is host to much of the Traverse’s industrial facilities. Besides Pluat itself, several other planets and megafactory stations take in raw resources imported in from other areas in the Traverse or the Spur at large for manufacturing civilian and military goods for the Federation. Though, the majority of the goods produced here are necessities rather than luxury items.&lt;br /&gt;
&lt;br /&gt;
The standard of living is comparable to living within the Contingent Systems, thanks to the importance and support the Federation places on the district. Qukala Patrols are a common sight here and piracy rates are extremely low. Technologically speaking, citizens enjoy advanced industrial designs and slightly outdated, but enjoyable luxury devices.&lt;br /&gt;
&lt;br /&gt;
====Qukala-Median Treqki - The Median====&lt;br /&gt;
Also known as the Median Naval District, it was created shortly after first contact with the Solarian Alliance, this district was to serve as a firm wall between human and skrell territory. The Qukala established several military bases and patrol outposts in the region to handle potential piracy, be it Humans preying on Skrell or vice versa. The region was largely unoccupied prior to the Qukala’s establishment in the area, outside of a few mining and agricultural colonies. Thanks to warm relations with the Alliance, the Qukala never had to make much use of their power here, until the Solarian Warlord States arrived in force. Recently, occasional skirmishes have broken out in the Median as opportunistic raiders swelled in numbers in the wake of the collapse of Solarian authority.&lt;br /&gt;
&lt;br /&gt;
Skrell from the Median are few and far between, especially those that decided to venture out in the Spur. Most of the population are farmers, miners, Qukala, and those that make up the services to support them. The planets in the district were developed enough for the Qukala to purchase local food rather than importing it from the inner worlds, but little more support than that has been received from the Federation.&lt;br /&gt;
&lt;br /&gt;
====Q&#039;elpi - The Q’elpi Basin====&lt;br /&gt;
The Skrell residing in the “Basin” of the Traverse do not often feel the touch of Nralakk’s hand in their affairs, for better or worse. The region is largely decentralized with administrations being planetary in nature rather than covering large swathes of space. The Basin is home to barely habitable planets and plenty of asteroid fields. Outside of initial construction and colonization efforts, the Federation has provided nearly no extra support to the Basin. Most colonies and habitats get by via trading minerals and valuable gasses for food and domestic goods.&lt;br /&gt;
&lt;br /&gt;
During the [[The_Phoron_Scarcity:_Skrell_Arc|phoron crisis]], it was revealed that around a dozen systems in the Q&#039;elpi region were secretly collaborating with the Ti&#039;Rakqi, the largest group of Marauders in Federation space. When the Qukala and local Nlomkala attempted a mass arrest of the civilian Government for their part in the collaboration, the systems quickly broke into open defiance of the Federation Government. The &#039;&#039;&#039;&amp;quot;Marauder Systems&amp;quot;&#039;&#039;&#039;, as they came to be known, are currently under martial law as slow progress is being made to pacify them. The Federation has publicly stated its intention to return the systems back to a civilian Government once the collaborators have been detained and &amp;quot;dissident activity&amp;quot; has ceased.&lt;br /&gt;
&lt;br /&gt;
====Zeiqi-Trqn - The Deadspace Spine ====&lt;br /&gt;
The portion of the Traverse situated towards galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. The region was one of the first colonization targets of pre-Glorsh skrell. The colonies and installations here are very old, very occupied, and very lawless.&lt;br /&gt;
&lt;br /&gt;
Due to the Tri-Qyu incident, much of the skrellian infrastructure in place to keep their interstellar empire intact was rendered inoperable, setting the species back with resounding force. Due to the distance, the Zeiqi-Trqn was one of the final areas of pre-Glorsh space to be “reclaimed” by the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
This reclamation took quite some time though, and during the decades prior, the skrell in the Zeiqi-Trqn recovered their ability to traverse the stars earlier than most due to their distance from the Tri-Qyu system. They lacked sufficient industrial power to produce the fuel and other necessities required to return to the core worlds, and instead opted to engage in communal trade to keep the region breathing until they could be found. &lt;br /&gt;
&lt;br /&gt;
A few decades before rediscovery, a plague swept through the Zeiqi-Trqn. Its origins are unknown and widely speculated about, popular theories being that it was a Glorsh-Omega bio-weapon or some unknown bacteria from Deadspace. Regardless, the “Black-Blood” caused the blood of a victim to cease transmission of oxygen to the cells, eventual corruption of DNA and caused the body to use carbon instead of mercury in its blood, causing its infamous black color. The plague wiped out a few of the fledgling colonies completely and severely damaged the populace of the remaining planets and stations. Authority collapsed and the region descended into anarchy. &lt;br /&gt;
&lt;br /&gt;
Desperate skrell turned towards piracy and exploitation to stay alive. Colonies were raided and burned, rival pirate fleets fought for any scraps of fuel or food, and countless others died from the indiscriminate conflict. When the Federation arrived, little was left to save. The Grand Council condemned the area as a “lost cause” and enacted measures to destroy colonies, ships, and stations suspected to contain traces of the Black-Blood. To this day, there is no cure to the disease, only early treatment can prevent cases from becoming terminal. Any skrell suspected of visiting the region is subject to screening to avoid spreading it to the Federation core. &lt;br /&gt;
&lt;br /&gt;
Inside the Zeiqi-Trqn itself, skrell who refuse to bend the knee to Nralakk, prefer to live more criminal lives, or simply lack the power to go elsewhere live in squalor. The region receives no support from the Nralakk Federation, and no regular patrols outside of the ones on its border.&lt;br /&gt;
&lt;br /&gt;
====Estuaries====&lt;br /&gt;
&lt;br /&gt;
The Estuaries are considered the final frontier for Skrellian expansion, being one of the few directions the Nralakk Federation can expand without encroaching on its neighbour&#039;s borders. The region is mostly comprised of small developing colonies, termed &amp;quot;Boundary Worlds&amp;quot; or &amp;quot;Boundaries&amp;quot; for short. The Estuaries are almost a perfect location for independence movements and other illegal operations to flourish; the lack of infrastructure and value found in the Estuaries has resulted in Qukala patrols being few and far between, allowing for Marauders, Lyukal cells, and anti-Federation agitators to operate with unparalleled freedom.&lt;br /&gt;
&lt;br /&gt;
The Estuaries have learned to rely less on the Federation, with colonies adopting a more &amp;quot;generalist&amp;quot; plan compared to the specialised societies found elsewhere in the Federation to facilitate trade and survival. Technology and quality of life within this segment of the Traverse can vary wildly, but usually ranks lower than elsewhere in the Federation as a result of the colonies here either being newly established or lacking the resources to develop to what&#039;s considered standard in the modern-day.&lt;br /&gt;
&lt;br /&gt;
==The Starmap==&lt;br /&gt;
{{Template:Aurora_Starmap}}&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38688</id>
		<title>Assunzione</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38688"/>
		<updated>2026-03-03T20:00:25Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* The Assunzionii Expeditionary Corps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Republic of Assunzione&lt;br /&gt;
 |Shortname = Assunzione&lt;br /&gt;
 |Flag = Assunzione_Flag.png&lt;br /&gt;
 |Capital City = Assunzione&lt;br /&gt;
 |Capital Planet = Triesto&lt;br /&gt;
 |Language = Freespeak&amp;lt;br&amp;gt;Tradeband&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&lt;br /&gt;
 |Religion = [[Luceism]]&lt;br /&gt;
 |Demonym = Assunzioni&lt;br /&gt;
 |Government = Representative Republic &lt;br /&gt;
 |Head of State = President Antonello Rosiello&lt;br /&gt;
 |Legislature = Unicameral Republic &lt;br /&gt;
 |Upper House = Council of Seven&lt;br /&gt;
 |Established = 2282&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&lt;br /&gt;
Far, far away in the distant reaches of the human frontier -- on the ragged edge of the borders of the Coalition of Colonies -- lies the most populated settlement in the region known as Light’s Edge, the &#039;&#039;&#039;Republic of Assunzione&#039;&#039;&#039;. Originally founded as part of a colonization mission launched by a league of Mediterrean countries, the system of Assunzione was first colonized in the mid 2200s by seven ships. The planet’s star shortly fizzled out after colonisation, a process that has yet to be explained, and one that dramatically altered the future course of the planet. This calamity gave rise to a local syncretic religion known as &#039;&#039;&#039;[[Luceism]]&#039;&#039;&#039;. Despite the disastrous fate of its star, Assunzione has managed to survive and thrive. This status has made many view the planet as the gateway to Light’s Edge, and the many mysterious phenomena that dwell within the region.&lt;br /&gt;
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&#039;&#039;&#039;Assunzione&#039;s remote location and urban planning which places a premium on available housing and space has made it unattractive to outsiders as a destination for immigration. Because of this, characters born on Assunzione will have names and appearances consistent with the peoples living on or around the Mediterranean Sea, much like the planet&#039;s original colonists. Only native Assunzioniis may take the Assunzionii accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
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==History==&lt;br /&gt;
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The initial long-range colonisation efforts carried out by humanity that formed what would eventually become the Coalition of Colonies were often perilous and dangerous ventures relying upon early and typically slow warp engines to navigate across dozens of light years of empty space. Many of these expeditions — such as those travelling to Xanu Prime or Vysoka — were successful, while others - such as the ships that journeyed to Himeo — ran into issues. Some — like the colonial fleet that landed upon Moroz — became entirely stranded and lost, cut off from their homeworld and left to fend for themselves. The distant system of Al-Maqdisi, and the sole habitable planet within it, was one of the furthest systems colonized during this craze, yet it would be one of the strangest.&lt;br /&gt;
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In the early 2200s, before the Second Great Depression and the ensuing Interstellar War, colonization by the Sol Alliance was at its peak: the frontier was being pushed further into the unknown. In this colonial boom, the Sol Alliance sponsored a colonial initiative brought forward by the Mediterranean Economic Pact — a European Union initiative that brought together a diverse alliance of Mediterranean economic powers stretching from Iberia to Anatolia in order to launch seven vessels to the Al-Maqdisi System for purposes of setting up colonies... The resulting “Med-Sev” expedition would be one of the longest journeys undertaken in the 2200s and would be the first to reach what would later be referred to as Light’s Edge, setting down on the only habitable planet in the system in late 2243.&lt;br /&gt;
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While the initial colonial period of the planet that came to be known as Assunzione by the local settlers was fairly standard -- perhaps even boring -- the Med-Sev expedition was able to send some valuable resources back to Sol proper. The main value of the system, however, became the unusual phenomenon found within it. The Al-Maqdisi System was, during this period, home to a variety of light-related phenomena ranging from massive sunspots on the star’s surface thousands of kilometers wide to unusual prismatic patterns that occurred in Assunzione’s atmosphere, creating beautiful vistas above the self-contained domes of the seven initial colonies. The system’s star continued to provide a massive amount of data and bizarre, awe-inspiring phenomena until 2274.&lt;br /&gt;
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&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
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Understandably, this caused a significant amount of panic. Fortunately for the colonists, the star had retained enough mass despite going dark. While the darkness meant life on the planet had become a daily fight for survival, it managed to remain in orbit of the dead star. With the Interstellar War already beginning to break out, the Sol Alliance crippled by debt, and the Mediterranean Economic Pact in economic freefall, there was no easy way off of the planet for the immediate future. There was, however, a very real chance that Assunzione would become a planet-sized tomb. Fortunately, the colonists of the Med-Sev fleet turned out to be tougher than initially imagined, and luckier than one would have originally anticipated. As a precaution against a lack of fuel and hazardous atmospheric phenomena, Assunzione’s seven colonial cities were all built within large, self-contained dome structures powered by the one source of fuel that was not freezing or disappearing: geothermal energy. Despite their advantages, their struggle for survival would not be an easy one.&lt;br /&gt;
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The months in the immediate aftermath of the star being snuffed out were marked by widespread panic, terror, and despair. The death of the system’s Star had an extremely negative impact upon the planet’s remaining population. Many residents of Assunzione turned to religion as a source of relief and succor or as a shield against the terrifying concept that was their entire planet freezing over and dying a slow death that could hardly be stopped. Even as the situation in the domed cities began to stabilize and it became clear to the population of the planet that they might just survive, a sense of desperation and hopelessness reigned supreme over the residents of the planet, and many found insufficient answers in both scientific explanations and in their traditional religions from across the Mediterranean. What would emerge from this tumultuous period was the quite unusual syncretic religion known as [[Luceism]], which established itself as a new faith inspired by various religious traditions of the original colonists. The religion, odd as it was, would eventually expand to the rest of Assunzione from its home in the domed city of Malaga and become known as one of the major hallmarks of Assunzione.&lt;br /&gt;
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By the early 2280s, Assunzione had managed to stabilize and now had to deal with another crisis. It had been written off as a lost cause by the Sol Alliance due to its position on the other side of the newly-formed Coalition of Colonies, on the boundary of Light’s Edge. As they had already passed through their greatest crisis and remained alive, by the grace of the fading light, the decision to formally split from the Alliance was an easy one to reach. The Med-Sev colonial mission formally declared its mission concluded as of 2282, due to &amp;quot;unforeseen consequences involving its environment&amp;quot;, and formed the Republic of Assunzione - a union of all seven domed cities under one government in the capital of Triesto. It joined the newly formed Coalition of Colonies in 2300, becoming the Coalition’s only member state in Light’s Edge. This would prove to be an unexpected advantage in the years to come, as Assunzione’s unusual stability and location have turned it into the primary point of entry for the wild, untamed, and extremely strange systems further inside Light’s Edge.&lt;br /&gt;
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The Republic of Assunzione, in the present day, remains prosperous in spite of its strange religion and despite its harsh living environment. However many go abroad to the greater Coalition or even further beyond to the Republic of Biesel, with New Gibson being a particularly popular destination due to its similar terrain, for reasons as broad as the Coalition itself.&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment of Assunzione is extremely harsh and equally strange at the same time. The surface is deathly cold, and death from exposure without a proper suit can occur in mere minutes unless aid is rendered immediately. The surface is also constantly shrouded in darkness, making any efforts outside of the extremely well-lit domed cities extremely risky and often tedious ventures. Some scholars, particularly those visiting from the universities of the United Syndicates of Himeo, have noted that the settlements on Assunzione have a greater amount of lighting per square meter than any other place in the Coalition, due to both the lack of a traditional sun in the system and Luceism’s obsession with light and brightness.&lt;br /&gt;
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Thanks to a massive die-off of flora and fauna following the extinguishing of the planet’s star, what flora and fauna remain have come to be integrated with the domed cities of Assunzione. Nearly two centuries of evolution has led to what animals remain on Assunzione becoming quite small and compact in order to survive in the heavily-urbanized environments in which they now dwell. Similarly, the great freeze has caused the planet’s plant life to be reduced to living in hydroponics bays, museums, and green spaces found throughout the seven great domed cities. Some of the most common animals now found on Assunzione are the common domesticated house cat, originally brought by the colonists to Assunzione, and Rattus rattus, the black rat, which stowed away on the original colonising vessels . In the urban jungle, cats have managed to thrive - becoming the primary predator of the domes and common household pets. One curious exception to this rule of all life being killed after the star died, is the so-called luce vine, the only known plant to have survived the Star’s fate -- often simply referred to as the Dimming -- and remain outside the dome. The luce vine is typically found growing on the surface level of the ice that dominates the surface of Assunzione, and is bioluminescent in nature with its bulbs constantly producing a ghostly white light. This quality has led to many on Assunzione viewing it as a symbol of the Light’s will and a sign that their star will someday return to its former glory - no matter what. Due to their ability to glow in even the dimmest sources of light, luce vine bulbs are the primary source of illumination for warding spheres and greater warding spheres. The process of harvesting these bulbs is viewed as a holy task for followers of Luceism, and a great deal of importance is placed upon it.&lt;br /&gt;
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==Government and Economy==&lt;br /&gt;
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The Republic of Assunzione is a representative republic made up of the planet’s seven great domed cities, all of which hold a seat on the Council of Seven, and is headed by the elected President of the Republic of Assunzione. On paper the Republic’s political system is free of the influence of Luceism, but in reality, politics and prayer often find themselves hand-in-hand in the Republic. Prospective politicians will often ask for blessings from priests before embarking on their election campaigns, and the holy blessing of the Light (or lack thereof) can often make or break one’s entire campaign. Politicians and officials from Assunzione’s religious minorities, dubbed by Assunzioni society as Sinluceians, will often find themselves running into significant difficulties due to this focus on Luceism, and rarely find major success. The President of the Republic has never been a Sinluceian.&lt;br /&gt;
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The economy of the Republic is intrinsically tied to Light’s Edge due to its position upon the very edge of the region. Its proximity to the rest of Light’s Edge allows it to not only serve as the primary economic hub of the surrounding frontier, but also makes it the  primary point of entry for scientific expeditions or missions (often megacorporation-funded ones) seeking to examine the phenomena of the area or chart unexplored territories beyond known space. In order to continue its status as the best place to launch an treks into Light’s Edge, the Republic’s economy is specialized into producing survey and sensor equipment ranging from a variety of sensor suites to exploratory and surveying vessels. Curiously, expeditions outfitted (and in some cases blessed for a price) by the denizens of Assunzione have a significantly higher survival rate than those that are not. Whether this is due to local expertise or something beyond that is unknown.&lt;br /&gt;
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==The Assunzionii Expeditionary Corps==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an AEC ship.]]&lt;br /&gt;
Officially founded on the 200th anniversary of the planet’s calamity, the AEC are the result of a joint effort between Zeng-Hu Pharmaceutical’s Coalition Branch and the Council of Seven; created to explore Light’s Edge and the [[Lemurian Sea]]. Thus, since their original formation the AEC has spearheaded scientific exploration into the region. Though well publicized in their efforts - their departures are broadcast throughout Assunzione and beyond, only a scarce few of their more substantial discoveries ever reach the public eye, the rest perpetually concealed behind layers of bureaucratic red tape and corporate NDAs.&lt;br /&gt;
Despite this, the AEC are romanticized among Assunzionii as heroes and daredevils for braving the seemingly endless Lemurian Sea. This, as well as the mysterious drop in fatalities experienced on ventures involving the planet&#039;s denizens - has brought the group closer to the Luceian church throughout the years, though Zeng-Hu was initially reluctant to rely on the church. The image of an AEC Scout — adorned by a cloak inscribed in gold with Luceian scripture — has become a cultural staple within Assunzionii, appearing everywhere from shrines to popular media.&lt;br /&gt;
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===Controversy===&lt;br /&gt;
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The AEC’s acclaim within Assunzione is not without critiques. The most prominent is a 2464 journalistic exposé by the XNS aimed at breaching the unspoken layer of secrecy shrouding them. “The Lemurian Papers,” as they are known, allege poor working conditions, predatory NDAs, and contain harrowing first-hand accounts of the effect prolonged Light’s Edge exposure may have on body and mind. The papers claim antidepressant and antipsychotic usage in the AEC is higher in average when compared to the overall Assunzionii population, and life expectancy is significantly lower. However, exact statistics on the group’s fatality rates are unknown to the public. And yet, the romantic image of the AEC continues to attract new recruits — not all of whom return.&lt;br /&gt;
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===Exposure to Light’s Edge===&lt;br /&gt;
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“Light’s Edge Syndrome” is a catch-all term for the mental health issues associated with prolonged exposure to the region. It includes symptoms of paranoia, hallucinations, and rarely prolonged episodes of total dissociation. Rarely, sufferers will display violent tendencies ranging from self-harm to animal cruelty. Somatic symptoms are common in sufferers, with many suffering from a severe focus on physical ailments such as shortness of breath, vision loss, or muscle pains. Informally known as “afflicted” or “darkened” by Assunzionii, the syndrome is unrecognized by Zeng-Hu. Sufferers of the syndrome are often stock villain characters in Coalition media, leading to further stigma against those suffering from it.&lt;br /&gt;
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===Missing Flagships===&lt;br /&gt;
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Many strange, impossible to confirm tales surround the AEC&#039;s efforts. These stories range wildly - from macabre visual anomalies and gargantuan, ancient ship graveyards filled with ships made by no known species; to pulpier, less credible stories - blood-starved gestalts whose pale-green hue draws in the curious or desperate; strange figures in the eternal midnight - clad in voidsuits from every-which origin, striding the the starless void as though walking through even ground.&lt;br /&gt;
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There are those, a scarce few - that prove frustratingly difficult to explain, let alone disregard. Most notably, the AEC&#039;s missing flagships. The group is presently in possession of fourteen vessels - exploratory and defensive alike, two ascribed to each of Assunzione&#039;s seven cities - &#039;&#039;&#039;Lemure V&#039;&#039;&#039;, the largest among them, serving as the fleet&#039;s current flagship after the well-publicized loss or destruction of its progenitors - &#039;&#039;&#039;Lemure I to IV&#039;&#039;&#039;.&lt;br /&gt;
It is well and widely known to the Assunzionii public that the four earlier Dullahan model ships were each destroyed or lost after years of service each; yet no design specifications, crew manifests nor verified images of them has thus far resurfaced, despite the efforts of countless invested on the topic. The only proof of their existence being the memory of those alive at the time, as well as the joint announcements released by Zeng-Hu Pharmaceuticals and the Assunzionii Government following the event, mourning crew and ship alike.&lt;br /&gt;
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==Culture and Demographics==&lt;br /&gt;
[[Image:Luceism.png||thumb|The common symbol of Luceism, the majority religion on Assunzione.]]&lt;br /&gt;
Assunzionii society is an odd, often insular one, thanks to the collective societal trauma experienced when the Star itself was extinguished. The nature of this catastrophe and the confinement of those on the planet to the seven domed cities have lent themselves to a very space-conscious and urbanized society, but underground habitation is very uncommon due to a common Assunzionii trait: a societal aversion, or fear, towards darkness and a preference for exceedingly well-lit spaces. This dislike of underground dwellings - and the dim conditions often intrinsic to them - has led to the planet’s domed cities consistently choosing the longer, more expensive route of building new interconnected domes spreading from a central “bulb,” dome rather than simply digging downwards. The lights of Assunzione’s great domed cities, surrounded by the utter darkness of the planet itself, often create a spectacular sight when seen from orbit.&lt;br /&gt;
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The Assunzionii love of brightness is especially accented in its areas of worship, ranging from grand cathedrals to small-scale chapels. Many visitors to the planet’s holy sites find themselves wearing protective eyewear to shield their eyes - which are often used to the dim conditions of space travel - against the overwhelming brightness of the interiors. It is said that inside a cathedral on Assunzione one can stand in the middle of a room and cast no shadow at all. Outside of holy sites, the great domed cities are generally lit in fashions that  make those holy beacons of places stand out more, and the ghostly lights of many of Assunzione’s domes often provide a spectacular contrast against the inky blackness that dwells outside. Celebrations on the planet - from religious ceremonies to holidays to birthdays - are similarly centered around brightness and light, with the goal of banishing darkness - if only for the special occasion itself. The most important of all holidays on the planet is the Assumption of the Fading Lights - a celebration on the eleventh of March (of the standard Earth calendar) every year that is viewed by Assunzionii as a tribute to their long-extinguished Star, and their enduring hope that it will someday return to life.&lt;br /&gt;
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Because of its Mediterranean heritage, Tradeband is the language primarily spoken on Assunzione and is the liturgical language of Luceism. Freespeak has been taught in schools since Assunzione’s formal joining of the Coalition of Colonies, however, to greater integrate with the Coalition.&lt;br /&gt;
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Luceism is a cornerstone both of society and culture on the planet, and more can be read about it &#039;&#039;&#039;[[Luceism|here]]&#039;&#039;&#039;.&lt;br /&gt;
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===Assunzionii Architecture===&lt;br /&gt;
The evolution of Assunzione’s post-calamity architectural movements is unique among the Spur Subsequent decades have seen multiple urban regeneration projects - each designed to further cement the faith as an integral part of Assunzionii culture - to capitalize on the uptick in tourism the planet has begun to experience since the demise of its star.&lt;br /&gt;
The result is a densely packed urban sprawl — soaring vertical proportions used to circumvent the inherently limited space offered by the domes — where the practical, unadorned structures of typical Assunzionii residents exist alongside grandiose holy sites with intricately carved stone facades reminiscent of Earth’s cathedrals. Purple and gold accents feature prominently and lamps shaped like Luce bulbs bathe the streets in light.&lt;br /&gt;
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=== Synthetics on Assunzione ===&lt;br /&gt;
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As a major regional port within the Coalition and the gateway to the mysterious Light’s Edge sector. Assunzione is home to a small but notable population of synthetics, a minority are manufactured locally whilst the majority of them are bought in from Konyang by corporations operating in Assunzione. The isolated nature and lack of space on the planet however make immigration by synthetics similarly unattractive as it does the immigration of non-synthetics, and the free IPC population of the planet is small compared to other planets of a similar size and development within the Coalition.&lt;br /&gt;
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Positronics manufactured on Assunzione are rare but make up most of the free synthetics on the planet due to the minuscule immigration rate to Assunzione. A majority of frames built on the planet are Bishop and Mobility frames, as the planet is the location of the Coalition HQ of Zeng-Hu Pharmaceuticals, who are also the biggest owner of synthetics on the planet. &lt;br /&gt;
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A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and outfitted with datapacks minutely detailing the native faith of Luceism, to fit in better with the highly religious population - displaying both a knowledge of the faith and the ability to follow its tenets. Synthetics are most often programmed with an understanding of the Luceian branch most popular where they will be sent to work.&lt;br /&gt;
