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		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_Ethnicities&amp;diff=38639</id>
		<title>Tajaran Ethnicities</title>
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		<summary type="html">&lt;p&gt;GeneralCamo: /* Ruvska&amp;#039;ard */ Fix missing italics&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Ethnicities=&lt;br /&gt;
[[File:Tajara Caste Diagram.png|500px|thumb|Diagram of the Tajaran caste system, showing the roles and hierarchy of each caste.]]&lt;br /&gt;
==Caste System==&lt;br /&gt;
&lt;br /&gt;
If there is one institution which had affected the Tajaran species for centuries, it would be that of the caste system. The creation of ancient nobility, the caste system was an institution which dictated the role of ethnicities in Tajaran society. Utilized to divide and control the peasantry, the effects of the system can be felt in nearly every facet of Tajaran life. From food, to work, to educational access. While few Tajaran communities continue to enforce the caste other than the New Kingdom of Adhomai, it lives on through cultural precedence.&lt;br /&gt;
&lt;br /&gt;
At its core, the caste system declares that each ethnicity serves a natural purpose in life as determined by Messa and employed by S’rendarr. To this end, the caste system has been tied to the teachings and influence of the Parivara, even after their cutting of ties to the institution following the creation of the People’s Republic of Adhomai. The system claims that when a Tajara is permitted to stray from the natural order of things, society falters. Inefficiencies and the unnaturality of ignoring the natural order undermines the necessities of a functioning civilization.&lt;br /&gt;
&lt;br /&gt;
One vital component to the caste system was the selective couple program. To enhance the capabilities of each ethnicity, the societal and noble pressure to remain within one’s ethnicity was employed. Nobility utilized the program to ensure the safety of their bloodlines and enact stronger control over the people. While the program is discredited, even by most of the new nobility of the NKA, the legacy of the centuries long program has formed into many of the beliefs and views that now make up the wider societal view of race, gender identity, and sexuality.&lt;br /&gt;
&lt;br /&gt;
At the top of the caste was Njarir’Akhran. The rulers of Adhomai, those claimed to be naturally predisposed to leadership and diplomacy. Below the Njarir were each of the other three ethnicities. Each ethnicity had its own role in the kingdoms. Hharars, the artisans, made the goods and products. Zhan-Khazan, the laborers, gathered the resources, tilled the field, and constructed the buildings. M’sai, the hunters, ranched the animals, hunted the food, and enforced the nobility’s will. Each ethnicity was permitted mobility within their caste. Zhans may lead Zhans, M’sai may lead M’sai. However, each answered to their noble liege, who was the only one permitted to rule over other castes. Njarir’Akhran leaders at times would replace leaders of other ethnicities, as was their right if they so wanted to or if the non-Njarir’Akhran leader was deemed ineffective. While the rulers claimed that the lesser castes were equal in status to each other, biases existed in which caste would be favored. The M’sai were often heavily favored due to their resemblance to the Njarir’Akhran and place in the military. The Zhan-Khazan were typically sidelined and disfavored as their roles were deemed the less necessary. Favoritism towards the Hharar was normally in flux, with the caste being favored over others or disfavored depending on the period.&lt;br /&gt;
&lt;br /&gt;
There were exceptions to the rule. Disowned Njarir often found themselves cast down into the peasantry, or into the Ruvska’ard depending on the severity of their transgression. Additionally, farming was hard work without the mechanization of modern Adhomai. As such, any of the lesser castes could find work tilling the fields. The rise of the new armies in the gunpowder era led to the increased recruitment of other races aside from Njarir’Akhran and M’sai in armed forces across Adhomai breaking the grip M’sai had over the war-making of Adhomai.&lt;br /&gt;
&lt;br /&gt;