Free synthetics can be found in all manner of roles on Assunzione, from expedition crews to menial workers and high ranking corporate positions, and similarly reside in the great domed cities that the human population occupy. All manner of frames are used by free synthetics across the planet, though the locally produced Bishop and Mobility frames are the most common.&lt;br /&gt;
Owned positronics meanwhile vary greatly across the seven cities of Assunzione, depending on the corporate presence there. The majority of positronics manufactured on Assunzione itself find themselves employed in Triesto, where the Headquarters of Zeng-Hu is located, serving as researchers, medical or service staff for the corporation. Another common role is as Bridge Crew and other staff for the many Zeng-Hu expeditions launched into the Light’s Edge region, the risks of exploring Light’s Edge make IPC crewmembers inherently useful as they are considered more expendable than human crew. Nanotrasen also employs synthetics in Triesto for their phoron-finding expeditions into the Light’s Edge for similar reasons. Markarsa also serves as another major hub for owned synthetics produced on the planet, as the research hub of the planet and home to a substantial Zeng-Hu research facility, many positronics serve as scientists or support staff here.&lt;br /&gt;
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Whilst Triesto and Markarsa serve as hubs for Assunzione produced positronics, both NT and Zeng-Hu utilize synthetics bought from off-world in their operations here too. However, in other cities off-world produced synthetics make up a far larger section of the overall synthetic population with most coming from the nearby production centre of Konyang. Iraklio’s status as the primary shipyard of Assunzione and recent investments by Hephaestus Industries have brought large amounts of industrial frames to the planet to serve as labour for the budding shipbuilding industry and Hephaestus facilities. Meanwhile Said, being the port of call for many unaffiliated vessels travelling to the planet leads to it playing host to all manner of synthetics from off-world, primarily working as part of these independent crews but also within the city, a few members of the Golden Deep also have operations in the city, using it as their base for conducting business in the region.&lt;br /&gt;
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The opinions on synthetics held by the human residents of Assunzione primarily stem from their interpretation of Luceist teachings, whilst Luceism itself espouses a neutral view towards synthetic life, personal interpretations vary between followers, and can be broadly classified into two primary views. The more pro-synthetic side of Luceism, albeit not necessarily advocating for synthetic freedom, still has a more positive outlook of synthetics for their efficiency, work ethic and other factors, especially those produced and blessed locally who adhere to Luceism, seeing them as properly integrated into the planet&#039;s population and support them being used on the planet.&lt;br /&gt;
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The more anti-synthetic side of the faith believe that synthetics are a drain on Assunzione as a whole, and antithetical to the teachings of Luceism. This is primarily due to their inherently inorganic nature and the belief that synthetics drain away electricity that could instead have been used to produce light. They would rather see positronics not present on the planet at all. This divide exists within both the Pyramidicalist and Astructuralist branches of the faith, though is far more pronounced in the former.Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Population and Major Cities==&lt;br /&gt;
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Assunzione is not a very diverse planet compared to others in the frontier. Its population of roughly five-hundred million permanent residents is overwhelmingly human, with a small population of offworld humans and some positronic frames. Offworld humans from Assunzione itself are extremely rare, and most are generally drifters visiting the planet rather than permanent residents or - more rarely - immigrants. Positronics built on the planet are rare, with most originating off-world on planets such as Xanu Prime or Himeo. Travel between the cities of Assunzione is primarily conducted via aboveground magnetic rail lines inside protected (though transparent, to avoid darkness seeping in) tubes. The overwhelming majority of planetary residents reside within the seven great domed cities of Assunzione listed below.&lt;br /&gt;
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&#039;&#039;&#039;Triesto&#039;&#039;&#039; is the capital of the Republic and the largest settlement on Assunzione, with a population of roughly one-hundred million people residing in a massive array of domes. Often referred to as the “Beacon of Light’s Edge” by its residents, the domed city is the single largest port in the entire interstellar south-east of the Orion Spur. Travellers from across the known space can be found beneath the domes of Triesto as they await their chance to brave Light’s Edge. Being a major regional port, and manufacturing hub of some of the most-capable deep-space survey sensors in the Orion Spur, Triesto has become the Nanotrasen Corporation’s primary location for launching phoron-finding missions into Light’s Edge. The city is additionally home to the headquarters of Zeng-Hu Pharmaceutical&#039;s Coalition Branch, with the majority of the keiretsu&#039;s exploratory missions launching from the city.&lt;br /&gt;
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&#039;&#039;&#039;Malaga&#039;&#039;&#039; is the birthplace of Luceism and is arguably the cultural center of the Republic. With a population of eighty million permanent residents, the grand domes of Malaga are dominated by the centrally-located Grand Cathedral of Our Holy Light - the heart of Luceism. Malaga’s architecture is regarded by many Assumzionii as majestic: a skyline of ornate domes interconnected by a web of bridges; all set against the planet’s eternal midnight.&lt;br /&gt;
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&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, is the planet’s breadbasket city. Beneath the lights of its domes grows a wide variety of plants and animals that feed the Republic, and help give it a higher standard of living than other locations in the far frontier. Some of its cuisine has found its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
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&#039;&#039;&#039;Iraklio&#039;&#039;&#039;, with its population of sixty million souls, stands nearby Triesto and Malaga along the equator of Assunzione. Prior to the Dimming becoming sealed, it served as a major blue-water port on the planet due to its deep natural harbor. Following the Dimming, it has been repurposed into the planet’s primary shipyard and has recently seen investment from Hephaestus Industries.&lt;br /&gt;
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&#039;&#039;&#039;Makarska&#039;&#039;&#039;, with fifty million that call it their home, is the primary research hub of the planet (and, by extension, Light’s Edge). Zeng-Hu Pharmaceuticals operates a significant research facility in this domed city, and many of the sensor suites that are eventually used across Light’s Edge were originally developed under these domes.&lt;br /&gt;
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&#039;&#039;&#039;Guelma&#039;&#039;&#039;, home to forty million, is another major site for the Luceian faith: the great domes of the city are located at the geographical north of the planet, upon its pole. Due to this positioning it is considered by the faith to be the “nearest city to the Star” and has had a very unique permission given to it. It is the only location in the Orion Spur where Luceism’s holy warding spheres (both normal and greater) are produced, and many followers journey to Guelma to receive one before traveling abroad.&lt;br /&gt;
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&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, has the boring distinction of being Assunzione’s breadbasket domed city. Beneath the lights of its domes grow a stunning variety of plants and animals that feed the Republic, and help give it a higher standard of living than many other locations in the far frontier. Dalyan exports a sizable amount of food to the larger Coalition and some of its cuisine can find its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
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&#039;&#039;&#039;Said&#039;&#039;&#039;, with thirty-five million residents living in it, is the secondary port of the planet. While it is not nearly as well-trafficked as Triesto, the smaller nature of Said’s port and cheaper costs of docking permits has made it attractive to many independent vessels not affiliated with a megacorporation. It remains to be seen whether or not Said will be able to use its port to become more prevalent in the future.&lt;br /&gt;
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		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38687</id>
		<title>Assunzione</title>
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		<summary type="html">&lt;p&gt;Fyni: /* The Assunzionii Expeditionary Corps */&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Republic of Assunzione&lt;br /&gt;
 |Shortname = Assunzione&lt;br /&gt;
 |Flag = Assunzione_Flag.png&lt;br /&gt;
 |Capital City = Assunzione&lt;br /&gt;
 |Capital Planet = Triesto&lt;br /&gt;
 |Language = Freespeak&amp;lt;br&amp;gt;Tradeband&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&lt;br /&gt;
 |Religion = [[Luceism]]&lt;br /&gt;
 |Demonym = Assunzioni&lt;br /&gt;
 |Government = Representative Republic &lt;br /&gt;
 |Head of State = President Antonello Rosiello&lt;br /&gt;
 |Legislature = Unicameral Republic &lt;br /&gt;
 |Upper House = Council of Seven&lt;br /&gt;
 |Established = 2282&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&lt;br /&gt;
Far, far away in the distant reaches of the human frontier -- on the ragged edge of the borders of the Coalition of Colonies -- lies the most populated settlement in the region known as Light’s Edge, the &#039;&#039;&#039;Republic of Assunzione&#039;&#039;&#039;. Originally founded as part of a colonization mission launched by a league of Mediterrean countries, the system of Assunzione was first colonized in the mid 2200s by seven ships. The planet’s star shortly fizzled out after colonisation, a process that has yet to be explained, and one that dramatically altered the future course of the planet. This calamity gave rise to a local syncretic religion known as &#039;&#039;&#039;[[Luceism]]&#039;&#039;&#039;. Despite the disastrous fate of its star, Assunzione has managed to survive and thrive. This status has made many view the planet as the gateway to Light’s Edge, and the many mysterious phenomena that dwell within the region.&lt;br /&gt;
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&#039;&#039;&#039;Assunzione&#039;s remote location and urban planning which places a premium on available housing and space has made it unattractive to outsiders as a destination for immigration. Because of this, characters born on Assunzione will have names and appearances consistent with the peoples living on or around the Mediterranean Sea, much like the planet&#039;s original colonists. Only native Assunzioniis may take the Assunzionii accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
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==History==&lt;br /&gt;
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The initial long-range colonisation efforts carried out by humanity that formed what would eventually become the Coalition of Colonies were often perilous and dangerous ventures relying upon early and typically slow warp engines to navigate across dozens of light years of empty space. Many of these expeditions — such as those travelling to Xanu Prime or Vysoka — were successful, while others - such as the ships that journeyed to Himeo — ran into issues. Some — like the colonial fleet that landed upon Moroz — became entirely stranded and lost, cut off from their homeworld and left to fend for themselves. The distant system of Al-Maqdisi, and the sole habitable planet within it, was one of the furthest systems colonized during this craze, yet it would be one of the strangest.&lt;br /&gt;
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In the early 2200s, before the Second Great Depression and the ensuing Interstellar War, colonization by the Sol Alliance was at its peak: the frontier was being pushed further into the unknown. In this colonial boom, the Sol Alliance sponsored a colonial initiative brought forward by the Mediterranean Economic Pact — a European Union initiative that brought together a diverse alliance of Mediterranean economic powers stretching from Iberia to Anatolia in order to launch seven vessels to the Al-Maqdisi System for purposes of setting up colonies... The resulting “Med-Sev” expedition would be one of the longest journeys undertaken in the 2200s and would be the first to reach what would later be referred to as Light’s Edge, setting down on the only habitable planet in the system in late 2243.&lt;br /&gt;
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While the initial colonial period of the planet that came to be known as Assunzione by the local settlers was fairly standard -- perhaps even boring -- the Med-Sev expedition was able to send some valuable resources back to Sol proper. The main value of the system, however, became the unusual phenomenon found within it. The Al-Maqdisi System was, during this period, home to a variety of light-related phenomena ranging from massive sunspots on the star’s surface thousands of kilometers wide to unusual prismatic patterns that occurred in Assunzione’s atmosphere, creating beautiful vistas above the self-contained domes of the seven initial colonies. The system’s star continued to provide a massive amount of data and bizarre, awe-inspiring phenomena until 2274.&lt;br /&gt;
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&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
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Understandably, this caused a significant amount of panic. Fortunately for the colonists, the star had retained enough mass despite going dark. While the darkness meant life on the planet had become a daily fight for survival, it managed to remain in orbit of the dead star. With the Interstellar War already beginning to break out, the Sol Alliance crippled by debt, and the Mediterranean Economic Pact in economic freefall, there was no easy way off of the planet for the immediate future. There was, however, a very real chance that Assunzione would become a planet-sized tomb. Fortunately, the colonists of the Med-Sev fleet turned out to be tougher than initially imagined, and luckier than one would have originally anticipated. As a precaution against a lack of fuel and hazardous atmospheric phenomena, Assunzione’s seven colonial cities were all built within large, self-contained dome structures powered by the one source of fuel that was not freezing or disappearing: geothermal energy. Despite their advantages, their struggle for survival would not be an easy one.&lt;br /&gt;
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The months in the immediate aftermath of the star being snuffed out were marked by widespread panic, terror, and despair. The death of the system’s Star had an extremely negative impact upon the planet’s remaining population. Many residents of Assunzione turned to religion as a source of relief and succor or as a shield against the terrifying concept that was their entire planet freezing over and dying a slow death that could hardly be stopped. Even as the situation in the domed cities began to stabilize and it became clear to the population of the planet that they might just survive, a sense of desperation and hopelessness reigned supreme over the residents of the planet, and many found insufficient answers in both scientific explanations and in their traditional religions from across the Mediterranean. What would emerge from this tumultuous period was the quite unusual syncretic religion known as [[Luceism]], which established itself as a new faith inspired by various religious traditions of the original colonists. The religion, odd as it was, would eventually expand to the rest of Assunzione from its home in the domed city of Malaga and become known as one of the major hallmarks of Assunzione.&lt;br /&gt;
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By the early 2280s, Assunzione had managed to stabilize and now had to deal with another crisis. It had been written off as a lost cause by the Sol Alliance due to its position on the other side of the newly-formed Coalition of Colonies, on the boundary of Light’s Edge. As they had already passed through their greatest crisis and remained alive, by the grace of the fading light, the decision to formally split from the Alliance was an easy one to reach. The Med-Sev colonial mission formally declared its mission concluded as of 2282, due to &amp;quot;unforeseen consequences involving its environment&amp;quot;, and formed the Republic of Assunzione - a union of all seven domed cities under one government in the capital of Triesto. It joined the newly formed Coalition of Colonies in 2300, becoming the Coalition’s only member state in Light’s Edge. This would prove to be an unexpected advantage in the years to come, as Assunzione’s unusual stability and location have turned it into the primary point of entry for the wild, untamed, and extremely strange systems further inside Light’s Edge.&lt;br /&gt;
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The Republic of Assunzione, in the present day, remains prosperous in spite of its strange religion and despite its harsh living environment. However many go abroad to the greater Coalition or even further beyond to the Republic of Biesel, with New Gibson being a particularly popular destination due to its similar terrain, for reasons as broad as the Coalition itself.&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment of Assunzione is extremely harsh and equally strange at the same time. The surface is deathly cold, and death from exposure without a proper suit can occur in mere minutes unless aid is rendered immediately. The surface is also constantly shrouded in darkness, making any efforts outside of the extremely well-lit domed cities extremely risky and often tedious ventures. Some scholars, particularly those visiting from the universities of the United Syndicates of Himeo, have noted that the settlements on Assunzione have a greater amount of lighting per square meter than any other place in the Coalition, due to both the lack of a traditional sun in the system and Luceism’s obsession with light and brightness.&lt;br /&gt;
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Thanks to a massive die-off of flora and fauna following the extinguishing of the planet’s star, what flora and fauna remain have come to be integrated with the domed cities of Assunzione. Nearly two centuries of evolution has led to what animals remain on Assunzione becoming quite small and compact in order to survive in the heavily-urbanized environments in which they now dwell. Similarly, the great freeze has caused the planet’s plant life to be reduced to living in hydroponics bays, museums, and green spaces found throughout the seven great domed cities. Some of the most common animals now found on Assunzione are the common domesticated house cat, originally brought by the colonists to Assunzione, and Rattus rattus, the black rat, which stowed away on the original colonising vessels . In the urban jungle, cats have managed to thrive - becoming the primary predator of the domes and common household pets. One curious exception to this rule of all life being killed after the star died, is the so-called luce vine, the only known plant to have survived the Star’s fate -- often simply referred to as the Dimming -- and remain outside the dome. The luce vine is typically found growing on the surface level of the ice that dominates the surface of Assunzione, and is bioluminescent in nature with its bulbs constantly producing a ghostly white light. This quality has led to many on Assunzione viewing it as a symbol of the Light’s will and a sign that their star will someday return to its former glory - no matter what. Due to their ability to glow in even the dimmest sources of light, luce vine bulbs are the primary source of illumination for warding spheres and greater warding spheres. The process of harvesting these bulbs is viewed as a holy task for followers of Luceism, and a great deal of importance is placed upon it.&lt;br /&gt;
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==Government and Economy==&lt;br /&gt;
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The Republic of Assunzione is a representative republic made up of the planet’s seven great domed cities, all of which hold a seat on the Council of Seven, and is headed by the elected President of the Republic of Assunzione. On paper the Republic’s political system is free of the influence of Luceism, but in reality, politics and prayer often find themselves hand-in-hand in the Republic. Prospective politicians will often ask for blessings from priests before embarking on their election campaigns, and the holy blessing of the Light (or lack thereof) can often make or break one’s entire campaign. Politicians and officials from Assunzione’s religious minorities, dubbed by Assunzioni society as Sinluceians, will often find themselves running into significant difficulties due to this focus on Luceism, and rarely find major success. The President of the Republic has never been a Sinluceian.&lt;br /&gt;
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The economy of the Republic is intrinsically tied to Light’s Edge due to its position upon the very edge of the region. Its proximity to the rest of Light’s Edge allows it to not only serve as the primary economic hub of the surrounding frontier, but also makes it the  primary point of entry for scientific expeditions or missions (often megacorporation-funded ones) seeking to examine the phenomena of the area or chart unexplored territories beyond known space. In order to continue its status as the best place to launch an treks into Light’s Edge, the Republic’s economy is specialized into producing survey and sensor equipment ranging from a variety of sensor suites to exploratory and surveying vessels. Curiously, expeditions outfitted (and in some cases blessed for a price) by the denizens of Assunzione have a significantly higher survival rate than those that are not. Whether this is due to local expertise or something beyond that is unknown.&lt;br /&gt;
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==The Assunzionii Expeditionary Corps==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
Officially founded on the 200th anniversary of the planet’s calamity, the AEC are the result of a joint effort between Zeng-Hu Pharmaceutical’s Coalition Branch and the Council of Seven; created to explore Light’s Edge and the [[Lemurian Sea]]. Thus, since their original formation the AEC has spearheaded scientific exploration into the region. Though well publicized in their efforts - their departures are broadcast throughout Assunzione and beyond, only a scarce few of their more substantial discoveries ever reach the public eye, the rest perpetually concealed behind layers of bureaucratic red tape and corporate NDAs.&lt;br /&gt;
Despite this, the AEC are romanticized among Assunzionii as heroes and daredevils for braving the seemingly endless Lemurian Sea. This, as well as the mysterious drop in fatalities experienced on ventures involving the planet&#039;s denizens - has brought the group closer to the Luceian church throughout the years, though Zeng-Hu was initially reluctant to rely on the church. The image of an AEC Scout — adorned by a cloak inscribed in gold with Luceian scripture — has become a cultural staple within Assunzionii, appearing everywhere from shrines to popular media.&lt;br /&gt;
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===Controversy===&lt;br /&gt;
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The AEC’s acclaim within Assunzione is not without critiques. The most prominent is a 2464 journalistic exposé by the XNS aimed at breaching the unspoken layer of secrecy shrouding them. “The Lemurian Papers,” as they are known, allege poor working conditions, predatory NDAs, and contain harrowing first-hand accounts of the effect prolonged Light’s Edge exposure may have on body and mind. The papers claim antidepressant and antipsychotic usage in the AEC is higher in average when compared to the overall Assunzionii population, and life expectancy is significantly lower. However, exact statistics on the group’s fatality rates are unknown to the public. And yet, the romantic image of the AEC continues to attract new recruits — not all of whom return.&lt;br /&gt;
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===Exposure to Light’s Edge===&lt;br /&gt;
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“Light’s Edge Syndrome” is a catch-all term for the mental health issues associated with prolonged exposure to the region. It includes symptoms of paranoia, hallucinations, and rarely prolonged episodes of total dissociation. Rarely, sufferers will display violent tendencies ranging from self-harm to animal cruelty. Somatic symptoms are common in sufferers, with many suffering from a severe focus on physical ailments such as shortness of breath, vision loss, or muscle pains. Informally known as “afflicted” or “darkened” by Assunzionii, the syndrome is unrecognized by Zeng-Hu. Sufferers of the syndrome are often stock villain characters in Coalition media, leading to further stigma against those suffering from it.&lt;br /&gt;
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===Missing Flagships===&lt;br /&gt;
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Many strange, impossible to confirm tales surround the AEC&#039;s efforts. These stories range wildly - from macabre visual anomalies and gargantuan, ancient ship graveyards filled with ships made by no known species; to pulpier, less credible stories - blood-starved gestalts whose pale-green hue draws in the curious or desperate; strange figures in the eternal midnight - clad in voidsuits from every-which origin, striding the the starless void as though walking through even ground.&lt;br /&gt;
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There are those, a scarce few - that prove frustratingly difficult to explain, let alone disregard. Most notably, the AEC&#039;s missing flagships. The group is presently in possession of fourteen vessels - exploratory and defensive alike, two ascribed to each of Assunzione&#039;s seven cities - &#039;&#039;&#039;Lemure V&#039;&#039;&#039;, the largest among them, serving as the fleet&#039;s current flagship after the well-publicized loss or destruction of its progenitors - &#039;&#039;&#039;Lemure I to IV&#039;&#039;&#039;.&lt;br /&gt;
It is well and widely known to the Assunzionii public that the four earlier Dullahan model ships were each destroyed or lost after years of service each; yet no design specifications, crew manifests nor verified images of them has thus far resurfaced, despite the efforts of countless invested on the topic. The only proof of their existence being the memory of those alive at the time, as well as the joint announcements released by Zeng-Hu Pharmaceuticals and the Assunzionii Government following the event, mourning crew and ship alike.&lt;br /&gt;
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==Culture and Demographics==&lt;br /&gt;
[[Image:Luceism.png||thumb|The common symbol of Luceism, the majority religion on Assunzione.]]&lt;br /&gt;
Assunzionii society is an odd, often insular one, thanks to the collective societal trauma experienced when the Star itself was extinguished. The nature of this catastrophe and the confinement of those on the planet to the seven domed cities have lent themselves to a very space-conscious and urbanized society, but underground habitation is very uncommon due to a common Assunzionii trait: a societal aversion, or fear, towards darkness and a preference for exceedingly well-lit spaces. This dislike of underground dwellings - and the dim conditions often intrinsic to them - has led to the planet’s domed cities consistently choosing the longer, more expensive route of building new interconnected domes spreading from a central “bulb,” dome rather than simply digging downwards. The lights of Assunzione’s great domed cities, surrounded by the utter darkness of the planet itself, often create a spectacular sight when seen from orbit.&lt;br /&gt;
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The Assunzionii love of brightness is especially accented in its areas of worship, ranging from grand cathedrals to small-scale chapels. Many visitors to the planet’s holy sites find themselves wearing protective eyewear to shield their eyes - which are often used to the dim conditions of space travel - against the overwhelming brightness of the interiors. It is said that inside a cathedral on Assunzione one can stand in the middle of a room and cast no shadow at all. Outside of holy sites, the great domed cities are generally lit in fashions that  make those holy beacons of places stand out more, and the ghostly lights of many of Assunzione’s domes often provide a spectacular contrast against the inky blackness that dwells outside. Celebrations on the planet - from religious ceremonies to holidays to birthdays - are similarly centered around brightness and light, with the goal of banishing darkness - if only for the special occasion itself. The most important of all holidays on the planet is the Assumption of the Fading Lights - a celebration on the eleventh of March (of the standard Earth calendar) every year that is viewed by Assunzionii as a tribute to their long-extinguished Star, and their enduring hope that it will someday return to life.&lt;br /&gt;
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Because of its Mediterranean heritage, Tradeband is the language primarily spoken on Assunzione and is the liturgical language of Luceism. Freespeak has been taught in schools since Assunzione’s formal joining of the Coalition of Colonies, however, to greater integrate with the Coalition.&lt;br /&gt;
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Luceism is a cornerstone both of society and culture on the planet, and more can be read about it &#039;&#039;&#039;[[Luceism|here]]&#039;&#039;&#039;.&lt;br /&gt;
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===Assunzionii Architecture===&lt;br /&gt;
The evolution of Assunzione’s post-calamity architectural movements is unique among the Spur Subsequent decades have seen multiple urban regeneration projects - each designed to further cement the faith as an integral part of Assunzionii culture - to capitalize on the uptick in tourism the planet has begun to experience since the demise of its star.&lt;br /&gt;
The result is a densely packed urban sprawl — soaring vertical proportions used to circumvent the inherently limited space offered by the domes — where the practical, unadorned structures of typical Assunzionii residents exist alongside grandiose holy sites with intricately carved stone facades reminiscent of Earth’s cathedrals. Purple and gold accents feature prominently and lamps shaped like Luce bulbs bathe the streets in light.&lt;br /&gt;
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=== Synthetics on Assunzione ===&lt;br /&gt;
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As a major regional port within the Coalition and the gateway to the mysterious Light’s Edge sector. Assunzione is home to a small but notable population of synthetics, a minority are manufactured locally whilst the majority of them are bought in from Konyang by corporations operating in Assunzione. The isolated nature and lack of space on the planet however make immigration by synthetics similarly unattractive as it does the immigration of non-synthetics, and the free IPC population of the planet is small compared to other planets of a similar size and development within the Coalition.&lt;br /&gt;
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Positronics manufactured on Assunzione are rare but make up most of the free synthetics on the planet due to the minuscule immigration rate to Assunzione. A majority of frames built on the planet are Bishop and Mobility frames, as the planet is the location of the Coalition HQ of Zeng-Hu Pharmaceuticals, who are also the biggest owner of synthetics on the planet. &lt;br /&gt;
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A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and outfitted with datapacks minutely detailing the native faith of Luceism, to fit in better with the highly religious population - displaying both a knowledge of the faith and the ability to follow its tenets. Synthetics are most often programmed with an understanding of the Luceian branch most popular where they will be sent to work.&lt;br /&gt;
Free synthetics can be found in all manner of roles on Assunzione, from expedition crews to menial workers and high ranking corporate positions, and similarly reside in the great domed cities that the human population occupy. All manner of frames are used by free synthetics across the planet, though the locally produced Bishop and Mobility frames are the most common.&lt;br /&gt;
Owned positronics meanwhile vary greatly across the seven cities of Assunzione, depending on the corporate presence there. The majority of positronics manufactured on Assunzione itself find themselves employed in Triesto, where the Headquarters of Zeng-Hu is located, serving as researchers, medical or service staff for the corporation. Another common role is as Bridge Crew and other staff for the many Zeng-Hu expeditions launched into the Light’s Edge region, the risks of exploring Light’s Edge make IPC crewmembers inherently useful as they are considered more expendable than human crew. Nanotrasen also employs synthetics in Triesto for their phoron-finding expeditions into the Light’s Edge for similar reasons. Markarsa also serves as another major hub for owned synthetics produced on the planet, as the research hub of the planet and home to a substantial Zeng-Hu research facility, many positronics serve as scientists or support staff here.&lt;br /&gt;
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Whilst Triesto and Markarsa serve as hubs for Assunzione produced positronics, both NT and Zeng-Hu utilize synthetics bought from off-world in their operations here too. However, in other cities off-world produced synthetics make up a far larger section of the overall synthetic population with most coming from the nearby production centre of Konyang. Iraklio’s status as the primary shipyard of Assunzione and recent investments by Hephaestus Industries have brought large amounts of industrial frames to the planet to serve as labour for the budding shipbuilding industry and Hephaestus facilities. Meanwhile Said, being the port of call for many unaffiliated vessels travelling to the planet leads to it playing host to all manner of synthetics from off-world, primarily working as part of these independent crews but also within the city, a few members of the Golden Deep also have operations in the city, using it as their base for conducting business in the region.&lt;br /&gt;
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The opinions on synthetics held by the human residents of Assunzione primarily stem from their interpretation of Luceist teachings, whilst Luceism itself espouses a neutral view towards synthetic life, personal interpretations vary between followers, and can be broadly classified into two primary views. The more pro-synthetic side of Luceism, albeit not necessarily advocating for synthetic freedom, still has a more positive outlook of synthetics for their efficiency, work ethic and other factors, especially those produced and blessed locally who adhere to Luceism, seeing them as properly integrated into the planet&#039;s population and support them being used on the planet.&lt;br /&gt;
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The more anti-synthetic side of the faith believe that synthetics are a drain on Assunzione as a whole, and antithetical to the teachings of Luceism. This is primarily due to their inherently inorganic nature and the belief that synthetics drain away electricity that could instead have been used to produce light. They would rather see positronics not present on the planet at all. This divide exists within both the Pyramidicalist and Astructuralist branches of the faith, though is far more pronounced in the former.Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
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==Population and Major Cities==&lt;br /&gt;
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Assunzione is not a very diverse planet compared to others in the frontier. Its population of roughly five-hundred million permanent residents is overwhelmingly human, with a small population of offworld humans and some positronic frames. Offworld humans from Assunzione itself are extremely rare, and most are generally drifters visiting the planet rather than permanent residents or - more rarely - immigrants. Positronics built on the planet are rare, with most originating off-world on planets such as Xanu Prime or Himeo. Travel between the cities of Assunzione is primarily conducted via aboveground magnetic rail lines inside protected (though transparent, to avoid darkness seeping in) tubes. The overwhelming majority of planetary residents reside within the seven great domed cities of Assunzione listed below.&lt;br /&gt;
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&#039;&#039;&#039;Triesto&#039;&#039;&#039; is the capital of the Republic and the largest settlement on Assunzione, with a population of roughly one-hundred million people residing in a massive array of domes. Often referred to as the “Beacon of Light’s Edge” by its residents, the domed city is the single largest port in the entire interstellar south-east of the Orion Spur. Travellers from across the known space can be found beneath the domes of Triesto as they await their chance to brave Light’s Edge. Being a major regional port, and manufacturing hub of some of the most-capable deep-space survey sensors in the Orion Spur, Triesto has become the Nanotrasen Corporation’s primary location for launching phoron-finding missions into Light’s Edge. The city is additionally home to the headquarters of Zeng-Hu Pharmaceutical&#039;s Coalition Branch, with the majority of the keiretsu&#039;s exploratory missions launching from the city.&lt;br /&gt;
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&#039;&#039;&#039;Malaga&#039;&#039;&#039; is the birthplace of Luceism and is arguably the cultural center of the Republic. With a population of eighty million permanent residents, the grand domes of Malaga are dominated by the centrally-located Grand Cathedral of Our Holy Light - the heart of Luceism. Malaga’s architecture is regarded by many Assumzionii as majestic: a skyline of ornate domes interconnected by a web of bridges; all set against the planet’s eternal midnight.&lt;br /&gt;
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&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, is the planet’s breadbasket city. Beneath the lights of its domes grows a wide variety of plants and animals that feed the Republic, and help give it a higher standard of living than other locations in the far frontier. Some of its cuisine has found its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
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&#039;&#039;&#039;Iraklio&#039;&#039;&#039;, with its population of sixty million souls, stands nearby Triesto and Malaga along the equator of Assunzione. Prior to the Dimming becoming sealed, it served as a major blue-water port on the planet due to its deep natural harbor. Following the Dimming, it has been repurposed into the planet’s primary shipyard and has recently seen investment from Hephaestus Industries.&lt;br /&gt;
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&#039;&#039;&#039;Makarska&#039;&#039;&#039;, with fifty million that call it their home, is the primary research hub of the planet (and, by extension, Light’s Edge). Zeng-Hu Pharmaceuticals operates a significant research facility in this domed city, and many of the sensor suites that are eventually used across Light’s Edge were originally developed under these domes.&lt;br /&gt;
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&#039;&#039;&#039;Guelma&#039;&#039;&#039;, home to forty million, is another major site for the Luceian faith: the great domes of the city are located at the geographical north of the planet, upon its pole. Due to this positioning it is considered by the faith to be the “nearest city to the Star” and has had a very unique permission given to it. It is the only location in the Orion Spur where Luceism’s holy warding spheres (both normal and greater) are produced, and many followers journey to Guelma to receive one before traveling abroad.&lt;br /&gt;
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&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, has the boring distinction of being Assunzione’s breadbasket domed city. Beneath the lights of its domes grow a stunning variety of plants and animals that feed the Republic, and help give it a higher standard of living than many other locations in the far frontier. Dalyan exports a sizable amount of food to the larger Coalition and some of its cuisine can find its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
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&#039;&#039;&#039;Said&#039;&#039;&#039;, with thirty-five million residents living in it, is the secondary port of the planet. While it is not nearly as well-trafficked as Triesto, the smaller nature of Said’s port and cheaper costs of docking permits has made it attractive to many independent vessels not affiliated with a megacorporation. It remains to be seen whether or not Said will be able to use its port to become more prevalent in the future.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38686</id>
		<title>Assunzione</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=38686"/>
		<updated>2026-03-03T19:59:54Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* The Assunzionii Expeditionary Corps */&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
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 {{Infobox Nations&lt;br /&gt;
 |Nation = Republic of Assunzione&lt;br /&gt;
 |Shortname = Assunzione&lt;br /&gt;
 |Flag = Assunzione_Flag.png&lt;br /&gt;
 |Capital City = Assunzione&lt;br /&gt;
 |Capital Planet = Triesto&lt;br /&gt;
 |Language = Freespeak&amp;lt;br&amp;gt;Tradeband&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&lt;br /&gt;
 |Religion = [[Luceism]]&lt;br /&gt;
 |Demonym = Assunzioni&lt;br /&gt;
 |Government = Representative Republic &lt;br /&gt;
 |Head of State = President Antonello Rosiello&lt;br /&gt;
 |Legislature = Unicameral Republic &lt;br /&gt;
 |Upper House = Council of Seven&lt;br /&gt;
 |Established = 2282&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&lt;br /&gt;
Far, far away in the distant reaches of the human frontier -- on the ragged edge of the borders of the Coalition of Colonies -- lies the most populated settlement in the region known as Light’s Edge, the &#039;&#039;&#039;Republic of Assunzione&#039;&#039;&#039;. Originally founded as part of a colonization mission launched by a league of Mediterrean countries, the system of Assunzione was first colonized in the mid 2200s by seven ships. The planet’s star shortly fizzled out after colonisation, a process that has yet to be explained, and one that dramatically altered the future course of the planet. This calamity gave rise to a local syncretic religion known as &#039;&#039;&#039;[[Luceism]]&#039;&#039;&#039;. Despite the disastrous fate of its star, Assunzione has managed to survive and thrive. This status has made many view the planet as the gateway to Light’s Edge, and the many mysterious phenomena that dwell within the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assunzione&#039;s remote location and urban planning which places a premium on available housing and space has made it unattractive to outsiders as a destination for immigration. Because of this, characters born on Assunzione will have names and appearances consistent with the peoples living on or around the Mediterranean Sea, much like the planet&#039;s original colonists. Only native Assunzioniis may take the Assunzionii accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The initial long-range colonisation efforts carried out by humanity that formed what would eventually become the Coalition of Colonies were often perilous and dangerous ventures relying upon early and typically slow warp engines to navigate across dozens of light years of empty space. Many of these expeditions — such as those travelling to Xanu Prime or Vysoka — were successful, while others - such as the ships that journeyed to Himeo — ran into issues. Some — like the colonial fleet that landed upon Moroz — became entirely stranded and lost, cut off from their homeworld and left to fend for themselves. The distant system of Al-Maqdisi, and the sole habitable planet within it, was one of the furthest systems colonized during this craze, yet it would be one of the strangest.&lt;br /&gt;
&lt;br /&gt;
In the early 2200s, before the Second Great Depression and the ensuing Interstellar War, colonization by the Sol Alliance was at its peak: the frontier was being pushed further into the unknown. In this colonial boom, the Sol Alliance sponsored a colonial initiative brought forward by the Mediterranean Economic Pact — a European Union initiative that brought together a diverse alliance of Mediterranean economic powers stretching from Iberia to Anatolia in order to launch seven vessels to the Al-Maqdisi System for purposes of setting up colonies... The resulting “Med-Sev” expedition would be one of the longest journeys undertaken in the 2200s and would be the first to reach what would later be referred to as Light’s Edge, setting down on the only habitable planet in the system in late 2243.&lt;br /&gt;
&lt;br /&gt;
While the initial colonial period of the planet that came to be known as Assunzione by the local settlers was fairly standard -- perhaps even boring -- the Med-Sev expedition was able to send some valuable resources back to Sol proper. The main value of the system, however, became the unusual phenomenon found within it. The Al-Maqdisi System was, during this period, home to a variety of light-related phenomena ranging from massive sunspots on the star’s surface thousands of kilometers wide to unusual prismatic patterns that occurred in Assunzione’s atmosphere, creating beautiful vistas above the self-contained domes of the seven initial colonies. The system’s star continued to provide a massive amount of data and bizarre, awe-inspiring phenomena until 2274.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Understandably, this caused a significant amount of panic. Fortunately for the colonists, the star had retained enough mass despite going dark. While the darkness meant life on the planet had become a daily fight for survival, it managed to remain in orbit of the dead star. With the Interstellar War already beginning to break out, the Sol Alliance crippled by debt, and the Mediterranean Economic Pact in economic freefall, there was no easy way off of the planet for the immediate future. There was, however, a very real chance that Assunzione would become a planet-sized tomb. Fortunately, the colonists of the Med-Sev fleet turned out to be tougher than initially imagined, and luckier than one would have originally anticipated. As a precaution against a lack of fuel and hazardous atmospheric phenomena, Assunzione’s seven colonial cities were all built within large, self-contained dome structures powered by the one source of fuel that was not freezing or disappearing: geothermal energy. Despite their advantages, their struggle for survival would not be an easy one.&lt;br /&gt;
&lt;br /&gt;
The months in the immediate aftermath of the star being snuffed out were marked by widespread panic, terror, and despair. The death of the system’s Star had an extremely negative impact upon the planet’s remaining population. Many residents of Assunzione turned to religion as a source of relief and succor or as a shield against the terrifying concept that was their entire planet freezing over and dying a slow death that could hardly be stopped. Even as the situation in the domed cities began to stabilize and it became clear to the population of the planet that they might just survive, a sense of desperation and hopelessness reigned supreme over the residents of the planet, and many found insufficient answers in both scientific explanations and in their traditional religions from across the Mediterranean. What would emerge from this tumultuous period was the quite unusual syncretic religion known as [[Luceism]], which established itself as a new faith inspired by various religious traditions of the original colonists. The religion, odd as it was, would eventually expand to the rest of Assunzione from its home in the domed city of Malaga and become known as one of the major hallmarks of Assunzione.&lt;br /&gt;
&lt;br /&gt;
By the early 2280s, Assunzione had managed to stabilize and now had to deal with another crisis. It had been written off as a lost cause by the Sol Alliance due to its position on the other side of the newly-formed Coalition of Colonies, on the boundary of Light’s Edge. As they had already passed through their greatest crisis and remained alive, by the grace of the fading light, the decision to formally split from the Alliance was an easy one to reach. The Med-Sev colonial mission formally declared its mission concluded as of 2282, due to &amp;quot;unforeseen consequences involving its environment&amp;quot;, and formed the Republic of Assunzione - a union of all seven domed cities under one government in the capital of Triesto. It joined the newly formed Coalition of Colonies in 2300, becoming the Coalition’s only member state in Light’s Edge. This would prove to be an unexpected advantage in the years to come, as Assunzione’s unusual stability and location have turned it into the primary point of entry for the wild, untamed, and extremely strange systems further inside Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione, in the present day, remains prosperous in spite of its strange religion and despite its harsh living environment. However many go abroad to the greater Coalition or even further beyond to the Republic of Biesel, with New Gibson being a particularly popular destination due to its similar terrain, for reasons as broad as the Coalition itself.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
The environment of Assunzione is extremely harsh and equally strange at the same time. The surface is deathly cold, and death from exposure without a proper suit can occur in mere minutes unless aid is rendered immediately. The surface is also constantly shrouded in darkness, making any efforts outside of the extremely well-lit domed cities extremely risky and often tedious ventures. Some scholars, particularly those visiting from the universities of the United Syndicates of Himeo, have noted that the settlements on Assunzione have a greater amount of lighting per square meter than any other place in the Coalition, due to both the lack of a traditional sun in the system and Luceism’s obsession with light and brightness.&lt;br /&gt;
&lt;br /&gt;
Thanks to a massive die-off of flora and fauna following the extinguishing of the planet’s star, what flora and fauna remain have come to be integrated with the domed cities of Assunzione. Nearly two centuries of evolution has led to what animals remain on Assunzione becoming quite small and compact in order to survive in the heavily-urbanized environments in which they now dwell. Similarly, the great freeze has caused the planet’s plant life to be reduced to living in hydroponics bays, museums, and green spaces found throughout the seven great domed cities. Some of the most common animals now found on Assunzione are the common domesticated house cat, originally brought by the colonists to Assunzione, and Rattus rattus, the black rat, which stowed away on the original colonising vessels . In the urban jungle, cats have managed to thrive - becoming the primary predator of the domes and common household pets. One curious exception to this rule of all life being killed after the star died, is the so-called luce vine, the only known plant to have survived the Star’s fate -- often simply referred to as the Dimming -- and remain outside the dome. The luce vine is typically found growing on the surface level of the ice that dominates the surface of Assunzione, and is bioluminescent in nature with its bulbs constantly producing a ghostly white light. This quality has led to many on Assunzione viewing it as a symbol of the Light’s will and a sign that their star will someday return to its former glory - no matter what. Due to their ability to glow in even the dimmest sources of light, luce vine bulbs are the primary source of illumination for warding spheres and greater warding spheres. The process of harvesting these bulbs is viewed as a holy task for followers of Luceism, and a great deal of importance is placed upon it.&lt;br /&gt;
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==Government and Economy==&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione is a representative republic made up of the planet’s seven great domed cities, all of which hold a seat on the Council of Seven, and is headed by the elected President of the Republic of Assunzione. On paper the Republic’s political system is free of the influence of Luceism, but in reality, politics and prayer often find themselves hand-in-hand in the Republic. Prospective politicians will often ask for blessings from priests before embarking on their election campaigns, and the holy blessing of the Light (or lack thereof) can often make or break one’s entire campaign. Politicians and officials from Assunzione’s religious minorities, dubbed by Assunzioni society as Sinluceians, will often find themselves running into significant difficulties due to this focus on Luceism, and rarely find major success. The President of the Republic has never been a Sinluceian.&lt;br /&gt;
&lt;br /&gt;
The economy of the Republic is intrinsically tied to Light’s Edge due to its position upon the very edge of the region. Its proximity to the rest of Light’s Edge allows it to not only serve as the primary economic hub of the surrounding frontier, but also makes it the  primary point of entry for scientific expeditions or missions (often megacorporation-funded ones) seeking to examine the phenomena of the area or chart unexplored territories beyond known space. In order to continue its status as the best place to launch an treks into Light’s Edge, the Republic’s economy is specialized into producing survey and sensor equipment ranging from a variety of sensor suites to exploratory and surveying vessels. Curiously, expeditions outfitted (and in some cases blessed for a price) by the denizens of Assunzione have a significantly higher survival rate than those that are not. Whether this is due to local expertise or something beyond that is unknown.&lt;br /&gt;
&lt;br /&gt;
==The Assunzionii Expeditionary Corps==&lt;br /&gt;
&lt;br /&gt;
Officially founded on the 200th anniversary of the planet’s calamity, the AEC are the result of a joint effort between Zeng-Hu Pharmaceutical’s Coalition Branch and the Council of Seven; created to explore Light’s Edge and the [[Lemurian Sea]]. Thus, since their original formation the AEC has spearheaded scientific exploration into the region. Though well publicized in their efforts - their departures are broadcast throughout Assunzione and beyond, only a scarce few of their more substantial discoveries ever reach the public eye, the rest perpetually concealed behind layers of bureaucratic red tape and corporate NDAs.&lt;br /&gt;
Despite this, the AEC are romanticized among Assunzionii as heroes and daredevils for braving the seemingly endless Lemurian Sea. This, as well as the mysterious drop in fatalities experienced on ventures involving the planet&#039;s denizens - has brought the group closer to the Luceian church throughout the years, though Zeng-Hu was initially reluctant to rely on the church. The image of an AEC Scout — adorned by a cloak inscribed in gold with Luceian scripture — has become a cultural staple within Assunzionii, appearing everywhere from shrines to popular media.&lt;br /&gt;
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===Controversy===&lt;br /&gt;
&lt;br /&gt;
The AEC’s acclaim within Assunzione is not without critiques. The most prominent is a 2464 journalistic exposé by the XNS aimed at breaching the unspoken layer of secrecy shrouding them. “The Lemurian Papers,” as they are known, allege poor working conditions, predatory NDAs, and contain harrowing first-hand accounts of the effect prolonged Light’s Edge exposure may have on body and mind. The papers claim antidepressant and antipsychotic usage in the AEC is higher in average when compared to the overall Assunzionii population, and life expectancy is significantly lower. However, exact statistics on the group’s fatality rates are unknown to the public. And yet, the romantic image of the AEC continues to attract new recruits — not all of whom return.&lt;br /&gt;
&lt;br /&gt;
===Exposure to Light’s Edge===&lt;br /&gt;
&lt;br /&gt;
“Light’s Edge Syndrome” is a catch-all term for the mental health issues associated with prolonged exposure to the region. It includes symptoms of paranoia, hallucinations, and rarely prolonged episodes of total dissociation. Rarely, sufferers will display violent tendencies ranging from self-harm to animal cruelty. Somatic symptoms are common in sufferers, with many suffering from a severe focus on physical ailments such as shortness of breath, vision loss, or muscle pains. Informally known as “afflicted” or “darkened” by Assunzionii, the syndrome is unrecognized by Zeng-Hu. Sufferers of the syndrome are often stock villain characters in Coalition media, leading to further stigma against those suffering from it.&lt;br /&gt;
&lt;br /&gt;
===Missing Flagships===&lt;br /&gt;
&lt;br /&gt;
Many strange, impossible to confirm tales surround the AEC&#039;s efforts. These stories range wildly - from macabre visual anomalies and gargantuan, ancient ship graveyards filled with ships made by no known species; to pulpier, less credible stories - blood-starved gestalts whose pale-green hue draws in the curious or desperate; strange figures in the eternal midnight - clad in voidsuits from every-which origin, striding the the starless void as though walking through even ground.&lt;br /&gt;
&lt;br /&gt;
There are those, a scarce few - that prove frustratingly difficult to explain, let alone disregard. Most notably, the AEC&#039;s missing flagships. The group is presently in possession of fourteen vessels - exploratory and defensive alike, two ascribed to each of Assunzione&#039;s seven cities - &#039;&#039;&#039;Lemure V&#039;&#039;&#039;, the largest among them, serving as the fleet&#039;s current flagship after the well-publicized loss or destruction of its progenitors - &#039;&#039;&#039;Lemure I to IV&#039;&#039;&#039;.&lt;br /&gt;
It is well and widely known to the Assunzionii public that the four earlier Dullahan model ships were each destroyed or lost after years of service each; yet no design specifications, crew manifests nor verified images of them has thus far resurfaced, despite the efforts of countless invested on the topic. The only proof of their existence being the memory of those alive at the time, as well as the joint announcements released by Zeng-Hu Pharmaceuticals and the Assunzionii Government following the event, mourning crew and ship alike.&lt;br /&gt;
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==Culture and Demographics==&lt;br /&gt;
[[Image:Luceism.png||thumb|The common symbol of Luceism, the majority religion on Assunzione.]]&lt;br /&gt;
Assunzionii society is an odd, often insular one, thanks to the collective societal trauma experienced when the Star itself was extinguished. The nature of this catastrophe and the confinement of those on the planet to the seven domed cities have lent themselves to a very space-conscious and urbanized society, but underground habitation is very uncommon due to a common Assunzionii trait: a societal aversion, or fear, towards darkness and a preference for exceedingly well-lit spaces. This dislike of underground dwellings - and the dim conditions often intrinsic to them - has led to the planet’s domed cities consistently choosing the longer, more expensive route of building new interconnected domes spreading from a central “bulb,” dome rather than simply digging downwards. The lights of Assunzione’s great domed cities, surrounded by the utter darkness of the planet itself, often create a spectacular sight when seen from orbit.&lt;br /&gt;
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The Assunzionii love of brightness is especially accented in its areas of worship, ranging from grand cathedrals to small-scale chapels. Many visitors to the planet’s holy sites find themselves wearing protective eyewear to shield their eyes - which are often used to the dim conditions of space travel - against the overwhelming brightness of the interiors. It is said that inside a cathedral on Assunzione one can stand in the middle of a room and cast no shadow at all. Outside of holy sites, the great domed cities are generally lit in fashions that  make those holy beacons of places stand out more, and the ghostly lights of many of Assunzione’s domes often provide a spectacular contrast against the inky blackness that dwells outside. Celebrations on the planet - from religious ceremonies to holidays to birthdays - are similarly centered around brightness and light, with the goal of banishing darkness - if only for the special occasion itself. The most important of all holidays on the planet is the Assumption of the Fading Lights - a celebration on the eleventh of March (of the standard Earth calendar) every year that is viewed by Assunzionii as a tribute to their long-extinguished Star, and their enduring hope that it will someday return to life.&lt;br /&gt;
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Because of its Mediterranean heritage, Tradeband is the language primarily spoken on Assunzione and is the liturgical language of Luceism. Freespeak has been taught in schools since Assunzione’s formal joining of the Coalition of Colonies, however, to greater integrate with the Coalition.&lt;br /&gt;
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Luceism is a cornerstone both of society and culture on the planet, and more can be read about it &#039;&#039;&#039;[[Luceism|here]]&#039;&#039;&#039;.&lt;br /&gt;