With the First Revolution and the downfall of the nobility, the enforcement of the caste system was abolished. In theory, any Tajara could achieve any role. However, in effect, the PRA and DPRA are still rife with discrimination to varying degrees. Progress has been made, especially in the PRA, towards dismantling and retooling the continued legacy of the caste system, however. Increases in access to education, and continued political efforts to root out discrimination, have seen the barriers crumble. While progress is slower in the DPRA, as their hands-off approach does not see quick change, it is better off than the backsliding of the NKA. The royalists, still believing in the caste system, and desiring it to reinforce their power, encourage the societal enforcement of such a system. It cannot be denied, however, that the legacy of the caste will forever be ingrained in Tajaran culture.&lt;br /&gt;
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==Hharar==&lt;br /&gt;
&#039;&#039;“The Artisan”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hharar, as the first Tajaran ethnicity that Humanity came in contact with, is generally viewed as the &#039;typical Tajara&#039;, despite having a similar population to the other ethnicities. Given their societal role as the artisans and tradies of Adhomai, they were more common in the cities which humans explored as opposed to the fields and worksites of the surrounding regions, further reinforcing the idea of the ‘typical Tajara’. This has led to Hharar finding work in diplomatic and public-facing jobs after the People’s Republic of Adhomai took over, albeit a recent development permitted by the PRA and DPRA’s ideological opposition to the caste system.&lt;br /&gt;
&lt;br /&gt;
===Hharar Physiology===&lt;br /&gt;
While the Hharar doesn&#039;t boast any obvious physical advantages or disadvantages compared to the other subspecies, they are by nature more inquisitive than others. While this alone doesn&#039;t make them any more intelligent, they tend to dominate intellectually focused roles.&lt;br /&gt;
&lt;br /&gt;
The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
&lt;br /&gt;
There are variations and exceptions to this rule, however, Harbor Brown (Taupe) is the darkest a Hharar gets and Prairie Brown (Beaver Brown) is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico, presenting black, white, and orange fur colors, on rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and calico mothers can have normal brown daughters.&lt;br /&gt;
===Hharar Culture===&lt;br /&gt;
The majority of the population living in cities were Hharar Tajara. As a result, most cultural keystones of urban life on Adhomai are ubiquitous with Hharar culture. Owing to the near exclusive contact of Tajaran cities with the rest of the Spur, Hharar culture has been exported as the standard “Tajaran society”. One of the more notable aspects thought to be of Hharar creation is the worship of S’rendarr and Messa, now continued by the Parivara. The original worship is thought to have been a creation of ancient Hharar, later co-opted and controlled by the original noble Njaqra’ii (dynasties) and Njarir.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajara. Concepts of the average workday, urban life, and so on were results of the Hharar’s role in the trades and factories. The idealized urbanite, an individual with middle-income and a routine that sees them present in the cafes and restaurants after the hard-work of their job, is all a creation of the Hharar culture. One which prioritizes pride in work, willingness to put in long hours, and loyalty to the superiors. Many of these ideas were enforced by the early Njarir dynasties as a tool to ensure loyalty, complacency, and productivity. Since the First Revolution, the Hharar have been found to hold positions of middle or high wealth in the Tajaran society, owing to their roles as artisans and intellectuals. Owing in part to the external view that Hharar are the ‘standard Tajara’, many diplomatic and clerk roles have been taken over by Hharar. Especially in regions controlled by the People’s Republic and Democratic People’s Republic.&lt;br /&gt;
&lt;br /&gt;
While not as strict or defined as Njarir&#039;Akhran, the Hharar have certain gender expectations caused by their presence in the urban centers and proximity to the nobility. Men are tasked with educating the children and holding intellectual positions. Women deal with finances and work in craft-related jobs. In rural Hharar families, the work in the field is a masculine task while female Tajara deal with the domestic chores. Household decisions were usually decided through the consensus of both partners.&lt;br /&gt;
&lt;br /&gt;
==Zhan-Khazan==&lt;br /&gt;