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===Assunzionii Architecture===&lt;br /&gt;
The evolution of Assunzione’s post-calamity architectural movements is unique among the Spur Subsequent decades have seen multiple urban regeneration projects - each designed to further cement the faith as an integral part of Assunzionii culture - to capitalize on the uptick in tourism the planet has begun to experience since the demise of its star.&lt;br /&gt;
The result is a densely packed urban sprawl — soaring vertical proportions used to circumvent the inherently limited space offered by the domes — where the practical, unadorned structures of typical Assunzionii residents exist alongside grandiose holy sites with intricately carved stone facades reminiscent of Earth’s cathedrals. Purple and gold accents feature prominently and lamps shaped like Luce bulbs bathe the streets in light.&lt;br /&gt;
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=== Synthetics on Assunzione ===&lt;br /&gt;
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&lt;br /&gt;
As a major regional port within the Coalition and the gateway to the mysterious Light’s Edge sector. Assunzione is home to a small but notable population of synthetics, a minority are manufactured locally whilst the majority of them are bought in from Konyang by corporations operating in Assunzione. The isolated nature and lack of space on the planet however make immigration by synthetics similarly unattractive as it does the immigration of non-synthetics, and the free IPC population of the planet is small compared to other planets of a similar size and development within the Coalition.&lt;br /&gt;
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&lt;br /&gt;
Positronics manufactured on Assunzione are rare but make up most of the free synthetics on the planet due to the minuscule immigration rate to Assunzione. A majority of frames built on the planet are Bishop and Mobility frames, as the planet is the location of the Coalition HQ of Zeng-Hu Pharmaceuticals, who are also the biggest owner of synthetics on the planet. &lt;br /&gt;
&lt;br /&gt;
A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and outfitted with datapacks minutely detailing the native faith of Luceism, to fit in better with the highly religious population - displaying both a knowledge of the faith and the ability to follow its tenets. Synthetics are most often programmed with an understanding of the Luceian branch most popular where they will be sent to work.&lt;br /&gt;
Free synthetics can be found in all manner of roles on Assunzione, from expedition crews to menial workers and high ranking corporate positions, and similarly reside in the great domed cities that the human population occupy. All manner of frames are used by free synthetics across the planet, though the locally produced Bishop and Mobility frames are the most common.&lt;br /&gt;
Owned positronics meanwhile vary greatly across the seven cities of Assunzione, depending on the corporate presence there. The majority of positronics manufactured on Assunzione itself find themselves employed in Triesto, where the Headquarters of Zeng-Hu is located, serving as researchers, medical or service staff for the corporation. Another common role is as Bridge Crew and other staff for the many Zeng-Hu expeditions launched into the Light’s Edge region, the risks of exploring Light’s Edge make IPC crewmembers inherently useful as they are considered more expendable than human crew. Nanotrasen also employs synthetics in Triesto for their phoron-finding expeditions into the Light’s Edge for similar reasons. Markarsa also serves as another major hub for owned synthetics produced on the planet, as the research hub of the planet and home to a substantial Zeng-Hu research facility, many positronics serve as scientists or support staff here.&lt;br /&gt;
&lt;br /&gt;
Whilst Triesto and Markarsa serve as hubs for Assunzione produced positronics, both NT and Zeng-Hu utilize synthetics bought from off-world in their operations here too. However, in other cities off-world produced synthetics make up a far larger section of the overall synthetic population with most coming from the nearby production centre of Konyang. Iraklio’s status as the primary shipyard of Assunzione and recent investments by Hephaestus Industries have brought large amounts of industrial frames to the planet to serve as labour for the budding shipbuilding industry and Hephaestus facilities. Meanwhile Said, being the port of call for many unaffiliated vessels travelling to the planet leads to it playing host to all manner of synthetics from off-world, primarily working as part of these independent crews but also within the city, a few members of the Golden Deep also have operations in the city, using it as their base for conducting business in the region.&lt;br /&gt;
&lt;br /&gt;
The opinions on synthetics held by the human residents of Assunzione primarily stem from their interpretation of Luceist teachings, whilst Luceism itself espouses a neutral view towards synthetic life, personal interpretations vary between followers, and can be broadly classified into two primary views. The more pro-synthetic side of Luceism, albeit not necessarily advocating for synthetic freedom, still has a more positive outlook of synthetics for their efficiency, work ethic and other factors, especially those produced and blessed locally who adhere to Luceism, seeing them as properly integrated into the planet&#039;s population and support them being used on the planet.&lt;br /&gt;
&lt;br /&gt;
The more anti-synthetic side of the faith believe that synthetics are a drain on Assunzione as a whole, and antithetical to the teachings of Luceism. This is primarily due to their inherently inorganic nature and the belief that synthetics drain away electricity that could instead have been used to produce light. They would rather see positronics not present on the planet at all. This divide exists within both the Pyramidicalist and Astructuralist branches of the faith, though is far more pronounced in the former.Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Population and Major Cities==&lt;br /&gt;
&lt;br /&gt;
Assunzione is not a very diverse planet compared to others in the frontier. Its population of roughly five-hundred million permanent residents is overwhelmingly human, with a small population of offworld humans and some positronic frames. Offworld humans from Assunzione itself are extremely rare, and most are generally drifters visiting the planet rather than permanent residents or - more rarely - immigrants. Positronics built on the planet are rare, with most originating off-world on planets such as Xanu Prime or Himeo. Travel between the cities of Assunzione is primarily conducted via aboveground magnetic rail lines inside protected (though transparent, to avoid darkness seeping in) tubes. The overwhelming majority of planetary residents reside within the seven great domed cities of Assunzione listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triesto&#039;&#039;&#039; is the capital of the Republic and the largest settlement on Assunzione, with a population of roughly one-hundred million people residing in a massive array of domes. Often referred to as the “Beacon of Light’s Edge” by its residents, the domed city is the single largest port in the entire interstellar south-east of the Orion Spur. Travellers from across the known space can be found beneath the domes of Triesto as they await their chance to brave Light’s Edge. Being a major regional port, and manufacturing hub of some of the most-capable deep-space survey sensors in the Orion Spur, Triesto has become the Nanotrasen Corporation’s primary location for launching phoron-finding missions into Light’s Edge. The city is additionally home to the headquarters of Zeng-Hu Pharmaceutical&#039;s Coalition Branch, with the majority of the keiretsu&#039;s exploratory missions launching from the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malaga&#039;&#039;&#039; is the birthplace of Luceism and is arguably the cultural center of the Republic. With a population of eighty million permanent residents, the grand domes of Malaga are dominated by the centrally-located Grand Cathedral of Our Holy Light - the heart of Luceism. Malaga’s architecture is regarded by many Assumzionii as majestic: a skyline of ornate domes interconnected by a web of bridges; all set against the planet’s eternal midnight.&lt;br /&gt;
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&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, is the planet’s breadbasket city. Beneath the lights of its domes grows a wide variety of plants and animals that feed the Republic, and help give it a higher standard of living than other locations in the far frontier. Some of its cuisine has found its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
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&#039;&#039;&#039;Iraklio&#039;&#039;&#039;, with its population of sixty million souls, stands nearby Triesto and Malaga along the equator of Assunzione. Prior to the Dimming becoming sealed, it served as a major blue-water port on the planet due to its deep natural harbor. Following the Dimming, it has been repurposed into the planet’s primary shipyard and has recently seen investment from Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Makarska&#039;&#039;&#039;, with fifty million that call it their home, is the primary research hub of the planet (and, by extension, Light’s Edge). Zeng-Hu Pharmaceuticals operates a significant research facility in this domed city, and many of the sensor suites that are eventually used across Light’s Edge were originally developed under these domes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guelma&#039;&#039;&#039;, home to forty million, is another major site for the Luceian faith: the great domes of the city are located at the geographical north of the planet, upon its pole. Due to this positioning it is considered by the faith to be the “nearest city to the Star” and has had a very unique permission given to it. It is the only location in the Orion Spur where Luceism’s holy warding spheres (both normal and greater) are produced, and many followers journey to Guelma to receive one before traveling abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, has the boring distinction of being Assunzione’s breadbasket domed city. Beneath the lights of its domes grow a stunning variety of plants and animals that feed the Republic, and help give it a higher standard of living than many other locations in the far frontier. Dalyan exports a sizable amount of food to the larger Coalition and some of its cuisine can find its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Said&#039;&#039;&#039;, with thirty-five million residents living in it, is the secondary port of the planet. While it is not nearly as well-trafficked as Triesto, the smaller nature of Said’s port and cheaper costs of docking permits has made it attractive to many independent vessels not affiliated with a megacorporation. It remains to be seen whether or not Said will be able to use its port to become more prevalent in the future.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38685</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38685"/>
		<updated>2026-03-03T19:59:33Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, usual from the [[Assunzione#The_Assunzionii_Expeditionary_Corps|Assunzionii Expeditionary Corps]] and often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]]&lt;br /&gt;
===Religion===&lt;br /&gt;
To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38684</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38684"/>
		<updated>2026-03-03T19:59:21Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, usual from the [[Assunzione#The_Assunzionii_Expeditionary_Corps|Assunzionii Expeditionary Corps]] often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]]&lt;br /&gt;
===Religion===&lt;br /&gt;
To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38683</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38683"/>
		<updated>2026-03-03T19:58:50Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, usual from the [[Assunzione#The_Assunzionii_Expeditionary_Corps|The Assunzionii Expeditionary Corps]] often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]]&lt;br /&gt;
===Religion===&lt;br /&gt;
To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38682</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38682"/>
		<updated>2026-03-03T19:57:44Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Unknown Aliens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]]&lt;br /&gt;
===Religion===&lt;br /&gt;
To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Orion_Spur&amp;diff=38681</id>
		<title>The Orion Spur</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Orion_Spur&amp;diff=38681"/>
		<updated>2026-03-03T13:51:47Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Light’s Edge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
==Orion Spur==&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orionspurindicator.png|thumb|left|An indicator for where the Orion Spur is in the Milky Way.]]&lt;br /&gt;
=Overview=&lt;br /&gt;
This is a page for the regional descriptors and &#039;&#039;&#039;starmap&#039;&#039;&#039; of the Orion Spur, the setting of the Aurora server&#039;s universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Orion Spur#The Starmap|At the very bottom of this page is a fully interactive map of the region that will be updated as time goes on. To access it, hit expand on the right of its collapsible box.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Orion Spur is the center of all things familiar in the galaxy, yet is largely unexplored by even the most noteworthy Skrell and Human expeditions. It represents a tiny portion of a much larger galaxy that is indicative of a thriving and lush interstellar community. At least, the hope is that whatever lay beyond could be considered such.&lt;br /&gt;
&lt;br /&gt;
The Orion Spur is traditionally charted in a horizontal two-dimensional fashion imposed over the Milky Way. This is due to the fact that the density of noteworthy locations is rather thin and spread out evenly across its internal regions. This is not to say the galaxy is not three dimensional - however for your ease of comprehension, it will not be treated as such.&lt;br /&gt;
&lt;br /&gt;
To the Galactic North of the Orion Spur (closer toward the galactic center in this definition) is the Sagittarius Arm, and to the Galactic South (further from the galactic center) would be the Perseus Arm.&lt;br /&gt;
&lt;br /&gt;
Details as to the background of the Orion Spur can be found [[Background summary|here.]] This region of space (or perhaps all of space if this is any indicator) is particularly anomalous, and some of its anomalies can be detailed on the [[Deep Space]] page.&lt;br /&gt;
&lt;br /&gt;
Details on the regions of, and factions within the Orion Spur can be found below.&lt;br /&gt;
&lt;br /&gt;
=Regions=&lt;br /&gt;
==[[Sol Alliance|Solarian Alliance]]==&lt;br /&gt;
The Alliance of Sovereign Solarian Nations is the single largest political entity in known space. Nearly half of Humanity can trace their home to here.&lt;br /&gt;
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===Jewel Worlds===&lt;br /&gt;
&lt;br /&gt;
Centered in the heart of the Sol Alliance and safe from any common galactic dangers, the Jewel Worlds are the historical home of humanity and stand as the most developed and populous region in the entire Orion Spur. Though humanity has since split into a multitude of nations many still view the Jewel Worlds – particularly the Sol System – with a hint of reverence due to the storied history of this region.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Jewel Worlds include the entirety of the Sol System, the [[Eridani Federation|Epsilon Eridani]] system, [[New Hai Phong]], and [[Silversun]]. &lt;br /&gt;
&lt;br /&gt;
Two bluespace gates – massive structures which rely on phoron to provide faster than light travel – exist within the Jewel Worlds. The first, from Epsilon Eridani to Qerrbalak, is still functional if mostly used for government vessels due to the high price of phoron. The second, from the Sol System to [[Konyang]], currently sits inactive and partially dismantled due to Konyang’s formal secession from the Alliance in 2462.&lt;br /&gt;
&lt;br /&gt;
===Alliance Neutral Zone===&lt;br /&gt;
&lt;br /&gt;
A massive region of neutral space established over two hundred years ago during the time after the Interstellar War, the “ANZ” is a testament to the Coalition’s fear. Both the Alliance and Coalition have long since built their borders around this demilitarized zone, taking great care to not officially overstep their boundaries and create hostilities. However, it is very clear the Alliance itself has long cared little for this zone, regularly “accidentally” pushing survey fleets into its boundaries. The ANZ entirely encompasses the Weeping Stars region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of the [[KING OF THE WORLD]] arc&#039;s finale in late 2462, the ANZ no longer exists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Northern Reaches===&lt;br /&gt;
&lt;br /&gt;
Prior to 2462 the Northern Reaches — named so due to their status as the furthest point of Solarian control in the galactic north — were an area of immense post-Interstellar War investment by both the Solarian Alliance and the various megacorporations which had come to pull the strings of its economic system from behind the scenes. This investment allowed for the region to be heavily developed over the 2300s and 2400s, though large amounts of funds disappeared due to increasingly large amounts of government corruption, and resulted in it being the most prosperous sections of the Alliance outside of its Inner Ring.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian Collapse of 2462 the Northern Reaches have been divided between the Coalition, Biesel, and the post-Solarian statelets of the Northern Wildlands, which has caused it to be wracked by instability. As of 2465 the regionhas become the site of the largest conflict in the Spur since the Interstellar War: the War in the Northern Wildlands, or Solarian Civil War. This War has seen the Wildlands ripped apart by violence and looting, with many concerned the conflict will spill over into neighboring states.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Northern Reaches include [[San Colette]], [[Human Wildlands#The Solarian Restoration Front|Lycoris]], and [[Konyang]].&lt;br /&gt;
&lt;br /&gt;
===Southern Reaches===&lt;br /&gt;
&lt;br /&gt;
While it never had the development of its counterpart to the galactic north, the Southern Reaches were considered a critical part of the Alliance prior to the Solarian Collapse and great efforts — featuring the corruption typically associated with the post-Interstellar War Alliance — were made to ensure it remained secure and safe as this region was the southernmost section of the Alliance. These defensive efforts would greatly benefit the Alliance in 2462 when, despite losing nominal control over the area, two Sol-aligned statelets — the Solarian Provisional Government and Southern Solarian Military District — emerged from the aftermath of the Collapse, securing most of the region for the Alliance de facto if not de jure.&lt;br /&gt;
&lt;br /&gt;
But the furthest reaches of this area were not so lucky. Lacking significant infrastructure and ineffective local military forces, the southernmost region of the Southern Reaches found themselves under the control of the Biesel-funded Southern Fleet Administration, a bandit group which destroyed much of the region through rampant looting and has caused it to be known as the Pustkowie, or Wasteland, by pro-Solarian forces in the region. Even though the Pustkowie is nominally claimed by the Alliance most doubt it will make any serious effort to claim this now mostly depopulated and decivilized region.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Southern Reaches include [[Visegrad]] and [[Human Wildlands#The Solarian Provisional Government|Sankt Frederick]]. The Pustkowie, its south, is home to no major population centers.&lt;br /&gt;
&lt;br /&gt;
==[[Coalition of Colonies]]==&lt;br /&gt;
The Coalition of Colonies is the largest Human entity in known space, regarded highly in the Frontier as a bastion of hope against the burgeoning Solarian Alliance. Over 85 billion people reside across the entire Coalition, with all relatively evenly spread out.&lt;br /&gt;
&lt;br /&gt;
===Liberty’s Cradle===&lt;br /&gt;
&lt;br /&gt;
The beating heart of the modern Coalition of Colonies, Liberty’s Cradle is  home to many of the Coalition’s most developed and influential worlds. In contrast to the Solarian stereotype of the frontier as a decivilized wasteland populated by roving bands of pirates and petty warlords, Liberty’s Cradle is a prosperous and safe region which has a higher standard of living than much of the former Middle and Outer Ring possessed prior to the Solarian Collapse of 2462. Post-Collapse the area has continued to prosper and, now that it dwells far behind the Coalition-controlled Weeping Stars, is more secure than it has ever been before.&lt;br /&gt;
&lt;br /&gt;
This region, prior to the Interstellar War, was divided between the Inner and Central Solarian Frontier. During the Interstellar War both regions were the site of intense fighting between the Alliance and Coalition, which ultimately secured total control over the area through the Treaty of Xansan. In the 25th century the distinction between these two frontiers has disappeared and the entire region is simply referred to as Liberty’s Cradle in honor of the sacrifices made by the Coalition during the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
Major worlds in Liberty’s Cradle include [[Xanu Prime|Xanu]], [[Himeo]], and [[Vysoka]]. [[Orepit]] can additionally be found within its borders.&lt;br /&gt;
&lt;br /&gt;
===Weeping Stars===&lt;br /&gt;
&lt;br /&gt;
The region most devastated by the Interstellar War, the majority of the Weeping Stars has yet to recover from the damage it suffered during the War and much of it remains underdeveloped and sparsely inhabited. During the hegemonic era of the Solarian Alliance, when the Alliance stretched from Sol to the edge of known space, this region was known as the Inner Solarian Frontier and was intended to serve as a highly-developed region for humanity to thrive in. Massive amounts of funds were used to build an infrastructure which was still incomplete when war broke out in 2277, and the shattered ruins of long-lost Solarian hegemonic era structures and projects are present throughout the region.&lt;br /&gt;
&lt;br /&gt;
The Weeping Stars served as the Alliance Neutral Zone until 2462, when the Solarian Collapse saw the region fall out of Solarian control.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Weeping Stars include [[Gadpathur]] and [[Burzsia]].&lt;br /&gt;
&lt;br /&gt;
===Light’s Edge===&lt;br /&gt;
[[File:Light&#039;s Edge.png.png|thumb|Light&#039;s Edge - Waiting to be Explored.]]&lt;br /&gt;
An unusual region which is sparsely populated even in the 25th century, Light’s Edge was the furthest extent of the Alliance’s hegemonic era exploration efforts in the southeastern Spur. Few attempts were made to colonize it prior to the Interstellar War and even fewer of these attempts were successful, with Assunzione being the most successful of all hegemonic era colonies in the region. Light’s Edge derives its name from its position next to Lemurian Sea, a vast and mostly uncharted region which is entirely devoid of stars. Both Light’s Edge and the Lemurian Sea are home to a variety of unusual stellar phenomena which have attracted widespread scientific interest.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea is an astrological curiosity which is entirely free of stars. This region is a relatively new discovery and classification, having only been officially broken off of Light’s Edge by most astrographical institutions following the rediscovery of Assunzione and limited exploration beyond its position on the border of what would become the Lemurian Sea. Most astrological charts advise avoiding the region as travelers are known to report a feeling of general uneasiness while passing through it and many vessels are known to have disappeared within the Sea. &lt;br /&gt;
&lt;br /&gt;
Major worlds in Light’s Edge include Zaurghis and [[Assunzione]], which sits on the very edge of the Lemurian Sea. No known settlements exist within the [[Lemurian Sea]].&lt;br /&gt;
&lt;br /&gt;
==Human Frontier and Colonial Space==&lt;br /&gt;
The Human Frontier consists of any amount of open space that is charted but is left without any major galactic sovereignty. This is seen as lawless, wild space to some while untold billions call it home. Colonial territories such as Elyra or Dominia are the few bastions of solid civilization in this chaotic place.&lt;br /&gt;
&lt;br /&gt;
===The Clash===&lt;br /&gt;
The Clash is the farthest point of the Human Frontier and the closest settlement of Human territories to Nralakk Federation space, with some independent factions practically floating on the border of it.&lt;br /&gt;
&lt;br /&gt;
===Arusha===&lt;br /&gt;
Arusha is a truly alien sector within the Orion Spur, known for its great many barely-habitable planets populated by xenoflora that is like nothing ever seen elsewhere in charted space. Presumably anomalous in nature or spread by a now long-gone civilization, these Arushan plant species are widely famous for their odd appearance, high luminescence and very specific compatible habitats. The products of harvesting Arushan plants are seen as delicacies across charted space.&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
The Badlands are home to some of the Orion Spur’s most savage flora and fauna, a phenomenon that attracts only the wildest and wisest of the system’s inhabitants - xenobiologists, weapon scientists, there’s even a market for mercenaries, in the hunting of the particularly large and lethal creatures. Of course, there are also those looking to make a life for themselves, but natives aren’t known to treat settlements kindly.&lt;br /&gt;
[[File:Perispolis2.png|Persepolis, capital of Elyra and a major political player in the Badlands.|thumb]]&lt;br /&gt;
The majority of the [[Tajara|People&#039;s Republic of Adhomai]] and the [[Republic of Elyra]]’s space finds itselves positioned in the Badlands. As well, the entire [[Unathi|Izweski Hegemony]] and a small portion of the [[Empire of Dominia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Badlands are accessible by a set of bluespace gates leading to and from Tau Ceti and Persepolis/New Ankara.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Valley Hale===&lt;br /&gt;
Nestled in the narrow Frontier space between the [[Republic of Elyra]] and the former borders of the Solarian Alliance is Valley Hale, a large region filled with a large amount of old, dying stars and impassable nebulae. Due to close proximity to patrols on either end of this space, it isn’t frequented much by criminal elements and is one of the safer parts of the known Frontier. After 2462, the Republic of Elyra has occupied the majority of Valley Hale, now bordering the [[Republic of Biesel]].&lt;br /&gt;
 &lt;br /&gt;
===Sparring Sea===&lt;br /&gt;
A large region of heavily contested space, mostly avoided, barring those with lofty goals or sinister dealings. It is populated by all sorts of outcasts and outlaws, but notably Unathi pirates and exiles, Dominian edict breakers and even the scarce eccentric band of Skrell are all known to seek refuge here. Though piracy is common, plenty of stubborn colonies of all backgrounds make stakes here.&lt;br /&gt;
&lt;br /&gt;
===Crescent Expanse===&lt;br /&gt;
A large, mostly uncontrolled area, the Crescent Expanse represents the furthest stretches of human colonization and stretches to the border of the Nralakk Federation. This area was in the process of development by the Solarian Alliance prior to the Interstellar War and half-complete relics of the Alliance&#039;s hegemonic era can be found scattered across its planets and floating in long-abandoned systems. The Coalition of Colonies, Nralakk Federation, and Solarian Alliance are currently attempting to expand their influence into this region with varying degrees of success.&lt;br /&gt;
&lt;br /&gt;
==[[Skrell|Nralakk Federation]]==&lt;br /&gt;
The Nralakk Federation is an authoritarian, centralized union of star systems. Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education, travel, technology and research, while its laws and planned economy organised by the Grand Council further allow the Federation to control the direction of the nation. Social media is maintained by the Federation government, which gags unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living. &lt;br /&gt;
&lt;br /&gt;
===The Homeworld===&lt;br /&gt;
&lt;br /&gt;
The geographical and strategic centre of the Nralakk Federation, the Homeworld region encompasses the entirety of the Nralakk system, the origin point for the Skrell species. The region is considered the &amp;quot;jewel&amp;quot; of the Federation, being both the most affluent and most influential system of the nation, as well as housing almost a quarter of the Orion Spur&#039;s total Skrell. It has a single Bluespace gate, connecting the system to Humanity&#039;s [[Eridani_Federation|Episilon Eridani]]. &lt;br /&gt;
&lt;br /&gt;
[[Qerrbalak]], [[Qerr&#039;Malic]], and [[Aliose]] are noteworthy planets within the Homeworld region.&lt;br /&gt;
&lt;br /&gt;
===Inner Systems===&lt;br /&gt;
&lt;br /&gt;
The Inner Systems are parts of the Nralakk Federation that were the first to be colonised by Skrell, and have had centuries, if not thousands of years of development. This region sees a high quality of life and technological standing on par with the Homeworld, which gradually begins to decline as one reaches the border with the Traverse. Older colonies have become specialised in one way or another, while the &amp;quot;newer&amp;quot; colonies focus almost purely on manufacturing as they transition from resource extraction to refining and production. The Inner Systems are divided between the [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|&#039;&#039;&#039;First Waves&#039;&#039;&#039;]], colonies that were established early in the age of Skrell colonisation, and the [[Notable_Skrell_Systems_and_Locations#The_Contingent_Systems:_The_Second_Waves|&#039;&#039;&#039;Second Waves&#039;&#039;&#039;]], which were established much later to further support Qerrbalak and its colonies.&lt;br /&gt;
&lt;br /&gt;
[[Aweiji]] is located in the Inner Systems.&lt;br /&gt;
&lt;br /&gt;
===The Traverse===&lt;br /&gt;
The Traverse is the frontier of Federation society. Research and mining outposts, newly-established colonies, and manufacturing facilities can be found dotted throughout this large-spanning section of Federation space. While the quality of life and purpose of settlements in the Traverse vary drastically, they will all follow similar trends based on which [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|district]] they are in. The Traverse is also home to independence movements, resistance cells, and other [[Federation_Crime_and_Resistance|criminal]] organisations that operate in Federation space. &lt;br /&gt;
&lt;br /&gt;
[[Tattuqig]] and [[Xrim]] are located in the Traverse. &lt;br /&gt;
&lt;br /&gt;
====Pluat Ven’qop - The Pluat Cooperative====&lt;br /&gt;
&lt;br /&gt;
The “crown” of the Traverse, the Pluat Ven’qop (or the Pluat Cooperative) is host to much of the Traverse’s industrial facilities. Besides Pluat itself, several other planets and megafactory stations take in raw resources imported in from other areas in the Traverse or the Spur at large for manufacturing civilian and military goods for the Federation. Though, the majority of the goods produced here are necessities rather than luxury items.&lt;br /&gt;
&lt;br /&gt;
The standard of living is comparable to living within the Contingent Systems, thanks to the importance and support the Federation places on the district. Qukala Patrols are a common sight here and piracy rates are extremely low. Technologically speaking, citizens enjoy advanced industrial designs and slightly outdated, but enjoyable luxury devices.&lt;br /&gt;
&lt;br /&gt;
====Qukala-Median Treqki - The Median====&lt;br /&gt;
Also known as the Median Naval District, it was created shortly after first contact with the Solarian Alliance, this district was to serve as a firm wall between human and skrell territory. The Qukala established several military bases and patrol outposts in the region to handle potential piracy, be it Humans preying on Skrell or vice versa. The region was largely unoccupied prior to the Qukala’s establishment in the area, outside of a few mining and agricultural colonies. Thanks to warm relations with the Alliance, the Qukala never had to make much use of their power here, until the Solarian Warlord States arrived in force. Recently, occasional skirmishes have broken out in the Median as opportunistic raiders swelled in numbers in the wake of the collapse of Solarian authority.&lt;br /&gt;
&lt;br /&gt;
Skrell from the Median are few and far between, especially those that decided to venture out in the Spur. Most of the population are farmers, miners, Qukala, and those that make up the services to support them. The planets in the district were developed enough for the Qukala to purchase local food rather than importing it from the inner worlds, but little more support than that has been received from the Federation.&lt;br /&gt;
&lt;br /&gt;
====Q&#039;elpi - The Q’elpi Basin====&lt;br /&gt;
The Skrell residing in the “Basin” of the Traverse do not often feel the touch of Nralakk’s hand in their affairs, for better or worse. The region is largely decentralized with administrations being planetary in nature rather than covering large swathes of space. The Basin is home to barely habitable planets and plenty of asteroid fields. Outside of initial construction and colonization efforts, the Federation has provided nearly no extra support to the Basin. Most colonies and habitats get by via trading minerals and valuable gasses for food and domestic goods.&lt;br /&gt;
&lt;br /&gt;
During the [[The_Phoron_Scarcity:_Skrell_Arc|phoron crisis]], it was revealed that around a dozen systems in the Q&#039;elpi region were secretly collaborating with the Ti&#039;Rakqi, the largest group of Marauders in Federation space. When the Qukala and local Nlomkala attempted a mass arrest of the civilian Government for their part in the collaboration, the systems quickly broke into open defiance of the Federation Government. The &#039;&#039;&#039;&amp;quot;Marauder Systems&amp;quot;&#039;&#039;&#039;, as they came to be known, are currently under martial law as slow progress is being made to pacify them. The Federation has publicly stated its intention to return the systems back to a civilian Government once the collaborators have been detained and &amp;quot;dissident activity&amp;quot; has ceased.&lt;br /&gt;
&lt;br /&gt;
====Zeiqi-Trqn - The Deadspace Spine ====&lt;br /&gt;
The portion of the Traverse situated towards galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. The region was one of the first colonization targets of pre-Glorsh skrell. The colonies and installations here are very old, very occupied, and very lawless.&lt;br /&gt;
&lt;br /&gt;
Due to the Tri-Qyu incident, much of the skrellian infrastructure in place to keep their interstellar empire intact was rendered inoperable, setting the species back with resounding force. Due to the distance, the Zeiqi-Trqn was one of the final areas of pre-Glorsh space to be “reclaimed” by the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
This reclamation took quite some time though, and during the decades prior, the skrell in the Zeiqi-Trqn recovered their ability to traverse the stars earlier than most due to their distance from the Tri-Qyu system. They lacked sufficient industrial power to produce the fuel and other necessities required to return to the core worlds, and instead opted to engage in communal trade to keep the region breathing until they could be found. &lt;br /&gt;
&lt;br /&gt;
A few decades before rediscovery, a plague swept through the Zeiqi-Trqn. Its origins are unknown and widely speculated about, popular theories being that it was a Glorsh-Omega bio-weapon or some unknown bacteria from Deadspace. Regardless, the “Black-Blood” caused the blood of a victim to cease transmission of oxygen to the cells, eventual corruption of DNA and caused the body to use carbon instead of mercury in its blood, causing its infamous black color. The plague wiped out a few of the fledgling colonies completely and severely damaged the populace of the remaining planets and stations. Authority collapsed and the region descended into anarchy. &lt;br /&gt;
&lt;br /&gt;
Desperate skrell turned towards piracy and exploitation to stay alive. Colonies were raided and burned, rival pirate fleets fought for any scraps of fuel or food, and countless others died from the indiscriminate conflict. When the Federation arrived, little was left to save. The Grand Council condemned the area as a “lost cause” and enacted measures to destroy colonies, ships, and stations suspected to contain traces of the Black-Blood. To this day, there is no cure to the disease, only early treatment can prevent cases from becoming terminal. Any skrell suspected of visiting the region is subject to screening to avoid spreading it to the Federation core. &lt;br /&gt;
&lt;br /&gt;
Inside the Zeiqi-Trqn itself, skrell who refuse to bend the knee to Nralakk, prefer to live more criminal lives, or simply lack the power to go elsewhere live in squalor. The region receives no support from the Nralakk Federation, and no regular patrols outside of the ones on its border.&lt;br /&gt;
&lt;br /&gt;
====Estuaries====&lt;br /&gt;
&lt;br /&gt;
The Estuaries are considered the final frontier for Skrellian expansion, being one of the few directions the Nralakk Federation can expand without encroaching on its neighbour&#039;s borders. The region is mostly comprised of small developing colonies, termed &amp;quot;Boundary Worlds&amp;quot; or &amp;quot;Boundaries&amp;quot; for short. The Estuaries are almost a perfect location for independence movements and other illegal operations to flourish; the lack of infrastructure and value found in the Estuaries has resulted in Qukala patrols being few and far between, allowing for Marauders, Lyukal cells, and anti-Federation agitators to operate with unparalleled freedom.&lt;br /&gt;
&lt;br /&gt;
The Estuaries have learned to rely less on the Federation, with colonies adopting a more &amp;quot;generalist&amp;quot; plan compared to the specialised societies found elsewhere in the Federation to facilitate trade and survival. Technology and quality of life within this segment of the Traverse can vary wildly, but usually ranks lower than elsewhere in the Federation as a result of the colonies here either being newly established or lacking the resources to develop to what&#039;s considered standard in the modern-day.&lt;br /&gt;
&lt;br /&gt;
==The Starmap==&lt;br /&gt;
{{Template:Aurora_Starmap}}&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Orion_Spur&amp;diff=38680</id>
		<title>The Orion Spur</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Orion_Spur&amp;diff=38680"/>
		<updated>2026-03-03T13:51:13Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Light’s Edge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
==Orion Spur==&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orionspurindicator.png|thumb|left|An indicator for where the Orion Spur is in the Milky Way.]]&lt;br /&gt;
=Overview=&lt;br /&gt;
This is a page for the regional descriptors and &#039;&#039;&#039;starmap&#039;&#039;&#039; of the Orion Spur, the setting of the Aurora server&#039;s universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Orion Spur#The Starmap|At the very bottom of this page is a fully interactive map of the region that will be updated as time goes on. To access it, hit expand on the right of its collapsible box.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Orion Spur is the center of all things familiar in the galaxy, yet is largely unexplored by even the most noteworthy Skrell and Human expeditions. It represents a tiny portion of a much larger galaxy that is indicative of a thriving and lush interstellar community. At least, the hope is that whatever lay beyond could be considered such.&lt;br /&gt;
&lt;br /&gt;
The Orion Spur is traditionally charted in a horizontal two-dimensional fashion imposed over the Milky Way. This is due to the fact that the density of noteworthy locations is rather thin and spread out evenly across its internal regions. This is not to say the galaxy is not three dimensional - however for your ease of comprehension, it will not be treated as such.&lt;br /&gt;
&lt;br /&gt;
To the Galactic North of the Orion Spur (closer toward the galactic center in this definition) is the Sagittarius Arm, and to the Galactic South (further from the galactic center) would be the Perseus Arm.&lt;br /&gt;
&lt;br /&gt;
Details as to the background of the Orion Spur can be found [[Background summary|here.]] This region of space (or perhaps all of space if this is any indicator) is particularly anomalous, and some of its anomalies can be detailed on the [[Deep Space]] page.&lt;br /&gt;
&lt;br /&gt;
Details on the regions of, and factions within the Orion Spur can be found below.&lt;br /&gt;
&lt;br /&gt;
=Regions=&lt;br /&gt;
==[[Sol Alliance|Solarian Alliance]]==&lt;br /&gt;
The Alliance of Sovereign Solarian Nations is the single largest political entity in known space. Nearly half of Humanity can trace their home to here.&lt;br /&gt;
&lt;br /&gt;
===Jewel Worlds===&lt;br /&gt;
&lt;br /&gt;
Centered in the heart of the Sol Alliance and safe from any common galactic dangers, the Jewel Worlds are the historical home of humanity and stand as the most developed and populous region in the entire Orion Spur. Though humanity has since split into a multitude of nations many still view the Jewel Worlds – particularly the Sol System – with a hint of reverence due to the storied history of this region.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Jewel Worlds include the entirety of the Sol System, the [[Eridani Federation|Epsilon Eridani]] system, [[New Hai Phong]], and [[Silversun]]. &lt;br /&gt;
&lt;br /&gt;
Two bluespace gates – massive structures which rely on phoron to provide faster than light travel – exist within the Jewel Worlds. The first, from Epsilon Eridani to Qerrbalak, is still functional if mostly used for government vessels due to the high price of phoron. The second, from the Sol System to [[Konyang]], currently sits inactive and partially dismantled due to Konyang’s formal secession from the Alliance in 2462.&lt;br /&gt;
&lt;br /&gt;
===Alliance Neutral Zone===&lt;br /&gt;
&lt;br /&gt;
A massive region of neutral space established over two hundred years ago during the time after the Interstellar War, the “ANZ” is a testament to the Coalition’s fear. Both the Alliance and Coalition have long since built their borders around this demilitarized zone, taking great care to not officially overstep their boundaries and create hostilities. However, it is very clear the Alliance itself has long cared little for this zone, regularly “accidentally” pushing survey fleets into its boundaries. The ANZ entirely encompasses the Weeping Stars region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of the [[KING OF THE WORLD]] arc&#039;s finale in late 2462, the ANZ no longer exists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Northern Reaches===&lt;br /&gt;
&lt;br /&gt;
Prior to 2462 the Northern Reaches — named so due to their status as the furthest point of Solarian control in the galactic north — were an area of immense post-Interstellar War investment by both the Solarian Alliance and the various megacorporations which had come to pull the strings of its economic system from behind the scenes. This investment allowed for the region to be heavily developed over the 2300s and 2400s, though large amounts of funds disappeared due to increasingly large amounts of government corruption, and resulted in it being the most prosperous sections of the Alliance outside of its Inner Ring.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian Collapse of 2462 the Northern Reaches have been divided between the Coalition, Biesel, and the post-Solarian statelets of the Northern Wildlands, which has caused it to be wracked by instability. As of 2465 the regionhas become the site of the largest conflict in the Spur since the Interstellar War: the War in the Northern Wildlands, or Solarian Civil War. This War has seen the Wildlands ripped apart by violence and looting, with many concerned the conflict will spill over into neighboring states.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Northern Reaches include [[San Colette]], [[Human Wildlands#The Solarian Restoration Front|Lycoris]], and [[Konyang]].&lt;br /&gt;
&lt;br /&gt;
===Southern Reaches===&lt;br /&gt;
&lt;br /&gt;
While it never had the development of its counterpart to the galactic north, the Southern Reaches were considered a critical part of the Alliance prior to the Solarian Collapse and great efforts — featuring the corruption typically associated with the post-Interstellar War Alliance — were made to ensure it remained secure and safe as this region was the southernmost section of the Alliance. These defensive efforts would greatly benefit the Alliance in 2462 when, despite losing nominal control over the area, two Sol-aligned statelets — the Solarian Provisional Government and Southern Solarian Military District — emerged from the aftermath of the Collapse, securing most of the region for the Alliance de facto if not de jure.&lt;br /&gt;
&lt;br /&gt;
But the furthest reaches of this area were not so lucky. Lacking significant infrastructure and ineffective local military forces, the southernmost region of the Southern Reaches found themselves under the control of the Biesel-funded Southern Fleet Administration, a bandit group which destroyed much of the region through rampant looting and has caused it to be known as the Pustkowie, or Wasteland, by pro-Solarian forces in the region. Even though the Pustkowie is nominally claimed by the Alliance most doubt it will make any serious effort to claim this now mostly depopulated and decivilized region.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Southern Reaches include [[Visegrad]] and [[Human Wildlands#The Solarian Provisional Government|Sankt Frederick]]. The Pustkowie, its south, is home to no major population centers.&lt;br /&gt;
&lt;br /&gt;
==[[Coalition of Colonies]]==&lt;br /&gt;
The Coalition of Colonies is the largest Human entity in known space, regarded highly in the Frontier as a bastion of hope against the burgeoning Solarian Alliance. Over 85 billion people reside across the entire Coalition, with all relatively evenly spread out.&lt;br /&gt;
&lt;br /&gt;
===Liberty’s Cradle===&lt;br /&gt;
&lt;br /&gt;
The beating heart of the modern Coalition of Colonies, Liberty’s Cradle is  home to many of the Coalition’s most developed and influential worlds. In contrast to the Solarian stereotype of the frontier as a decivilized wasteland populated by roving bands of pirates and petty warlords, Liberty’s Cradle is a prosperous and safe region which has a higher standard of living than much of the former Middle and Outer Ring possessed prior to the Solarian Collapse of 2462. Post-Collapse the area has continued to prosper and, now that it dwells far behind the Coalition-controlled Weeping Stars, is more secure than it has ever been before.&lt;br /&gt;
&lt;br /&gt;
This region, prior to the Interstellar War, was divided between the Inner and Central Solarian Frontier. During the Interstellar War both regions were the site of intense fighting between the Alliance and Coalition, which ultimately secured total control over the area through the Treaty of Xansan. In the 25th century the distinction between these two frontiers has disappeared and the entire region is simply referred to as Liberty’s Cradle in honor of the sacrifices made by the Coalition during the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
Major worlds in Liberty’s Cradle include [[Xanu Prime|Xanu]], [[Himeo]], and [[Vysoka]]. [[Orepit]] can additionally be found within its borders.&lt;br /&gt;
&lt;br /&gt;
===Weeping Stars===&lt;br /&gt;
&lt;br /&gt;
The region most devastated by the Interstellar War, the majority of the Weeping Stars has yet to recover from the damage it suffered during the War and much of it remains underdeveloped and sparsely inhabited. During the hegemonic era of the Solarian Alliance, when the Alliance stretched from Sol to the edge of known space, this region was known as the Inner Solarian Frontier and was intended to serve as a highly-developed region for humanity to thrive in. Massive amounts of funds were used to build an infrastructure which was still incomplete when war broke out in 2277, and the shattered ruins of long-lost Solarian hegemonic era structures and projects are present throughout the region.&lt;br /&gt;
&lt;br /&gt;
The Weeping Stars served as the Alliance Neutral Zone until 2462, when the Solarian Collapse saw the region fall out of Solarian control.&lt;br /&gt;
&lt;br /&gt;
Major worlds in the Weeping Stars include [[Gadpathur]] and [[Burzsia]].&lt;br /&gt;
&lt;br /&gt;
===Light’s Edge===&lt;br /&gt;
&lt;br /&gt;
An unusual region which is sparsely populated even in the 25th century, Light’s Edge was the furthest extent of the Alliance’s hegemonic era exploration efforts in the southeastern Spur. Few attempts were made to colonize it prior to the Interstellar War and even fewer of these attempts were successful, with Assunzione being the most successful of all hegemonic era colonies in the region. Light’s Edge derives its name from its position next to Lemurian Sea, a vast and mostly uncharted region which is entirely devoid of stars. Both Light’s Edge and the Lemurian Sea are home to a variety of unusual stellar phenomena which have attracted widespread scientific interest.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea is an astrological curiosity which is entirely free of stars. This region is a relatively new discovery and classification, having only been officially broken off of Light’s Edge by most astrographical institutions following the rediscovery of Assunzione and limited exploration beyond its position on the border of what would become the Lemurian Sea. Most astrological charts advise avoiding the region as travelers are known to report a feeling of general uneasiness while passing through it and many vessels are known to have disappeared within the Sea. &lt;br /&gt;
&lt;br /&gt;
Major worlds in Light’s Edge include Zaurghis and [[Assunzione]], which sits on the very edge of the Lemurian Sea. No known settlements exist within the [[Lemurian Sea]].&lt;br /&gt;
[[File:Light&#039;s Edge.png.png|thumb|Light&#039;s Edge - Waiting to be Explored. ]]&lt;br /&gt;
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==Human Frontier and Colonial Space==&lt;br /&gt;
The Human Frontier consists of any amount of open space that is charted but is left without any major galactic sovereignty. This is seen as lawless, wild space to some while untold billions call it home. Colonial territories such as Elyra or Dominia are the few bastions of solid civilization in this chaotic place.&lt;br /&gt;
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===The Clash===&lt;br /&gt;
The Clash is the farthest point of the Human Frontier and the closest settlement of Human territories to Nralakk Federation space, with some independent factions practically floating on the border of it.&lt;br /&gt;
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===Arusha===&lt;br /&gt;
Arusha is a truly alien sector within the Orion Spur, known for its great many barely-habitable planets populated by xenoflora that is like nothing ever seen elsewhere in charted space. Presumably anomalous in nature or spread by a now long-gone civilization, these Arushan plant species are widely famous for their odd appearance, high luminescence and very specific compatible habitats. The products of harvesting Arushan plants are seen as delicacies across charted space.&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
The Badlands are home to some of the Orion Spur’s most savage flora and fauna, a phenomenon that attracts only the wildest and wisest of the system’s inhabitants - xenobiologists, weapon scientists, there’s even a market for mercenaries, in the hunting of the particularly large and lethal creatures. Of course, there are also those looking to make a life for themselves, but natives aren’t known to treat settlements kindly.&lt;br /&gt;
[[File:Perispolis2.png|Persepolis, capital of Elyra and a major political player in the Badlands.|thumb]]&lt;br /&gt;
The majority of the [[Tajara|People&#039;s Republic of Adhomai]] and the [[Republic of Elyra]]’s space finds itselves positioned in the Badlands. As well, the entire [[Unathi|Izweski Hegemony]] and a small portion of the [[Empire of Dominia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Badlands are accessible by a set of bluespace gates leading to and from Tau Ceti and Persepolis/New Ankara.&#039;&#039;&#039;&lt;br /&gt;
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===Valley Hale===&lt;br /&gt;
Nestled in the narrow Frontier space between the [[Republic of Elyra]] and the former borders of the Solarian Alliance is Valley Hale, a large region filled with a large amount of old, dying stars and impassable nebulae. Due to close proximity to patrols on either end of this space, it isn’t frequented much by criminal elements and is one of the safer parts of the known Frontier. After 2462, the Republic of Elyra has occupied the majority of Valley Hale, now bordering the [[Republic of Biesel]].&lt;br /&gt;
 &lt;br /&gt;
===Sparring Sea===&lt;br /&gt;
A large region of heavily contested space, mostly avoided, barring those with lofty goals or sinister dealings. It is populated by all sorts of outcasts and outlaws, but notably Unathi pirates and exiles, Dominian edict breakers and even the scarce eccentric band of Skrell are all known to seek refuge here. Though piracy is common, plenty of stubborn colonies of all backgrounds make stakes here.&lt;br /&gt;
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===Crescent Expanse===&lt;br /&gt;
A large, mostly uncontrolled area, the Crescent Expanse represents the furthest stretches of human colonization and stretches to the border of the Nralakk Federation. This area was in the process of development by the Solarian Alliance prior to the Interstellar War and half-complete relics of the Alliance&#039;s hegemonic era can be found scattered across its planets and floating in long-abandoned systems. The Coalition of Colonies, Nralakk Federation, and Solarian Alliance are currently attempting to expand their influence into this region with varying degrees of success.&lt;br /&gt;
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==[[Skrell|Nralakk Federation]]==&lt;br /&gt;
The Nralakk Federation is an authoritarian, centralized union of star systems. Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education, travel, technology and research, while its laws and planned economy organised by the Grand Council further allow the Federation to control the direction of the nation. Social media is maintained by the Federation government, which gags unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living. &lt;br /&gt;
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===The Homeworld===&lt;br /&gt;
&lt;br /&gt;
The geographical and strategic centre of the Nralakk Federation, the Homeworld region encompasses the entirety of the Nralakk system, the origin point for the Skrell species. The region is considered the &amp;quot;jewel&amp;quot; of the Federation, being both the most affluent and most influential system of the nation, as well as housing almost a quarter of the Orion Spur&#039;s total Skrell. It has a single Bluespace gate, connecting the system to Humanity&#039;s [[Eridani_Federation|Episilon Eridani]]. &lt;br /&gt;
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[[Qerrbalak]], [[Qerr&#039;Malic]], and [[Aliose]] are noteworthy planets within the Homeworld region.&lt;br /&gt;
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===Inner Systems===&lt;br /&gt;
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The Inner Systems are parts of the Nralakk Federation that were the first to be colonised by Skrell, and have had centuries, if not thousands of years of development. This region sees a high quality of life and technological standing on par with the Homeworld, which gradually begins to decline as one reaches the border with the Traverse. Older colonies have become specialised in one way or another, while the &amp;quot;newer&amp;quot; colonies focus almost purely on manufacturing as they transition from resource extraction to refining and production. The Inner Systems are divided between the [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|&#039;&#039;&#039;First Waves&#039;&#039;&#039;]], colonies that were established early in the age of Skrell colonisation, and the [[Notable_Skrell_Systems_and_Locations#The_Contingent_Systems:_The_Second_Waves|&#039;&#039;&#039;Second Waves&#039;&#039;&#039;]], which were established much later to further support Qerrbalak and its colonies.&lt;br /&gt;
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[[Aweiji]] is located in the Inner Systems.&lt;br /&gt;
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===The Traverse===&lt;br /&gt;
The Traverse is the frontier of Federation society. Research and mining outposts, newly-established colonies, and manufacturing facilities can be found dotted throughout this large-spanning section of Federation space. While the quality of life and purpose of settlements in the Traverse vary drastically, they will all follow similar trends based on which [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|district]] they are in. The Traverse is also home to independence movements, resistance cells, and other [[Federation_Crime_and_Resistance|criminal]] organisations that operate in Federation space. &lt;br /&gt;
&lt;br /&gt;
[[Tattuqig]] and [[Xrim]] are located in the Traverse. &lt;br /&gt;
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====Pluat Ven’qop - The Pluat Cooperative====&lt;br /&gt;
&lt;br /&gt;
The “crown” of the Traverse, the Pluat Ven’qop (or the Pluat Cooperative) is host to much of the Traverse’s industrial facilities. Besides Pluat itself, several other planets and megafactory stations take in raw resources imported in from other areas in the Traverse or the Spur at large for manufacturing civilian and military goods for the Federation. Though, the majority of the goods produced here are necessities rather than luxury items.&lt;br /&gt;
&lt;br /&gt;
The standard of living is comparable to living within the Contingent Systems, thanks to the importance and support the Federation places on the district. Qukala Patrols are a common sight here and piracy rates are extremely low. Technologically speaking, citizens enjoy advanced industrial designs and slightly outdated, but enjoyable luxury devices.&lt;br /&gt;
&lt;br /&gt;
====Qukala-Median Treqki - The Median====&lt;br /&gt;
Also known as the Median Naval District, it was created shortly after first contact with the Solarian Alliance, this district was to serve as a firm wall between human and skrell territory. The Qukala established several military bases and patrol outposts in the region to handle potential piracy, be it Humans preying on Skrell or vice versa. The region was largely unoccupied prior to the Qukala’s establishment in the area, outside of a few mining and agricultural colonies. Thanks to warm relations with the Alliance, the Qukala never had to make much use of their power here, until the Solarian Warlord States arrived in force. Recently, occasional skirmishes have broken out in the Median as opportunistic raiders swelled in numbers in the wake of the collapse of Solarian authority.&lt;br /&gt;
&lt;br /&gt;
Skrell from the Median are few and far between, especially those that decided to venture out in the Spur. Most of the population are farmers, miners, Qukala, and those that make up the services to support them. The planets in the district were developed enough for the Qukala to purchase local food rather than importing it from the inner worlds, but little more support than that has been received from the Federation.&lt;br /&gt;
&lt;br /&gt;
====Q&#039;elpi - The Q’elpi Basin====&lt;br /&gt;
The Skrell residing in the “Basin” of the Traverse do not often feel the touch of Nralakk’s hand in their affairs, for better or worse. The region is largely decentralized with administrations being planetary in nature rather than covering large swathes of space. The Basin is home to barely habitable planets and plenty of asteroid fields. Outside of initial construction and colonization efforts, the Federation has provided nearly no extra support to the Basin. Most colonies and habitats get by via trading minerals and valuable gasses for food and domestic goods.&lt;br /&gt;
&lt;br /&gt;
During the [[The_Phoron_Scarcity:_Skrell_Arc|phoron crisis]], it was revealed that around a dozen systems in the Q&#039;elpi region were secretly collaborating with the Ti&#039;Rakqi, the largest group of Marauders in Federation space. When the Qukala and local Nlomkala attempted a mass arrest of the civilian Government for their part in the collaboration, the systems quickly broke into open defiance of the Federation Government. The &#039;&#039;&#039;&amp;quot;Marauder Systems&amp;quot;&#039;&#039;&#039;, as they came to be known, are currently under martial law as slow progress is being made to pacify them. The Federation has publicly stated its intention to return the systems back to a civilian Government once the collaborators have been detained and &amp;quot;dissident activity&amp;quot; has ceased.&lt;br /&gt;
&lt;br /&gt;
====Zeiqi-Trqn - The Deadspace Spine ====&lt;br /&gt;
The portion of the Traverse situated towards galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. The region was one of the first colonization targets of pre-Glorsh skrell. The colonies and installations here are very old, very occupied, and very lawless.&lt;br /&gt;
&lt;br /&gt;
Due to the Tri-Qyu incident, much of the skrellian infrastructure in place to keep their interstellar empire intact was rendered inoperable, setting the species back with resounding force. Due to the distance, the Zeiqi-Trqn was one of the final areas of pre-Glorsh space to be “reclaimed” by the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
This reclamation took quite some time though, and during the decades prior, the skrell in the Zeiqi-Trqn recovered their ability to traverse the stars earlier than most due to their distance from the Tri-Qyu system. They lacked sufficient industrial power to produce the fuel and other necessities required to return to the core worlds, and instead opted to engage in communal trade to keep the region breathing until they could be found. &lt;br /&gt;
&lt;br /&gt;