&#039;&#039;“The Workhorse”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are the backbone of Tajaran society. The history of the ethnicity is poorly documented. What few texts were scribed before the First Revolution were burned in the fires of the revolts. What little information is known is the originations of the Zhan-Khazan; Mountain dwellers from the Khazan mountain ranges. With a natural aptitude for strength, the historic role of the Zhan-Khazan people was as physical laborers. Miners, farmers, loggers, and even enforcers.&lt;br /&gt;
&lt;br /&gt;
===Zhan-Khazan Physiology===&lt;br /&gt;
Zhan-Khazan naturally produce a higher level of muscle-building hormones. This is believed to have been an evolution to adapt to the harsh mountains of Adhomai, where movement and work required more strength at higher elevations. To survive the cold winds and unforgiving environments of the mountains, Zhan-Khazan have thicker fur coats. However, despite the natural aptitude for physical work, Zhan-Khazan are no less intelligent than Hharar. After centuries of pressure by the caste system to enter unskilled roles in society, however, Zhan-Khazan rarely are afforded an easy route to education. &lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents. The one exception are children of a Zhan-Khazan and M’sai, where the fur coloration passed on is usually a mix of the two ethnicities’ fur colors.&lt;br /&gt;
===Zhan-Khazan Culture===&lt;br /&gt;
For most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. This has seen Zhan-Khazan make up the workforce of many blue-collar jobs in mines, farms, logging camps, construction, kitchens, and other such workplaces. However, this has not prevented Zhan-Khazan from vertical mobility in the Caste system. Positions of leadership within their roles, such as foremen and work advisors, has seen Zhan-Khazan tacit access to limited education and a notable presence in the courts of nobles. In the modern Tajaran society, Zhan-Khazan are in a transformative state. Still being pressured into blue-collar roles, even in progressive societies, many Zhan-Khazan are finding elevation into higher positions, such as advisors to the Party or managers of large corporate mines.&lt;br /&gt;
&lt;br /&gt;
As with the other ethnicities, the Zhan-Khazan culture can be felt across Adhomai in many ways. The idealized concept of the blue-collar worker is a formation of Zhan-Khazan culture. Camaraderie with co-workers in a close-knit workplace is a modern continuation of ancient Zhan-Khazan familial culture. Modern family values, alongside the old practice of arranged marriages, formed from the clan system of ancient Zhan-Khazan. Rural life is dominated by Zhan-Khazan values due in large part to the overwhelming presence of the ethnicity in the rural workplaces of Adhomai. Insular protection of regional culture, families, and fellows is a hallmark of Zhan-Khazan culture.&lt;br /&gt;
&lt;br /&gt;
Of the notable contributions by the Zhan-Khazan, the worship of the Ma’ta’ke pantheon is perhaps the most widespread. Scholars believe the faith originated from mountain communities. While it has been changed and evolved with contact across Adhomai, it remains a cultural keystone of Zhan-Khazan.  As such, many Zhan-Khazan take the teachings of Ma&#039;ta&#039;ke to heart, including unification amongst Tajara. They care immensely about the future of their species and most do what they can for the betterment of the Tajara as a whole. Another contribution that remains notable, however often overlooked, is the culinary culture of Adhomai. Having been the majority of farmers and chefs, Zhan-Khazan are the creators of numerous foods and dishes. Nearly all Tajaran foods are in some way tied to ethnicity, whether to a historic Zhan chef or a modern incarnation of traditional clan foods.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajara, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to Ma&#039;ta&#039;ke and amongst settlements composed mostly of Zhan-Khazan.&lt;br /&gt;
&lt;br /&gt;
Out of all ethnicities, the Zhan-Khazan have no defined gender roles. Due to their historical roles as a labor caste, both male and female Zhan worked alongside in the same duties. There are no expectations related to gender in the field of work, education, or household decisions. The only differences are some clothing worn during casual and formal situations.&lt;br /&gt;
&lt;br /&gt;
===Rhazar&#039;Hrujmagh===&lt;br /&gt;