A few decades before rediscovery, a plague swept through the Zeiqi-Trqn. Its origins are unknown and widely speculated about, popular theories being that it was a Glorsh-Omega bio-weapon or some unknown bacteria from Deadspace. Regardless, the “Black-Blood” caused the blood of a victim to cease transmission of oxygen to the cells, eventual corruption of DNA and caused the body to use carbon instead of mercury in its blood, causing its infamous black color. The plague wiped out a few of the fledgling colonies completely and severely damaged the populace of the remaining planets and stations. Authority collapsed and the region descended into anarchy. &lt;br /&gt;
&lt;br /&gt;
Desperate skrell turned towards piracy and exploitation to stay alive. Colonies were raided and burned, rival pirate fleets fought for any scraps of fuel or food, and countless others died from the indiscriminate conflict. When the Federation arrived, little was left to save. The Grand Council condemned the area as a “lost cause” and enacted measures to destroy colonies, ships, and stations suspected to contain traces of the Black-Blood. To this day, there is no cure to the disease, only early treatment can prevent cases from becoming terminal. Any skrell suspected of visiting the region is subject to screening to avoid spreading it to the Federation core. &lt;br /&gt;
&lt;br /&gt;
Inside the Zeiqi-Trqn itself, skrell who refuse to bend the knee to Nralakk, prefer to live more criminal lives, or simply lack the power to go elsewhere live in squalor. The region receives no support from the Nralakk Federation, and no regular patrols outside of the ones on its border.&lt;br /&gt;
&lt;br /&gt;
====Estuaries====&lt;br /&gt;
&lt;br /&gt;
The Estuaries are considered the final frontier for Skrellian expansion, being one of the few directions the Nralakk Federation can expand without encroaching on its neighbour&#039;s borders. The region is mostly comprised of small developing colonies, termed &amp;quot;Boundary Worlds&amp;quot; or &amp;quot;Boundaries&amp;quot; for short. The Estuaries are almost a perfect location for independence movements and other illegal operations to flourish; the lack of infrastructure and value found in the Estuaries has resulted in Qukala patrols being few and far between, allowing for Marauders, Lyukal cells, and anti-Federation agitators to operate with unparalleled freedom.&lt;br /&gt;
&lt;br /&gt;
The Estuaries have learned to rely less on the Federation, with colonies adopting a more &amp;quot;generalist&amp;quot; plan compared to the specialised societies found elsewhere in the Federation to facilitate trade and survival. Technology and quality of life within this segment of the Traverse can vary wildly, but usually ranks lower than elsewhere in the Federation as a result of the colonies here either being newly established or lacking the resources to develop to what&#039;s considered standard in the modern-day.&lt;br /&gt;
&lt;br /&gt;
==The Starmap==&lt;br /&gt;
{{Template:Aurora_Starmap}}&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Lemurian_Sea&amp;diff=38679</id>
		<title>Sandbox:Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Lemurian_Sea&amp;diff=38679"/>
		<updated>2026-03-03T13:50:53Z</updated>

		<summary type="html">&lt;p&gt;Fyni: Fyni moved page Sandbox:Lemurian Sea to Lemurian Sea: Page done!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Lemurian Sea]]&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38678</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38678"/>
		<updated>2026-03-03T13:50:53Z</updated>

		<summary type="html">&lt;p&gt;Fyni: Fyni moved page Sandbox:Lemurian Sea to Lemurian Sea: Page done!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]]&lt;br /&gt;
===Religion===&lt;br /&gt;
To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:2026_Event_Timeline&amp;diff=38673</id>
		<title>Template:2026 Event Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:2026_Event_Timeline&amp;diff=38673"/>
		<updated>2026-03-02T21:10:59Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
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!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;2026 Event Timeline&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#c53434&amp;quot; colspan=&amp;quot;2&amp;quot;| Galactic Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | N/A&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#3462c5&amp;quot; colspan=&amp;quot;2&amp;quot;| Major Events&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Event Timelines]]&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=38672</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=38672"/>
		<updated>2026-03-02T21:09:18Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--If you want to make the template wider to fit another planet, remember to shorten it by moving stuff in General, Corporations, and Major Factions up into the same line whenever there&#039;s room. Also, both the width directly below this line and the Width at the start of the table need to be adjusted to the same number. Then, all the cell widths need to be adjusted.--&amp;gt;&lt;br /&gt;
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{| style=&amp;quot;cellpadding: 1px; text-align: center; width: 55%&amp;quot; class=&amp;quot;mw-collapsible {{#if:{{{Collapsed|}}}| mw-collapsed | mw-uncollapsed}} wikitable&amp;quot; data-expandtext=&amp;amp;#9660; data-collapsetext=&amp;amp;#9660;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; text-align: center; background-color: #404EBF&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Quick Navigation&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--Whatever you do, don&#039;t touch this section, unless you know what you&#039;re doing. Touching it wrong will break the whole template.--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3 &amp;quot;text-align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Background summary|New Player Lore Starter Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|General]]&lt;br /&gt;
&amp;lt;!--Any further general pages can be added after the SCCV Horizon Hyperlink. It should keep them on that lower row--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Languages]] · [[Interstellar Travel]] · [[Timeline]] · [[Phoron]] · [[Orion Spur|Starmap]] · [[SCCV Horizon| &#039;&#039;&#039;SCCV Horizon&#039;&#039;&#039;]] · [[Deep Space]] · [[Guide to Law]] · [[Spurian Economy|Economics]] · [[Guide to Citizenship | Citizenship]] · [[Technology]] · [[Terraforming]] &amp;lt;br&amp;gt; [[Template:2020_Event_Timeline|Arcs of 2020]] · [[Template:2021_Event_Timeline|Arcs of 2021]] · [[Template:2022_Event_Timeline|Arcs of 2022]] · [[Template:2023 Event Timeline|Arcs of 2023]] · [[Template:2024 Event Timeline|Arcs of 2024]] · [[Template:2025 Event Timeline|Arcs of 2025]] · [[Template:2026 Event Timeline|Arcs of 2026]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Template:Navbox_Corporations|Corporations]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| [[File:II-teal.png|20px|link=]][[Idris Incorporated]] · [[File:EinsteinEngines2.png|20px|link=]][[Einstein Engines]] · [[File:SCC logo.png|20px|link=]][[Stellar Corporate Conglomerate]] · [[File:Nt-logo.jpeg|20px|link=]][[NanoTrasen Corporation]] · [[File:ORION SPUR LOGISTICS.png|20px|link=]][[Orion Express]] &amp;lt;br&amp;gt; [[File:ZH-lightpurple.png|20px|link=]][[Zeng-Hu Pharmaceuticals]] [[File:Hephaestuslogo4.png|20px|link=]][[Hephaestus Industries]] · [[File:Zavodskoi Interestellar.png|10px|link=]][[Zavodskoi Interstellar]] · [[File:PMCGsmallogo.png|20px|link=]][[Private Military Contracting Group]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Major Factions]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| [[File:Sol Alliance Flag.png|20px|link=]][[Sol Alliance| Solarian Alliance]] · [[File:Republicofbieselflag.png|20px|link=]][[Republic of Biesel]] · [[File:Dominian Flag Horizontal.png|20px|link=]][[Empire_of_Dominia|Empire of Dominia]] · [[File:Frontier Alliance Flag.png|20px|link=]][[Coalition of Colonies]] · [[File:Eridani Logo.png|20px|link=]][[Eridani_Federation|Eridani Federation]] · [[File:Elyra Flag.png|20px|link=]][[Republic_of_Elyra|Serene Republic of Elyra]] · [[File:Jargon flag.jpg|20px|link=]][[Nralakk Federation]] · [[File:Goldendeeplogo2.png|20px|link=]][[Golden Deep|The Golden Deep]] &amp;lt;br&amp;gt; [[File:PRA Flag.png|20px|link=]][[People&#039;s Republic of Adhomai]] · [[File:DiamondALA.png|20px|link=]][[Democratic People&#039;s Republic of Adhomai]] · [[File:New Kingdom of Adhomai.png|20px|link=]][[New Kingdom of Adhomai]] · [[File:Moghes porposal.png|20px|link=]][[Izweski Hegemony]] · [[File:Eum_flag.png|20px|link=]][[The Rotunnkc Compact]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important Locations]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starmap_5navboxlore.png|link=The Orion Spur|alt=|86px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[The Orion Spur| &#039;&#039;&#039;The Spur&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Biesel1.png|link=Tau Ceti|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Tau_Ceti | &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Earth1.png|link=Sol|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt; [[Sol| &#039;&#039;&#039;Sol&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Moghes1.png|link=Uueoa-Esa|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Uueoa-Esa| &#039;&#039;&#039;Uueoa-Esa&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Adhomai1.png|link=Adhomai|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Adhomai| &#039;&#039;&#039;Adhomai&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Oran1.png|link=Eridani Federation|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Eridani_Federation| &#039;&#039;&#039;Eridani&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Xanu1.png|link=Xanu Prime|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Xanu Prime| &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel_Planet_Qerrbalak1.png|link=Qerrbalak|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Qerrbalak| &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary|Races]] &lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; | &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_skrell.png|upright=1|link=Skrell|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Skrell| &#039;&#039;&#039;Skrell&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_tajaran.png|upright=1|link=Tajara|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Tajara| &#039;&#039;&#039;Tajara&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_unathi.png|upright=1|link=Unathi|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Unathi| &#039;&#039;&#039;Unathi&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_dionae.png|upright=1|link=Dionae|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Dionae| &#039;&#039;&#039;Dionae&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_vaurca.png|upright=1|link=Vaurca|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Vaurca| &#039;&#039;&#039;Vaurca&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Navboxipc.png|upright=1|link=IPC|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[IPC| &#039;&#039;&#039;IPC&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Wikiborg.png|upright=1|link=Synthetics|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Synthetics| &#039;&#039;&#039;Synths&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;FOLLOW THE NOTES WRITTEN INTO THE BACKEND AND KNOW WHAT YOU&#039;RE DOING!!!!!!!! DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Navbox Lore&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Collapsed=Yes}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Navbox Lore&lt;br /&gt;
 |Collapsed=Yes}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:2026_Event_Timeline&amp;diff=38671</id>
		<title>Template:2026 Event Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:2026_Event_Timeline&amp;diff=38671"/>
		<updated>2026-03-02T21:08:21Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;35%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: left;width: 35%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;2025 Event Timeline&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#c53434&amp;quot; colspan=&amp;quot;2&amp;quot;| Galactic Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | N/A&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#3462c5&amp;quot; colspan=&amp;quot;2&amp;quot;| Major Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | N/A&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#34c578&amp;quot; colspan=&amp;quot;2&amp;quot;| Minor Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Event Timelines]]&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:2026_Event_Timeline&amp;diff=38670</id>
		<title>Template:2026 Event Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:2026_Event_Timeline&amp;diff=38670"/>
		<updated>2026-03-02T21:08:15Z</updated>

		<summary type="html">&lt;p&gt;Fyni: Created page with &amp;quot;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;35%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt; {|  style=&amp;quot;cellpadding: 5px; text-align: left;width: 35%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot; |-  !  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;2025 Event Timeline&amp;lt;/span&amp;gt; |-  ! style=&amp;quot;width: 20%; background-color:#c53434&amp;quot; colspan=&amp;quot;2&amp;quot;| Galactic Events | &amp;quot; align=&amp;quot;left&amp;quot; | N/A |-  ! style=&amp;quot;width: 20%; background-color:#3462c5&amp;quot; colspan=&amp;quot;2&amp;quot;| Major Even...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;35%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: left;width: 35%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;2025 Event Timeline&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#c53434&amp;quot; colspan=&amp;quot;2&amp;quot;| Galactic Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | N/A&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#3462c5&amp;quot; colspan=&amp;quot;2&amp;quot;| Major Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | N/A&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#34c578&amp;quot; colspan=&amp;quot;2&amp;quot;| Minor Events&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | N/A, N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Event Timelines]]&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38669</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38669"/>
		<updated>2026-03-02T21:02:39Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* The Voices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]]&lt;br /&gt;
===Religion===&lt;br /&gt;
To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38668</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38668"/>
		<updated>2026-03-02T21:00:21Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]]&lt;br /&gt;
===Religion===&lt;br /&gt;
To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38667</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38667"/>
		<updated>2026-03-02T20:59:41Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Anomalies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
===Religion===&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38666</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38666"/>
		<updated>2026-03-02T20:59:28Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Anomalies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
===Religion===&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38665</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38665"/>
		<updated>2026-03-02T20:58:34Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
===Religion===&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding new details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona. It is often claimed that xenofauna in the Sea is impossible due to the complete lack of any sort of natural ecosystem to sustain them.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38664</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38664"/>
		<updated>2026-03-02T20:56:05Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
===Religion===&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden pseudoscientific fiction, conflating stories and adding details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38663</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38663"/>
		<updated>2026-03-02T20:55:01Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
===Religion===&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
===Wealth and Riches===&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
===Unknown Aliens===&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies. Terzis claims an ancient alien civilization which predates even the [[Purpose]] once lived in the Sea, and were the causes of all it&#039;s anomolies in an attempt to mask secret galaxy destroying research.&lt;br /&gt;
&lt;br /&gt;
Several modern explorers do claim that unknown xenofauna exsist within the Sea, however no examples or event reliable data exsists on these creatures, with many record instances been written off as the effect of the Voices, or misinterpretting sightings of the elusive and strange voidtamer diona.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38662</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38662"/>
		<updated>2026-03-02T20:50:37Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it. To the independent spacers operating in the nearby Light&#039;s Edge and Weeping Stars, there are endless myths and tales of pirate treasure hidden in the fog, or even some new phoron source. Nearly all who enter the Sea to find these treasure, be they plucky independents or covert government craft, either never return or tell no tales of their time in the Sea.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38661</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38661"/>
		<updated>2026-03-02T20:45:56Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby [[Assunzione]], the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38660</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38660"/>
		<updated>2026-03-02T20:44:47Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Anomalies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with [[psionics|zona bovinae|]], such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, utilizing the same technology behind psionic receivers, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, [[hivenet]], and skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. [[Vaurca]] are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Lemurian_Sea_Fog.png&amp;diff=38659</id>
		<title>File:Lemurian Sea Fog.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Lemurian_Sea_Fog.png&amp;diff=38659"/>
		<updated>2026-03-02T20:41:12Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image captured by an explorer in the Lemurian Sea. Made by Fyni by digitally manipulating a picture of storm clouds (also taken by Fyni)&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38658</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38658"/>
		<updated>2026-03-02T20:40:13Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* Anomalies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out or even sending a distress signal is next to impossible.&lt;br /&gt;
&lt;br /&gt;
It is only thanks to the relative scarcity of stellar bodies that [[Interstellar_Travel#Warp_Travel|warp travel]] is even possible, though with sensors often blind it is a case of literal blind luck to even travel in a straight line, much less avoid one of the Sea&#039;s unknown number of black holes. There are no established safe warp lanes within the Sea, due to the impossibility ot determining one&#039;s location.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38657</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38657"/>
		<updated>2026-03-02T20:34:32Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image captured by an [[Assunzione#The_Assunzionii_Expeditionary_Corps|AEC]] ship.]]&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Lemurian_Sea_Fog.png&amp;diff=38656</id>
		<title>File:Lemurian Sea Fog.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Lemurian_Sea_Fog.png&amp;diff=38656"/>
		<updated>2026-03-02T20:33:10Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image captured by an explorer in the Lemurian Sea. Made by Fyni.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38655</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38655"/>
		<updated>2026-03-02T20:27:58Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]] and stretching into the interarm region. It spans at least dozens of light-years, though this has not been comprehensively measured, and is notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from the [[Assunzione|Republic of Assunzione]], who claims the region as its territory, are allowed by [[Coalition of Colonies|Coalition]] law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione|Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38654</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38654"/>
		<updated>2026-03-02T20:25:20Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]], spanning at least dozens of light-years, notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from [[Assunzione]], who claims the region as its territory, are allowed by Coalition law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione |Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the Sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38653</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38653"/>
		<updated>2026-03-02T20:24:37Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]], spanning at least dozens of light-years, notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from [[Assunzione]], who claims the region as its territory, are allowed by Coalition law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione |Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]] was established nearby the Lemurian Sea in the 23rd century and quickly claimed sovereignty over the region. Human expeditions began in the early 24th century, primarily from Assunzione, in attempts to understand the region more due to the failure of traditional astrological meathods. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
In the modern day, no colonized habitable planet or artificial station is known to exsist within the Lemurian Sea&#039;s borders. While the Republic of Assunzione and others nearby continue to explore the sea in an attempt to understand it&#039;s inherent strangeness, the exact nature of the Sea remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] make migratory home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38652</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38652"/>
		<updated>2026-03-02T20:17:38Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]], spanning at least dozens of light-years, notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from [[Assunzione]], who claims the region as its territory, are allowed by Coalition law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione |Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
Human expeditions began in the early 24th century, primarily from the border world of [[Assunzione]], in attempts to understand the region more. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely. Believers in Luceism of course attribute this to the seemingly-supernatural blessings, though more skeptical observers would claim it a combination of exprience crews, preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[unathi]] or [[tajara]], and rarely, skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also make a home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38651</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38651"/>
		<updated>2026-03-02T20:15:13Z</updated>

		<summary type="html">&lt;p&gt;Fyni: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]], spanning at least dozens of light-years, notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from [[Assunzione]], who claims the region as its territory, are allowed by Coalition law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione |Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[Skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the [[psionics|nlom]] causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
Human expeditions began in the early 24th century, primarily from the border world of [[Assunzione]], in attempts to understand the region more. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely due to a combination of seemingly-supernatural blessings as well as preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[Unathi]] or [[Tajara]], and rarely, Skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[Diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also make a home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38650</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38650"/>
		<updated>2026-03-02T20:08:50Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]], spanning at least dozens of light-years, notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from [[Assunzione]], who claims the region as its territory, are allowed by Coalition law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Assunzione Flag.png|thumb|right|The [[Assunzione |Republic of Assunzione]] has long claimed sovereignty over the Lemurian Sea, though it is a claim which is near impossible to enforce.]]The first recorded attempt to explore the Lemurian Sea was by the [[Skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the nlom causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
Human expeditions began in the early 24th century, primarily from the border world of [[Assunzione]], in attempts to understand the region more. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely due to a combination of seemingly-supernatural blessings as well as preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[Unathi]] or [[Tajara]], and rarely, Skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[Diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also make a home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
[[File:Luceism-small.png|thumb|right|The Luceian Square. [[Luceism]] has long integrated the Lemurian Sea into it&#039;s faith.]] To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38649</id>
		<title>Lemurian Sea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lemurian_Sea&amp;diff=38649"/>
		<updated>2026-03-02T20:02:37Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[File:Lemurian Sea.png|thumb|right|The position of the Lemurian Sea on a map of the [[Orion Spur]]. It is unknown how far the Lemurian Sea extends into the interarm region.]]&#039;&#039;“Imagine standing in a grassy field, under the night sky. You find yourself enveloped by a thick fog, black in color, and it surrounds you so thoroughly and so tightly that the ground disappears beneath your feet. You reach your hand into the sky, only to find that not only have the stars themselves disappeared from view, so has your very hand.”&#039;&#039;&lt;br /&gt;
- &#039;&#039;The Black Hell&#039;&#039;, a popular book on the Lemurian Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lemurian Sea&#039;&#039;&#039; is a region of space bordering [[The_Orion_Spur#Light&#039;s_Edge|Light&#039;s Edge]], spanning at least dozens of light-years, notable for being a region of space entirely devoid of stars - or even light. The only defining feature of the Lemurian Sea is the Fog: an impossibly dense, almost soupy cloud of nebular gasses that, for all intents and purposes, should be able to birth stars as a nebula, but for some unknown reason refuses to do so. The fog obscures most sensor scans and blocks almost all forms of radiation, prohibiting ships or probes from surveying the sector in any meaningful capacity. Lights are swallowed by the darkness. Any celestial bodies that might be present in the region are impossible to chart, let alone see. Radars show nothing of note, and large ships can’t even see their full selves from one end to the other. All manners of anomalies hide themselves in the fog, shrouded from any prying eyes or ears by the inky black.&lt;br /&gt;
&lt;br /&gt;
Travel into the Sea is tremendously difficult, and only those who possess explicit authorization from [[Assunzione]], who claims the region as its territory, are allowed by Coalition law to travel into its borders. Despite this, many ships illegally enter the Sea, drawn by tales of riches, mysteries, or unknown treasures or worlds buried inside. A staggering less than 5% of these ships make it back, making the Lemurian Sea one of the most dangerous regions of explored space to any Spur-native species.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea’s anomalous properties lend it to be a topic of immense scientific curiosity and is blamed for the similarly-anomalous, but not nearly as deadly, properties of its neighboring border region, Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first recorded attempt to explore the Lemurian Sea was by the [[Skrell]] of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|First Nralakk Federation]] in 1892 CE, who dispatched the [[Generation_Fleets|generation ship]] &#039;&#039;Maki’i Xau’an&#039;&#039;, or the &#039;&#039;“Starlight’s Guide”&#039;&#039; to build a research outpost in a suitable water world in Light’s Edge close to the edge of the Lemurian Sea. The &#039;&#039;Maki’i Xau’an&#039;&#039; was lost with all hands, a sole surviving ship of the supporting fleet making it back to [[Qerrbalak]] reporting interference in the nlom causing every other ship to plunge into the Lemurian Sea’s fog, never to be seen again. After this incident, the Federation prohibited exploration of the Lemurian Sea, an order which persisted even during the reign of Glorsh-Omega and into the [[Nralakk_Federation|Second Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
Human expeditions began in the early 24th century, primarily from the border world of [[Assunzione]], in attempts to understand the region more. Out of all Human ships it is Assunzioni ships, often with blessings from the native [[Luceism|Luceian faith]], that have the highest chance of making it back safely due to a combination of seemingly-supernatural blessings as well as preparedness and extremely advanced sensor technology. Today, the Sea is explored mostly by Assunzione-led crews, accompanied by [[IPC|IPCs]], the occasional [[Unathi]] or [[Tajara]], and rarely, Skrell either on medications or with corrective surgery, though even with all these protections in place, survival, much less finding something of note, is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
Despite the the Assunzioni claim, the [[Diona]] tributary cluster known as the [[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]] also make a home in the Lemurian Sea, though it is unknown for how long they have operated in the region. Some members of the tributary claim to predate even the &#039;&#039;Maki’i Xau’an&#039;&#039;, a claim disputed by the Assunzioni government.&lt;br /&gt;
&lt;br /&gt;
==Anomalies==&lt;br /&gt;
===The Fog===&lt;br /&gt;
The defining trait of the Lemurian Sea is its complete lack of light - even starlight from outside cannot penetrate the fog that encompasses the entire region. With the fog also blocking most forms of radiation, methods of navigation, surveying, and reliable travel break down completely within the confines of the Sea, with advanced vessels having to turn to highly advanced bluespace sensor suites in order to even know which direction is the way out, and even these sensors barely provide navigators anything more than a blur. Due to the vast size of the region, getting lost is a very real possibility and is thought to be the fate suffered by most ships that travel into the region unprotected. Once a ship is lost, the chances of it ever finding its way out is next to impossible.&lt;br /&gt;
&lt;br /&gt;
===The Voices===&lt;br /&gt;
One of the most infamous effects of travel within the Sea is a phenomenon known as Acute Debilitating Psionic Interference (ADPI), nicknamed &amp;quot;The Voices&amp;quot;, an auditory hallucination that affects psionically-sensitive species such as Skrell after a prolonged stay within the Sea’s borders. ADPI manifests itself differently among individuals, but all who experienced the Voices agree that it is deeply unpleasant at best, and insanity-inducing at worst. More common descriptions of the noises the Voices make are “the roar of a waterfall”, “drum beats”, “murmuring”, and “voices beckoning”. More advanced exposure to ADPI will lead to the voices gaining coherence and speaking words. Some report of voices calling and beckoning to do acts such as leaving the ship, hurting or killing themselves or another crewmember, or sabotaging their ship. &lt;br /&gt;
&lt;br /&gt;
The effect is noted to have a building effect, starting mild for about one week or so before gradually increasing in “volume” and occupying more of a person’s mind until they can no longer think about anything else coherently, leading to madness. At this stage, sufferers will often resort to violence or irrational thinking in attempts to quell the noise drilling into their skulls.&lt;br /&gt;
&lt;br /&gt;
While other organics with zona bovinae, such as humans, are not nearly as susceptible to the Voices, they can still develop symptoms after prolonged exposure. Most who enter the Sea talk of occasional thoughts that do not belong to them, or recurring nightmares.&lt;br /&gt;
&lt;br /&gt;
Technologies and medicines were developed to mitigate the effects of the Voices, but they also reduce psionic activity in the patients as a tradeoff. Permanent resistance to the Voices for Skrell means the installation of an advanced mindshield implant or permanent surgery, allowing a Skrell to withstand the effects of the Voices but at the cost of being cut off entirely from the Srom and their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
The source of the Voices is unknown, though it is not believed to directly linked to the other psionic interference of the Lemurian Sea. Some surviving ships report no signs of the Voices, while others are hit with later stage effects quickly – which is usually enough for them to vacate the Sea before any crew are tempted into self-sabotage.&lt;br /&gt;
&lt;br /&gt;
===Gravitational Anomalies===&lt;br /&gt;
On top of reports of numerous black holes which defy the Sea’s starless state, recent scientific expeditions have discovered that the Lemurian Sea holds an unusually massive concentration of dark matter, wreaking havoc on gravitational sensors and equipment and often giving passing ships an invisible “tug” that skews their sense of direction, gently but firmly pulling them in various, random directions. This influence extends even past the border, with many attempts to set up space stations in areas thought to be stable ending in them being pulled into the Sea’s fog, almost as if being tied with rope and pulled.&lt;br /&gt;
&lt;br /&gt;
Gravitational anomalies make traveling in a straight line impossible, as ships might imperceptibly be pulled towards one direction while not being evident on sensors or scans. Faster-than-light travel is especially susceptible to the tugging effects of the Sea, often making the method of traveling in a straight line extremely difficult or outright impossible.&lt;br /&gt;
&lt;br /&gt;
Another effect of the gravity anomalies are the occasional effects of gravitational lensing, often resulting in mirages when ships attempt to light up their surroundings. Crews have reported seeing their own ship flying alongside them in varying quality, from a warped visage to a perfect mirror image. Oftentimes this can startle crew, believing they are on a collision course with another ship.&lt;br /&gt;
&lt;br /&gt;
===Communication Deadzone===&lt;br /&gt;
No communications equipment ever pioneered by any known group or species, Skrell and Vaurca included, have ever been able to penetrate the fog of the Lemurian Sea. Even advanced systems such as bluespace relays, Hivenet, and Skrell psionics fail to breach the fog, with those reliant on such technology immediately isolated from it upon entering its borders. Long-distance teleportation technology is also rendered impossible, forcing even advanced civilizations and groups to rely on shuttlecraft and ships for transport. Vaurca are known to exhibit a strong sense of dread while inside the Sea, cut off from the greater Hivenet and limited only to their ship for communicating with others. Vaurca civilization generally does not consider attempting to bypass the blackout a worthwhile endeavor.&lt;br /&gt;
&lt;br /&gt;
===[[The_Voidtamer_Confluence#Celestial_Creed_of_the_Explorers|Celestial Creed of the Explorers]]===&lt;br /&gt;
A Voidic enclave of Dionae endemic to the region, Celestial Creed of the Explorers are one of the few confirmed enclaves of sapients who operate freely within the Lemurian Sea&#039;s interior. Psionically deaf to the phenomena of the region, they eke out a meager existence, harvesting radiation from the accretion disks of black holes, and carefully sensing their way through the darkness using rootsong echo-location. Life in the Lemurian Sea interior for these creatures is deliberate and slow: resource accessiblity is scarce, and the region is treacherous to navigate due to the ever shifting gravidic anomalies.&lt;br /&gt;
&lt;br /&gt;
Their time in the region has taken it&#039;s toll on them, as their optical buds have withered and grown vestigial, while their exterior dermis has taken on a sickly pale coloration.&lt;br /&gt;
&lt;br /&gt;
They are opportunistic and capricious towards all, with the exception of other Dionaen ships. They generally behave themselves when they pull into human ports, but otherwise, their intention towards travellers in the region can range from helpful, or neutral, to predatious. Coalition sailors that must move through the region often perjoritavely refer to them as &amp;quot;The Locals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
To the people of nearby Assunzione, the Lemurian Sea is their own religion’s tangible rendition of Hell. To them, it is the place where the truly evil are locked away and imprisoned for eternity, stewing in their own negative thoughts and claiming the lives of any who try to interfere with them. From the planet’s surface, the Sea is visible as a dark patch overtaking a third of Assunzione’s night sky, in stark contrast to the bright starlight that decorates the heavens everywhere else. Even looking at the region for too long is considered taboo, with followers of Luceism saying that if one looks at the “void” long enough, it drives them insane.&lt;br /&gt;
&lt;br /&gt;
Curiously, Luceians give religious ceremonies and rituals to authorized vessels waiting to travel into the Lemurian Sea. These include decorating the ship with talismans, replacing lights, and ensuring that the Warding Spheres carried on every Assunzioni are renewed. It is unknown what impact these rituals have, but vessels “blessed” by the Luceian Church have the highest return rate of any demographic that ventured into the Sea. Whether these are due to the natural aptitude of the crew that staff these ships, or whether it is divine influence, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers also places their own religious significance on the Sea. Rejecting light as a core part of their identity, something considered abhorrent to some diona who believe light has a religious significance.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Sea, and its unapproachable nature, make it a natural target of myths and stories from those who live and ply trade throughout Light’s Edge. To many Skrell, the &#039;&#039;Maki’i Xau’an&#039;&#039; is thought of akin to lost treasure, with many relics of the pre Glorsh federation still aboard, and it is rumoured that even the Federation which prohibits travel has secretly sent explorers to find it, though none have returned.&lt;br /&gt;
&lt;br /&gt;
There exist several popular books known as the “Tales from the Beyond the Edge of Light” which detail the contents of the Sea, written by the reclusive Assunzioni author Ozias Terzis. While he claims the details contained within the books is based on extensive research, the popular scientific community regards it as conspiracy laden fiction, conflating stories and adding details to sell more copies.&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=SCCV_Horizon&amp;diff=38643</id>
		<title>SCCV Horizon</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=SCCV_Horizon&amp;diff=38643"/>
		<updated>2026-03-01T03:42:04Z</updated>

		<summary type="html">&lt;p&gt;Fyni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Horizon undocking.jpg|900px]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The SCCV Horizon undocking from the NTCC Odin for one of its first missions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon is a large, expeditionary vessel commissioned by the [[Stellar Corporate Conglomerate]] as its flagship and prime phoron surveying vessel. Outfitted and updated with the latest, high-resolution sensor suite, the SCCV Horizon is capable of surveying at incredible distances. Besides the primary objective of locating new deposits of phoron, the SCCV Horizon is additionally tasked with the investigation of potential colony sites and deep space anomalies for the Stellar Corporate Conglomerate and [[Republic of Biesel]], and also serves the whims and agendas of the Stellar Corporate Conglomerate&#039;s constituent megacorporations.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div width=&amp;quot;100%&amp;quot; style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid black; font-size: 12px;margin:auto;width: 80%&amp;quot; cellpadding=&amp;quot;10px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#336699;color:gold;&amp;quot; |SCCV Horizon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class &amp;amp; Type&#039;&#039;&#039;||&#039;&#039;Venator-class&#039;&#039; Expeditionary Cruiser&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operator&#039;&#039;&#039;||[[Stellar Corporate Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Home Port&#039;&#039;&#039;|| Vickers Shipwright Dock, [[Valkyrie]], [[Republic of Biesel]]&lt;br /&gt;
|-&lt;br /&gt;
| || &#039;&#039;&#039;HISTORY&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laid Down&#039;&#039;&#039; || Undisclosed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Launched&#039;&#039;&#039; || 2464-04-09&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manufacturer&#039;&#039;&#039; || [[Hephaestus Industries]], [[Zavodskoi Interstellar]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Status&#039;&#039;&#039; || Active&lt;br /&gt;
|-&lt;br /&gt;
| || &#039;&#039;&#039;SPECIFICATIONS&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Capacity&#039;&#039;&#039;|| 3,000 Persons; Additional 1000 Cryostasis Capacity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039; || Undisclosed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Generation&#039;&#039;&#039;|| [[Supermatter]] Generator, [[INDRA]] Mk2 Tokamak Fusion Reactor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sensors&#039;&#039;&#039;|| Venator Sensors Array (15,000,000km)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STL Propulsion&#039;&#039;&#039;||18x Chemical Propulsion Thrusters (Phoron); 2x Chemical Pulse Manoeuvring Thrusters&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FTL Propulsion&#039;&#039;&#039;|| C-Goliath Hybrid Drive (Bluespace and Warp)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FTL Range &amp;amp; Speed&#039;&#039;&#039;|| 50LY at 1LY/Day (Bluespace) OR 0.3LY/Day (Warp)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Telecommunications&#039;&#039;&#039; || Intranet Relay, Bluespace FTL Extranet Relay&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039; || 1x [[Zavodskoi_Interstellar#Kumar_Arms|Kumar Arms]] 406mm High Velocity &#039;&#039;“Longbow”&#039;&#039; Cannon, 1x [[Zavodskoi_Interstellar#Kumar_Arms|Kumar Arms]] 90mm flak &#039;&#039;“Grauwolf”&#039;&#039; Cannon, 1x Empty Hardpoint&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shuttle Facilities&#039;&#039;&#039;||1x Unpressurised Hangar; 1x Large Hangar; 2x Small Hangars; 2x 3-Port Docking Arms.; 2x Single Docking Ports&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shuttles&#039;&#039;&#039;|| SCCV Intrepid, SCCV Canary, SCCV Quark, SCCV Spark&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Ship Specifications =&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon&#039;s construction was delegated to [[Hephaestus Industries]] and [[Zavodskoi Interstellar]], marking a rare moment of cooperation between the feuding megacorporations while the Chainlink&#039;s optimism was still high. The vessel&#039;s construction took place at [[Valkyrie]]&#039;s Vickers Shipwright Dock, and its [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/2/#findComment-155674 maiden voyage began on the 9th of April, 2464].  &lt;br /&gt;
&lt;br /&gt;
All of the SCCV Horizon&#039;s ship systems are supervised by chief engineers holding doctorates, capable of permitting experimental modifications that push the limits of their power generation, specific impulses, and phoron efficiency, ensuring the SCCV Horizon&#039;s systems are always top-of-the-line.&lt;br /&gt;
&lt;br /&gt;
The ship is quipped with 2 power generators: a [[Supermatter]] Power Generator and an [[INDRA]] Mark 2 Tokamak Fusion Reactor. Both are considerably powerful sources of energy, capable of meeting the exorbitant demands of the expeditionary vessel.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon utilises no-expense-spared phoron chemical propulsion as its [[Interstellar_Travel#Sublight_Interstellar_Propulsion|Slower-Than-Light]] travel option, capitalising on the huge amount of energy within and the mass of phoron to achieve worthwhile subluminal velocities. However, where refuelling is sparse, other chemical propulsion fuels, such as hydrogen, are available.&lt;br /&gt;
&lt;br /&gt;
As for Faster-Than-Light options, the SCCV Horizon is equipped with the [[Interstellar_Travel#Bluespace_Drives|C-Goliath Hybrid Drive]], primarily capable of bluespace travel, though with an emergency warp travel mode. Intended for the Stellar Corporate Conglomerate&#039;s surveying vessels in times of the Phoron Scarcity, in the event the SCCV Horizon is unable to acquire phoron for refuelling, the C-Goliath Drive can be repurposed to permit singularity-augmented warp transit.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon is equipped with a small but notable ship weapons armament, supplied by [[Zavodskoi_Interstellar#Kumar_Arms|Kumar Arms]], primarily intended as a deterrant and for hazard clearing. One hardpoint remains empty for prototype weapons testing, historically occupied by Kumar Arm&#039;s prototype &#039;Leviathan&#039; artillery cannon until its experimental testing concluded in 2466.&lt;br /&gt;
&lt;br /&gt;
= Occupational &amp;amp; Living Decks =&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon is outfitted with several decks, including three Occupational &amp;amp; Living decks. Taking up the majority of the SCCV Horizon, the Occupational &amp;amp; Living Decks are outfitted with all facilities vital to the ship&#039;s and crew&#039;s function, including department workspaces, housing medical facilities and power generators, as well as the the Service area that serves as the primary, shared crew living space (as not all residential rooms come equipped with the living spaces and facilities housed by the Service department). Also scattered around the Occupational &amp;amp; Living Deck are recreational facilities, including a communal fitness room, holodecks, and a library.&lt;br /&gt;
&lt;br /&gt;
It is from the Occupational &amp;amp; Living Decks that the SCCV Horizon&#039;s crew purchase much of their essentials. Hydroponics not only supplies the Service Department, but also crew looking for fresh produce to purchase. The Operations Department is the first option for purchasing other goods, and is where most large orders are collected from, and its Machining Workshop is the go-to for crew members taking their troublesome appliances for maintenance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The departments on the Occupational &amp;amp; Living Deck are contracted out as follows:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039; [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Private Military Contracting Group]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039; [[Private Military Contracting Group]], [[Idris Incorporated]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service:&#039;&#039;&#039; [[Idris Incorporated]], [[NanoTrasen Corporation]], and [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science:&#039;&#039;&#039; [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operations:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Orion Express]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Zavodskoi Interstellar]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039; [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
= Residential Decks =&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon&#039;s design philosophy, compact and frugal, is not excluded from the three Residential Decks. While the Occupational &amp;amp; Living Decks have no expense spared and varied, almost luxury service and recreational facilities that aim to maintain mental wellness (and, in turn, productivity), much of the Residential Deck is composed of narrow corridors and cramped, smaller housing options. The same luxury afforded to the Occupational &amp;amp; Living Decks only becomes apparent again in the more expensive housing options, and any communal areas provided to them.&lt;br /&gt;
&lt;br /&gt;
The Horizon offers a wide array of housing options for the crew, with a Bunk assigned by default if no other preference is expressed — it is not possible to go without a living space. Employees are permitted to relocate to another living space, including to upsized or downsized housing options (with altered payment plans). All of these housing options have rent collected that pays for the continual maintenance of the SCCV Horizon&#039;s Residential Decks, and is automatically taken out of an employee&#039;s paycheque. Reasonable customization is allowed for rooms if the right paperwork is filed and does not directly affect the SCCV Horizon&#039;s electrical or atmospheric systems. The specifics of the prices of the Horizon&#039;s housing and which occupations can afford what can be found on the &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | Housing Aboard the Horizon section]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The Stellar Corporate Conglomerate takes care to assign crewmembers to blocks where crew conflict is unlikely. As an example, it is incredibly rare for a member of the crew who adheres to the [[Moroz Holy Tribunal]] to share a block with an [[IPC]]; there are rare exceptions, but it is in the best interest of the SCC to avoid conflicts in Residential areas.&lt;br /&gt;
&lt;br /&gt;
There are no entertainment systems, eateries, gyms or otherwise installed on Residential Decks; the crew are expected to use the facilities provided on the Occupational &amp;amp; Living Decks above for those needs. Neither are there work departments on the Residential Decks, such as Residential Engineering or Residential Security. &lt;br /&gt;
&lt;br /&gt;
Though the Horizon has an internal relay for PDA client communications, it is also equipped with an FTL extranet connection. The extranet connection largely relies on the local infrastructure, so areas such as deep space or the frontier will have extremely slow speeds or no connection at all.&lt;br /&gt;
&lt;br /&gt;
The Residential Decks are outfitted with escape pods in the event of an existential threat to the SCCV Horizon, which the Residential Decks are not arbitrarily exempt from.&lt;br /&gt;
&lt;br /&gt;
== Residential Deck Assignment &amp;amp; Numbering ==&lt;br /&gt;
The Residential Deck consists of 3 decks (numbered 1, 2 and 3, to much confusion when referring to the Occuptional &amp;amp; Living Deck&#039;s 1, 2 and 3) and arranged in blocks of housing arrangements (eg. Bunk Blocks; Dormitory Blocks). Each Residential Deck boasts 100 blocks. &lt;br /&gt;
&lt;br /&gt;
A room is prescribed the following format: &#039;&#039;&#039;Deck-Block-Room&#039;&#039;&#039;, such as &#039;&#039;&#039;1-23-4&#039;&#039;&#039;, which denotes a room on the Residential Deck 1, in Block 23, Room 4. Sometimes, a letter is appended to the Block Number to denote what type of block it is; EG. a &#039;&#039;&#039;1-23B-4&#039;&#039;&#039; to denote the room as a Bunk Block.&lt;br /&gt;
&lt;br /&gt;
The lower the block number, the nearer it is to the Residential Lift, and so newly arriving crew often hope for the lowest available. Every 5th Block (beginning Block 5) is positioned such that is has external view ports for the rooms within — this makes these rooms also more desirable than others. These more desirable rooms often fall into the hands of those known or expected to be more pro-corporate, such as [[Republic_of_Biesel|Biesellites]], [[Eridani_Federation#Eridanian_Citizens|Eridianian &#039;suits&#039;]], or long-time employees of a megacorporation.&lt;br /&gt;
&lt;br /&gt;
=== Residential Deck 3: Bunks, Dormitories, IPC Recharging Cabinets ===&lt;br /&gt;
Residential Deck 3 is composed wholly of more affordable housing arrangements, Bunks, Dormitories, and IPC Recharging Cabinets. It is known for its incredibly narrow hallways that are sparsely decorated, with only the odd vending machine or motivational poster along the route to the Residential Lift to the Occupational &amp;amp; Living Deck. The commute through the tangled corridors are often plagued by holo-advertisements and their accompanying jingles and spoken messages: information on the &#039;next level of protection&#039; afforded by the [[Guide_to_Wages_and_Pay#SCC_Contractor_Insurance_Package|SCC&#039;s Contractor Insurance Package]]; employment opportunities available from corporate representatives available the Occupational &amp;amp; Living Decks, and similar. The deck is notably grimier than the other Residential Decks, and maintenance requests often have to be sent once, twice, thrice. The extranet communication down in Residential Deck 3 often portents coming connection problems as the SCCV Horizon strays from built-up spaces, being the first to suffer from poor connectivity or throttling at the benefit of others.&lt;br /&gt;
&lt;br /&gt;
Blocks &#039;&#039;&#039;1—30&#039;&#039;&#039; are &#039;&#039;&#039;Dormitory Blocks&#039;&#039;&#039;. Blocks &#039;&#039;&#039;31—80&#039;&#039;&#039; are &#039;&#039;&#039;Bunk Blocks&#039;&#039;&#039;.  Blocks &#039;&#039;&#039;81—100&#039;&#039;&#039; are &#039;&#039;&#039;IPC Recharging Cabinet Blocks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Vaurca Blocks ====&lt;br /&gt;
Deck 3&#039;s Bunk Blocks 75B—80B are reserved for [[Vaurca]] personnel, and are slightly modified to facilitate them — notably, bunk beds are removed, given vaurca are capable of sleeping standing. Vaurca also get away with cramming more than 6 individuals to a room; up to 12, in their case — a very tight fit. Individual rooms tend to be shared by the same hivecell. The more independent of the [[Vaurca#The_Unbound|Unbound]] often seek housing beyond these vaurca blocks, looking to better integrate into the ship&#039;s general populace.&lt;br /&gt;
&lt;br /&gt;
=== Residential Deck 2 &amp;amp; 1: Cubicles, Condos, Corapts ===&lt;br /&gt;
Residential Decks 2 and 1 are composed of Cubicles, Condominiums, and Corporate Apartments. The hallways, though still narrow, occasionally have seating areas besides the external viewports and are kept a lot tidier. Holo-advertisements still play, though at a quieter volume and often less predatory: a &#039;&#039;once in a life time&#039;&#039; opportunity to see the stars &#039;like never before&#039; with [[Idris_Incorporated#Celestial_Cruises|Celestial Cruises]], or simply the latest movie from [[NanoTrasen_Corporation#Ingi_Usang_Entertainment_Company | Ingi Usang Entertainment Company]]. &lt;br /&gt;
&lt;br /&gt;
Blocks &#039;&#039;&#039;1—20&#039;&#039;&#039; are &#039;&#039;&#039;Corapt Blocks&#039;&#039;&#039;. Blocks &#039;&#039;&#039;21—50&#039;&#039;&#039; are &#039;&#039;&#039;Condominium Blocks&#039;&#039;&#039;. Blocks &#039;&#039;&#039;51—100&#039;&#039;&#039; are &#039;&#039;&#039;Cubicle Blocks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Deck 1&#039;s Block 1—2 are reserved for external, short-stay VIPs, such as Chainlink directors and senior government officials. They are not assigned to crew of the SCCV Horizon.&lt;br /&gt;
&lt;br /&gt;
== Housing Options ==&lt;br /&gt;
&lt;br /&gt;
[[File:DormitoryEG.png|thumb|The floorplan of a singular Dormitory Room.]]&lt;br /&gt;
&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Residential Deck 3 is also where the SCCV Horizon&#039;s Cryogenics Storage is, with all cryopods around the SCCV Horizon feeding those in cryostasis to storage, supercooled by a large phoron array which maintains cryogenic temperatures. It is inaccessable from Residential Deck 3&#039;s hallways, only reachable via maintenance tunnels utilised by engineering personnel performing maintenance.&lt;br /&gt;
&lt;br /&gt;
Though not the cheapest option and while being harmful to health if relied upon for durations greater than a year, it is the most hassle-free: one can schedule when they wake up; eat, drink and shower on the Occupational &amp;amp; Living Deck; any personal effects are stored in their pod&#039;s storage compartment.&lt;br /&gt;
&lt;br /&gt;
The Cryogenics system is often used by employees on shorter contracts. Renting a place in cryo storage costs &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | {{#expr: {{StrugglingSalary}} * ({{RentCosts}} / {{AverageSalary}}) }}cr a month]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===IPC Recharging Cabinets (S)===&lt;br /&gt;
&lt;br /&gt;
Only available to [[IPC|Integrated Positronic Chasses]], and &#039;&#039;typically&#039;&#039; but not exclusively those corporate or privately owned, an IPC recharging cabinet consists only of a prohibitively small space with only an IPC recharger within and, at most, a shelf or rack for personal effects (if an IPC even using such a cabinet would have such). They are clustered together in groups of 8 with no communal areas. Privately-owned, [[Vaurca#The_Bound|Bound Vaurca]] rented out to individuals as opposed to a corporation also often find themselves shacked up in these cabinets, so as to avoid creating a stench in their owner&#039;s main residence. Hive-owned Bound would remain with their Hivecell. &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | {{#expr: {{StrugglingSalary}} * ({{RentCosts}} / {{AverageSalary}} * 0.5)}}cr a month]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CubicleEG.png|thumb|left|The floorplan of a singular Cubicle Room. ]]&lt;br /&gt;
&lt;br /&gt;
===Bunk Rooms (B)===&lt;br /&gt;
&lt;br /&gt;
The lowest cost and smallest room for those contracted aboard the SCCV Horizon. Bunks offer no privacy, with 3 bunkbeds seeing 6 crew members crammed into a small living space, with only a wall-inset storage container for a limited number of personal effects. No furniture is permitted, nor modifications available. Bunks are arranged in a series of 6 Bunk Rooms to create a Bunk Block. A large, communal bathroom is included in the block. Other living facilities, including kitchen and recreational, are only available on the Occuptional &amp;amp; Living Decks. &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | {{#expr: {{StrugglingSalary}} * ({{RentCosts}} / {{AverageSalary}} * 0.6) }}cr a month]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CondoEG.png|thumb|The floorplan of a singular Condominium Room.]]&lt;br /&gt;
&lt;br /&gt;
=== Dormitories (D) ===&lt;br /&gt;
&lt;br /&gt;
Structured identically to the Bunks, Dormitories are instead reserved for 1 crew member (or 2 if the single bed is replaced with a bunkbed). They can house not more than 3 items of furniture and are equipped with a fold-up bed. Dormitories are clustered together in groups of 5 to make a Dormitory Block, with what would be a 6th Dormitory being turned into a living area. There remains the large communal bathroom. The living area — being the same size as a dormitory itself — can hardly be called such, containing only a stove and countertop for 1 person to manoeuvre around (and limited shelving and fridge space, meaning cooking &amp;amp; eating ware and &#039;luxury&#039; food ingredients you don&#039;t want pinched are often stored in dormitories), and usually either a single sofa or a small table with two chairs. &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | {{#expr: {{StrugglingSalary}} * ({{RentCosts}} / {{AverageSalary}}) }}cr a month]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Corapt2EG.png|thumb|left|The floorplan of a singular Corapt Room. ]]&lt;br /&gt;
&lt;br /&gt;
=== Cubicles (Cu) ===&lt;br /&gt;
&lt;br /&gt;
Cubicles are, arguably, the first comfortable room aboard the Horizon, and the most accessible to crew. They have a single bedroom, a kitchen, fused into a singular living space. They additionally come with a compacted bed that is capable of being folded into the wall, similar to dormitories. Cubicles are clustered together in groups of 4 to create a Cubicle Block. Cubicles lead to a communal bathroom and living area — both considered more comfortable. The communal living area is more sizeable than those of downsized rooms, with space for 2 stoves, fridges, and enough space to store most cooking ware and ingredients; enough room is available to modify the living area to include a large dining table, or shared game area, or shared gym — though not enough space to handle everything. &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | {{#expr: {{AlrightSalary}} * ({{RentCosts}} / {{AverageSalary}}) }}cr a month]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Condominiums (Co) ===&lt;br /&gt;
&lt;br /&gt;
A rather expensive room, Condominiums are designed to cater to couples that wish to share a singular room, or to members of the crew in higher-paying positions. It has additional room for furniture, and an attached bedroom with a compacted bed that is capable of being folded into the wall, as well as the attached wardrobe. They are the first room to have their own ensuite bathroom! Condominiums are clustered together in groups of 3. They lead to a communal living area, significantly more comfortable and spacious than other housing options. &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | {{#expr: {{WelloffSalary}} * ({{RentCosts}} / {{AverageSalary}}) * 1.3 }}cr a month]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FCoraptEG.png|thumb|The floorplan of a singular Family Corapt Room.]]&lt;br /&gt;
&lt;br /&gt;
=== Corapts &amp;amp; Family Corapts (Ca) ===&lt;br /&gt;
&lt;br /&gt;
Corapts, or Corporate-Level Apartments, are the most expensive living arrangements on the SCCV Horizon. However, even without the price tag, due to their size and limited number &#039;&#039;&#039;only members of the Horizon Command Team, or Consular Officers, are allowed to rent Corapts and Family Corapts.&#039;&#039;&#039; The Captain, alongside the Consular Officer, are the only two occupations aboard that receive a Corapt or Family Corapt for free. Members of the Horizon Command team also receive some discounts on Family Corapts provided they have a family member aboard who is also employed on the Horizon. The standard version features an attached bedroom, ensuite, as well as a separate office; with the Family version featuring two attached bedrooms, sharing an ensuite, without an attached office. However, per arrangement, the customization of the room is permitted to add a separate office from the main living room. Corapts &amp;amp; Family Corapts are grouped together into 3 rooms, though lack any communal area, a design choice believes to encourage networking between higher-level employees to be done on the Occupational &amp;amp; Living Decks (under oversight). &#039;&#039;&#039;[[Guide_to_Wages_and_Pay#Housing_Aboard_the_Horizon | {{#expr: {{LavishSalary}} * ({{RentCosts}} / {{AverageSalary}}) }}cr a month]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Floorplans presented here are considered the default ones. You can change them to include or exclude furniture, as well as rearrange said furniture. An example is perhaps replacing a bed with a bunk bed, or replacing a desk with a single bed. Very limited changes can also occur, but be reasonable and attempt to stick to the aforementioned structural descriptions above. Additionally, the measurements presented are not accurate, and should not be used as a basis of measurement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Housing Permissions ===&lt;br /&gt;
&lt;br /&gt;
* Pets are allowed aboard the SCCV Horizon, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as [[Adhomai#Fauna| Mata&#039;ke Rafama]] would be considered too big to be comfortable within the confines of an employees cabin.&lt;br /&gt;
&lt;br /&gt;
* Children under the age of 18, and/or pregnancies, are explicitly not allowed aboard the SCCV Horizon. This is due to a number of reasons, from adverse physiological and psychological effects to company legal liability. This includes oviparous species. Dionae are exempt from this. &#039;&#039;&#039;This is also enforceable by both Moderators and Administrators, do not roleplay having children under the age of 18 and/or pregnancies aboard the SCCV Horizon&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*No privately-owned firearms are allowed aboard the SCCV Horizon, including laser-based firearms. Firearms are limited to those given one for their job (and it will remain in their department or office, not within any person&#039;s living quarters). You are allowed to purchase a weapon from a merchant and send it back to your place of residence, if you have one.&lt;br /&gt;
&lt;br /&gt;
=== Common Species Room Modifications ===&lt;br /&gt;
Besides common, reasonable room modifications (exchanged furniture; relocated countertops; room dividers), a number of species-specific room modifications have also become popular installations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psionic Privacy Screens:&#039;&#039;&#039; Various privacy screen models exist, however the most affordable and easy to install tend to be remote-controlled, sliding panels which envelop a small room (a whole dormitory or cubicle, or the office/bedroom of a condominium or corapt. These panels are made out of &#039;&#039;aluminium&#039;&#039;, [[The_Srom#The_Srom|which can isolate a skrell&#039;s Srom and Nlom from the greater populace]], allowing some privacy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Biomass Glow Bulbs:&#039;&#039;&#039; One of the most common structures seen in diona residential rooms are &#039;&#039;Glow Bulbs&#039;&#039;, used by diona to create a brighter living space. The depositing and fashioning objects and structures out of biomass is not prohibited within a diona&#039;s room, so long as it does not impede upon regulated installations (eg. fire alarms, scrubber and  vents) or otherwise tamper with room functions (eg. entry airlocks, electrical/atmospheric/plumbing systems). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;IPC Recharging Units:&#039;&#039;&#039; While all communal bathrooms contain at least one IPC Recharging Unit, some synthetics opt to have one installed in their own room — be it for privacy, not trusting other room mates with the communal recharger, or similar. These personal recharging units are somewhat expensive though, and often provide slower charging times compared to communal recharging units in the bathrooms or on the Occupational &amp;amp; Living Deck.&lt;br /&gt;
&lt;br /&gt;
== Residential Deck Culture ==&lt;br /&gt;
With the SCCV Horizon having been on its mission for a good number of years, and with many employees posted to it since the beginning, the Residential Deck has had time to develop its own little culture reflected by crew who have settled in and been aboard for a notable time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew Services: &#039;&#039;&#039;With limited facilities on the Occupational &amp;amp; Living Deck and with the potential of being away from ports-of-call for significant durations, the Horizon&#039;s crew are known to offer services out of the rooms or communal living space. These services are cash-in-hand and small-scale, such as hairdressing, beauty sessions, tailoring. Larger scale or more regulated business activities (for profit or not), such as running a medical practise or consultancy out of a residential room, are not permitted aboard the SCCV Horizon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hotbunking:&#039;&#039;&#039; While not an official programme offered on the SCCV Horizon due to variable work schedules per crewmember, some crew members — typically in &#039;&#039;Bunks&#039;&#039;, &#039;&#039;Dormitories&#039;&#039;, and &#039;&#039;Cubicles&#039;&#039; — have been known to hotbunk. This involves two crew members sharing the same (bunk)bed, however self-regulating their sleep/work-cycles to ensure they are awake/asleep at opposite times. This can be awkward when such attempts fail, but does mean an extra person can be roomshared with to help cut down on expenses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communal Cleanliness:&#039;&#039;&#039; Block cleanliness is a duty of its residents; custodial staff do not clean residential blocks, only the main hallways leading to the Residential Lift and other blocks. A Block&#039;s hallway between rooms has a little cupboard containing a company-supplied vacuum and mop — cleaning agents and other supplies must be supplied by residents — as well as a large disposals chute. It is up to residents of a block to decide on cleaning duties — whether there is a daily rota; whether different residents handle different facets of cleaning (mopping, vacuuming, kitchen surface wiping, etc); if no one does it, the communal living space will quickly degrade into a festering mess. It is also up to residents of a block to decide how to handle those more slothenly who &#039;&#039;neglect&#039;&#039; to partake in cleaning their block&#039;s space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communal Theft:&#039;&#039;&#039; Sometimes, particularly in blocks where residents do not know each other so well, &#039;&#039;theft&#039;&#039; of appliances or food items left in the communal living area and its fridges or cabinets is known to occur. In most instances, even if reported to Security, nothing can be done about it — the theft is too petty and simply taken for granted in such communal living spaces. As a result, crew in these blocks are known to resort to padlocking containers with their food ingredients and cooking ware, or simply storing them in their actual room — some go so far as to have mini-fridges in their living area.&lt;br /&gt;
&lt;br /&gt;
=== Notable Blocks ===&lt;br /&gt;
Over time, some block numbers have become synonymous with a certain negative trait, or have otherwise wormed their way into the ship&#039;s culture. Most of which are located on Deck 3, where issues more often present.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deck 3&#039;s Blocks 35B—37B&#039;&#039;&#039;, nicknamed the &#039;&#039;‘Captain&#039;s Bunks’&#039;&#039; — not that a captain would be found in a Bunk Room, are named such for being positioned near escape pods that are believed to not work. Grounded in a maintenance request way back in 2464, the escape pods appeared depowered and nonresponsive with maintenance ongoing for a month until they were fixed. The rumour is, the escape pods remain non-functional, and only lighting was restored to give them the impression they were fixed! As such, those in Blocks 33—37 either humorously or resentfully say that, should the Horizon ever see an evacuation, they will just have to &#039;&#039;‘go down with the ship’&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deck 3&#039;s Blocks 27D—32B&#039;&#039;&#039;, nicknamed the &#039;&#039;‘Rat Dorms’&#039;&#039; and &#039;&#039;‘Rat Bunks’&#039;&#039;, are named such for the &#039;&#039;frequent&#039;&#039; disturbances heard in the crawlspaces above and below the Bunks, Dormitories and their living areas, beginning in 2466. Maintenance issues are even more common within these blocks, with Engineering personnel often reporting damage to plumbing pipes, cabling fleeced of insulation, floor and ceiling tiles missing, etc. Food and ingredients stored in the Dormitory living areas often go missing very quickly too — drips and drabs of someone&#039;s uncooked pasta vanishing faster than they&#039;ve been eating it; someone&#039;s favourite, unopened hot chocolate tub going missing — and so, residents of this block have to stash away their favourite ingredients within their dormitories (not uncommon in Dormitories, but &#039;&#039;necessary&#039;&#039; in the Rat Dorms). Curiously, rats and other pests are only as common here as they are in other blocks, nor has a nest ever been found within these blocks. The growing frustration has seen residents of these blocks eyeing their fellow blockmates as potentially being the source of the damages and food theft.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deck 2&#039;s Blocks 46Co—55Cu&#039;&#039;&#039; are known for their design flaws that have stuck with the ship since its launch, believed to be the result of a blueprint error — perhaps plans that changed early in construction, or an engineer&#039;s mis-implementation of an architect&#039;s plan. Some of the rooms may be &#039;&#039;slightly&#039;&#039; misshapen compared to standard cubicles or condos, occasionally at the detriment of plumbing or electrical supplies for kitchen equipment or intra/extranet equipment. Hallways between these blocks often twist a little more than elsewhere, bending around the malformed rooms. Despite the obvious structural errors and the resulting, increased maintenance concerns, few have been lucky in appealling for reduced rent.&lt;br /&gt;
&lt;br /&gt;
Other curious blocks like these exist (&#039;&#039;feel free to headcanon them!&#039;&#039;), though have yet to enter the crew&#039;s shared consciousness.&lt;br /&gt;
&lt;br /&gt;
= Internal Operations =&lt;br /&gt;
== Brig &amp;amp; Legal ==&lt;br /&gt;
&lt;br /&gt;
Due to the Horizon&#039;s nature as a vessel going on long-term voyages and its inevitability that it will cross into various nations with diverse legal systems, it has been deemed necessary for the Security Department to have the authority to deal with criminals. Its authority stems from a legal agreement between the Republic of Biesel and the Stellar Corporate Conglomerate. &lt;br /&gt;
&lt;br /&gt;
The brig is used to house those who break regulations of any sort and are unwilling or unable to be fined. It is also where non-crew and unauthorized boarders are expected to be held when captured. While in-game these times are shorter for the sake of brevity, in reality, these times are much longer. Low-tier infractions will net hours, sometimes a day or two depending on how many charges the person has. Medium-tier will be a few days, perhaps even over a week. High-tier will give the same charges as dictated by corporate regulations: holding until transfer, tracking implants, and/or cyborgification or marooning. People held inside of the brig until transfer are kept inside under the watch of the warden until the Horizon is able to arrange for shuttle transport for the prisoner at an installation. &lt;br /&gt;
&lt;br /&gt;
Governed by the Luna Accords of Interstellar Law, the SCCV Horizon will uphold the laws of the Republic of Biesel regarding its internal operation, meaning that certain members of the crew are protected from local laws. An additional agreement between the Conglomerate and these nations further protects members of the crew from facing possible punishments for merely being present within their territories. However, leaving the Horizon will result in these persons being subjected to whatever local laws are enforced. Shuttles are considered part of the SCCV Horizon.&lt;br /&gt;
&lt;br /&gt;
== Medical Services ==&lt;br /&gt;
&lt;br /&gt;
Medical services on the Horizon are covered by plans included within the contract for SCC workers. Each contract covers that employee injuries sustained in the line of work such as a security officer being shot defending the ship, a engineer getting shocked while doing repairs, or a miner breaking a leg from a fall will be covered by their employer - &#039;&#039;&#039;unless the injury is proven to have been caused by the negligence of the injured employee&#039;&#039;&#039;.  However, injuries sustained off duty, or other medical services that occur when the employee is not on the clock, such as regular appointments, will be covered either by a prepaid insurance plan or paid for out of pocket. The costs vary depending on the insurance plan of the injured employee and how much medical care is needed. If a person is unable to pay these costs, they will be put into debt, with the SCC offering contract extensions to help deal with said debt. Prosthetic repair is included in these plan, but fees are included for implantation even if it was done for a work injury. Pre-existing conditions are not covered by most of these medical plans, and billing will occur after the shift. [[Skrell]] of the [[Nralakk Federation]] can have assistance from the Federation for paying bills. For [[Vaurca|Vaurcae]], the fees of all Vaurcae in a corporation are collectively purchased by their Hive. Owned [[IPC|IPCs]] have their damage costs paid for by their corporation, while self-owned ones will need to buy into their corporation&#039;s warranty program. In this case, repairs are covered so long as the IPC continues to prove its value in whatever field it works within. An IPC lagging behind can be removed from the warranty program and thus be forced to pay for its repairs itself.&lt;br /&gt;
&lt;br /&gt;
The different types of insurance packages, their prices, and which occupations get them as standard can be found on the [https://wiki.aurorastation.org/index.php?title=Guide_to_Wages_and_Pay#Insurance  Guide to Wages and Pay] page.&lt;br /&gt;
&lt;br /&gt;
== Crew &amp;amp; Living Space Supply ==&lt;br /&gt;
&lt;br /&gt;
As the Residential Decks contain no facilities of their own, the Occupational &amp;amp; Living Deck is where residing crew go to supply themselves, their rooms, and their communal areas. Fortunately, being designed to go without port-of-call for considerable amounts of time (at least 3 months under normal conditions; longer with impromptu refits, rationing, etc.), the vessel is equipped to permit self-sufficiency, and all crew are available to source &#039;&#039;most&#039;&#039; things from facilities on the Occupational &amp;amp; Living Deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydroponics:&#039;&#039;&#039; Hydroponics is equipped to produce and sell fresh fruit, vegetables and grains for crew consumption, as well as for any crew pets. Also capable of [[Guide_to_Hydroponics#Biogeneration|producing organic items]], Hydroponics is the first place to source cheap clothing, bags, paper, etc. Non-prescription, herbal remedies may also be made available at Hydroponics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machinist&#039;s Workshop:&#039;&#039;&#039; The Machinist&#039;s Workshop is capable of selling various hardware, such as power cells, replacement parts for damaged appliances, and similar hardware that a crew member would legitimately need outside of the Occupational &amp;amp; Living Decks. The Workshop is also the go-to for putting in an order for personal hardware repairs, such as mobile phones, damaged home appliances, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operations &amp;amp; the Commissary:&#039;&#039;&#039; All packages and parcels enter the SCCV Horizon via the Operations Department. Anything that gets held up in Operations can be collected at the desk, and new orders can be placed. The Warehouse often has a reserve of miscellaneous items held onto from previous ports of calls that cannot be produced on ship, such as branded products and cleaning supplies — paid-for requisitions for these can also be made. The Commissary is stocked from this reserve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmacy:&#039;&#039;&#039; Besides picking up and consulting on prescriptions, the Pharmacy is the go-to for the purchase of over-the-counter medications and other personal health items, such as bandages or sanitary products.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Library &amp;amp; Tech Support:&#039;&#039;&#039; The library is available for both the renting and purchase of physical copies of books.&lt;br /&gt;
&lt;br /&gt;
= External Operations =&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the SCCV Horizon&#039;s mission and owner, any mining, exploration, salvage, or scientific operation conducted by the crew is presumed legal unless stated otherwise. This means that any away site around the ship is a valid location for operations unless it is deemed otherwise by Command Staff, the owner of the system, or by server staff.&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
&#039;&#039;&#039;Priority 1 - Phoron Surveying &amp;amp; Research:&#039;&#039;&#039; The surveying of novel phoron deposits and any information or sites that may lead to such. Any discovery of a novel phoron deposit immediately overrides all other considerations. This includes the research of phoron, bluespace, and related phenomena that may provide information that could lead to a deposit discovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priority 2 - Colony Surveying:&#039;&#039;&#039; The surveying of potentially habitable or resource-rich bodies that can be flagged to the [[Stellar Corporate Conglomerate]] for colonisation or the establishment of a corporate facility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priority 3 - Other SCC/Constituent Megacorporate Interests:&#039;&#039;&#039; The representation of the [[Stellar Corporate Conglomerate]] and of its other interests, often those levied by constituent daughter megacorporations who have [[Stellar_Corporate_Conglomerate#Corporate_Agendas|their own agendas]]. Often hand-in-hand with the interests of the [[Republic of Biesel]]. The most variable of priorities that made guide the SCCV Horizon&#039;s operations.&lt;br /&gt;
&lt;br /&gt;
== Regional Operational Considerations ==&lt;br /&gt;
These are permissions and restrictions enforced by the &#039;&#039;respective, local state&#039;&#039;, &#039;&#039;&#039;not&#039;&#039;&#039; the [[Stellar Corporate Conglomerate]] (though it may inform punitive decision-making if you put the company in legal jeopardy).&lt;br /&gt;
&lt;br /&gt;
Expand each collapsible to see region-specific considerations for Horizon operations ▶&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== [[Republic of Biesel]] ===&lt;br /&gt;
The [[Republic of Biesel]] and the [[Stellar Corporate Conglomerate]] work hand-in-hand, and it is no secret that the Stellar Corporate Conglomerate (via [[NanoTrasen Corporation]]) is deeply embedded in the state&#039;s apparatus. As such, countless deals exist between the two groups which permit the SCCV Horizon to act autonomously and without threat of legal action.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;| &#039;&#039;&#039;Region/State&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Permitted Operations&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Compliance with Local Enforcement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Tau Ceti]]&#039;&#039;&#039;&lt;br /&gt;
| All&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any [[Republic of Biesel]] enforcement organisation.&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Corporate Reconstruction Zone]]&#039;&#039;&#039;&lt;br /&gt;
| All&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any [[Republic of Biesel]] enforcement organisation.&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mictlan|Sankta Tereza]]&#039;&#039;&#039;&lt;br /&gt;
| All&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any [[Republic of Biesel]] enforcement organisation.&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Port Antillia|Estrella de las Iselas]]&#039;&#039;&#039;&lt;br /&gt;
| All&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any [[Republic of Biesel]] enforcement organisation.&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== [[Coalition of Colonies]] ===&lt;br /&gt;
The Coalition has limited centralised mining, salvage and exploration regulations, with member states imposing their own local regulations. As such, the SCCV Horizon can conduct any and all operations (with one exception) outside of the home systems of member states without special permission. These home systems of member states often have very different operational considerations. Some member states, such as [[Himeo]] and [[Gadpathur]], are likely to respond with force if this is disregarded.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;| &#039;&#039;&#039;Region/State&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Permitted Operations&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Compliance with Local Enforcement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Coalition of Colonies]] (Non—Home Systems)&#039;&#039;&#039;&lt;br /&gt;
| Resource Harvesting, Salvage, Scientific Investigation, Bounty Hunting&lt;br /&gt;
| Salvage of Interstellar War-era facility/vessels (License-only; SCCV Horizon is unlicensed)&lt;br /&gt;
| &#039;&#039;&#039;Lawful Requests&#039;&#039;&#039;, from the [[Coalition_of_Colonies#The_Frontier_Protection_Bureau_(FPB)|Frontier Protection Bureau]] and any CoC member state enforcement organisation.&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Xanu Prime|Xanu]]&#039;&#039;&#039;&lt;br /&gt;
| Scientific Investigation, Resource Harvesting (Uninhabited Bodies Only), Salvage (Uninhabited Bodies Only)&lt;br /&gt;
| Resource Harvesting and Salvage Operations are &#039;&#039;not&#039;&#039; permitted on Inhabited Bodies, including Xanu Prime itself!&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any Xanan enforcement organisation.&lt;br /&gt;
| The results of scientific investigations are expected to be shared with the Xanan government.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Burzsia]]&#039;&#039;&#039;&lt;br /&gt;
| All&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from [[Hephaestus Industries]] asset protection.&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Assunzione]]&#039;&#039;&#039;&lt;br /&gt;
| Scientific Investigation, Resource Harvesting (Uninhabited Bodies Only), Salvage (Uninhabited Bodies Only)&lt;br /&gt;
| Resource Harvesting and Salvage Operations are &#039;&#039;not&#039;&#039; permitted on Inhabited Bodies, including Assunzione +itself!&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any Assunzionii enforcement organization or the Frontier Protection Bureau.&lt;br /&gt;
| The results of scientific investigations are expected to be shared with the Assunzionii government. The Assunzionii government is to be informed before launching an expedition into the Lemurian Sea.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== [[Adhomai]] ===&lt;br /&gt;
S&#039;randmarr and Adhomai hosts three states with variable agreements and views of the Stellar Corporate Conglomerate, and so extra effort is required to identify which operations and level of compliance are expected. Caution is also advised due to the xenophobia, political instability, frequency of terror attacks, and banditry present in S&#039;randmarr and on Adhomai, particularly within rural areas and for [[tajara]] not politically/culturally aligned with the respective state.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;| &#039;&#039;&#039;Region/State&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Permitted Operations&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Compliance with Local Enforcement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adhomai ([[People&#039;s Republic of Adhomai]])&#039;&#039;&#039;&lt;br /&gt;
| Resource Harvesting, Scientific Investigation, Salvage&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any PRA enforcement organisation.&lt;br /&gt;
| Caution advised in rural regions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adhomai ([[New Kingdom of Adhomai]])&#039;&#039;&#039;&lt;br /&gt;
| Resource Harvesting, Scientific Investigation, Salvage&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any NKA enforcement organisation.&lt;br /&gt;
| Caution advised in rural regions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adhomai ([[Democratic People&#039;s Republic of Adhomai]])&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;No Compliance&#039;&#039;&#039;&lt;br /&gt;
| While the [[Democratic People&#039;s Republic of Adhomai]] permits no operations, the Stellar Corporate Conglomerate does not prohibit operations within DPRA territory; extreme caution is advised.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== [[Izweski Hegemony]] ===&lt;br /&gt;
A feudal, interstellar empire made up of hundreds of noble clans and their vessels. New to the interstellar stage, suffering from growing pains and the fallout of the [[Contact War]], it has since firmly aligned with [[Hephaestus Industries]], which now allows near-unfettered access to its territories for the [[Stellar Corporate Conglomerate]].  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;| &#039;&#039;&#039;Region/State&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Permitted Operations&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Compliance with Local Enforcement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Uueoa-Esa]]&#039;&#039;&#039;&lt;br /&gt;
| Resource Harvesting, Scientific Investigation, Salvage, Bounty Hunting&lt;br /&gt;
| None&lt;br /&gt;
| &#039;&#039;&#039;Reasonable or Lawful Requests&#039;&#039;&#039;, from any Izweski Hegemony enforcement organisation.&lt;br /&gt;
| Caution remains advised in the [[The_Wasteland|Wasteland]] regions of Moghes due to [[The_Wasteland#Clan_&amp;quot;Gawgaryn&amp;quot;_-_The_Punished_Clans|raiders]], xenophobia, radioactive hazards, and unexploded ordnance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The [[Unathi_Educational_Institutions#Skalamar_Academy_of_the_Natural_Sciences|Skalamar Academy of the Natural Sciences]] offers bounties to SCC [[Scientist|research]] personnel who provide valuable survey data or uncover lost artifacts from before the [[Contact War]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other Izweski Hegemony Systems&#039;&#039;&#039;&lt;br /&gt;
| Resource Harvesting, Scientific Investigation, Salvage, Bounty Hunting&lt;br /&gt;
| Caution advised in rural regions.&lt;br /&gt;
| &#039;&#039;&#039;Lawful Requests&#039;&#039;&#039;, from any Izweski Hegemony enforcement organisation.&lt;br /&gt;
| Caution is advised due to rampant [[Unathi_Piracy|piracy]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource Harvesting*:&#039;&#039;&#039; The Operations Department may field shaft miners to conduct mining operations, harvesting &#039;&#039;non-phoron&#039;&#039; minerals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource Harvesting (Phoron):&#039;&#039;&#039; The Operations Department may field miners to conduct mining operations, harvesting all minerals including phoron. Of course, the company would like you to mine it whether or not the local state permits you to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scientific Investigation*:&#039;&#039;&#039; The Science Department may field any science personnel to conduct scientific sampling and investigations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage*:&#039;&#039;&#039; The Operations and Engineering Department may field personnel to conduct salvage operations, in accordance with internal [[Standard_Operating_Procedure#Salvage_Operations|standard operating procedure]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty Hunting:&#039;&#039;&#039; The SCCV Horizon is permitted to engage individuals who have been confirmed to have &#039;&#039;large bounties&#039;&#039; (often those on-the-run for high-level crimes) posted by the local state. Small-fry criminals and general law enforcement remain unpermitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enforcement:&#039;&#039;&#039; The SCCV Horizon is permitted to operate &#039;&#039;alongside local law enforcement as a supporting vessel&#039;&#039;, aiding boarding actions and backing-up offensive combat positioning. This also includes bounty-hunting of any level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All:&#039;&#039;&#039; The SCCV Horizon is permitted to conduct all of the above operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;None:&#039;&#039;&#039; The SCCV Horizon is permitted to conduct none of the above operations.&lt;br /&gt;
&lt;br /&gt;
===Compliance===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Compliance:&#039;&#039;&#039; The SCCV Horizon may disregard any instructions given by local enforcement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lawful Requests*:&#039;&#039;&#039; The SCCV Horizon must follow lawful instructions given by local enforcement. It is at Command&#039;s discretion whether the local enforcement has lawful grounds to instruct or impede the SCCV Horizon&#039;s Operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reasonable or Lawful Requests:&#039;&#039;&#039; The SCCV Horizon must follow lawful instructions given by local enforcement, as well as any instruction that is reasonable (even if the SCCV Horizon isn&#039;t infringing upon any law or sovereignty at the time). &#039;Reasonable&#039; is open to Command interpretation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Compliance:&#039;&#039;&#039; The SCCV Horizon must comply with any instruction issued by local enforcement, even if they seem unreasonable and so long as it does not put the SCCV Horizon in apparent danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* If a region is not included on the table, the asterisk-marked considerations are assumed to apply by default.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Major Ports and Shore Leave =&lt;br /&gt;
&lt;br /&gt;
Periodically, the Horizon will be required to resupply its dwindled stores at major ports, during which the crew will be allowed a spell of shore leave. Alternating between a period of several days, shuttle transits are arranged for these resupplies and shore leaves. These major ports will be relative to the region in which the Horizon currently is travelling through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Port of Calls are announced on the SCCV Horizon&#039;s internal [https://discord.com/channels/157516682288562176/1163485401151975434 SCC Bulletin] and are also included in the game&#039;s welcome text.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fyni</name></author>
	</entry>
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