The history of the Rhazar&#039;Hrujmagh people, a name that can be translated roughly as “Rock Nomads”, is closely linked to the Zhan-Khazan, with both sharing the same origin in the ancient Tajaran age, a race of cave-and-mountain dwelling Tajara that traditionally were entrusted with physical labor. Unlike the typical tajara, which were put under serfdom by the ruling classes, the Rhazar&#039;Hrujmagh developed into a semi-nomadic society, based around the herding of N’hanzafu and Zhsram. The modern Zhan-Khazan and the Rhazar&#039;Hrujmagh share identical physical characteristics, such as having a strong body constitution and dark fur, and many just consider being a Rock Nomad an alternative Zhan culture. The south of Ras&#039;nrr is home to the majority of the Rock Nomad population, but an expressive minority can be found in the middle and north of Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
While most Tajara developed cities and farmlands, organizing themselves into monarchies and dynasties, the Rhazar&#039;Hrujmagh traveled the land and rocky mountains of Adhomai, looking for pastures more suitable for their herds. They traveled in large caravans made up of several families with their wagons being pulled by Zhsram. During the feudal period of Adhomai they suffered extensive persecution by the nobility due to their refusal to settle down and accept the caste system. The Rhazar&#039;Hrujmagh played an important role as mercenaries in the countless conflicts before the Steeple Peace. Many families and caravans made fortunes from being paid to fight in those wars, generally riding their Zhsram into battle as cavalry, or from any plunder they were allowed to collect. This traditional work continues on modern Adhomai, being utilized by the [[Tajaran_Military_Structures#Rock_Nomad_Light_Cavalry|New Kingdom’s military]]. When the status quo settled they were seen as an undesirable element by most monarchies, and several restrictions were created against them.&lt;br /&gt;
&lt;br /&gt;
During the First Revolution, the great majority of Rhazar&#039;Hrujmagh fought alongside the rebels, with some being employed as mercenaries by the monarchists. However, the Hadiist regime decided that the presence of such nomadic people was in conflict with the ideals promoted by the new Tajaran society, and tried to settle down the Rhazar&#039;Hrujmagh, creating conflict and tension again. The emergence of the Adhomai Liberation Army was seen as an opportunity by many Rhazar&#039;Hrujmagh to save their traditional ways. Joining Nated’s rebellion was popular among the youth of Rhazar&#039;Hrujmagh families and caravans, serving in the irregular guerilla warfare, where the knowledge of Adhomai’s terrain and the speed of their mounts is useful. &lt;br /&gt;
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After the Armistice, the majority of the rock nomads migrated to [[Democratic People&#039;s Republic of Adhomai]] territory. Most of the population living in Harr&#039;masir joined the New Kingdom of Adhomai, taking the [[New Kingdom of Adhomai#Nomadic Host of the Southern Borders|Nomadic Host of the Southern Borders]] as their home. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community.&lt;br /&gt;
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The culture of the Rhazar&#039;Hrujmagh includes the typical Zhan focus in their families and communities, with the caravan being the union of several families, usually led by an elder elected by the heads of each household. Herding and military service are the most common professional choices, with children being taught how to handle animals and use weapons by their parents. The worship of the Ma’ta’ke pantheon is widespread, with the focus being on Rredouane as their patron deity.&lt;br /&gt;
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==M’sai==&lt;br /&gt;
&#039;&#039;&amp;quot;The Soldier&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the third Tajaran ethnic group, the M&#039;sai were at one point the hunters and warriors for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society moved on from hunting and gathering into agriculture, many M&#039;sai began to be found in many roles related to combat, including law enforcement, and military service. When these roles were unneeded however, M’sai would assimilate with other castes, often Zhan-Khazan due to their shared history of physical labor and similarities in their family cultures. In urban areas, those not in law enforcement or military positions would often work with Zhan-Khazan performing civil duties in cities from garbage disposal to cargo inspections. &lt;br /&gt;
&lt;br /&gt;
===M&#039;sai Physiology===&lt;br /&gt;
Characterized by their thin, slender forms and average stature, the M&#039;sai are deceptively light; by Tajaran standards, they are thinner and smaller. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well insulated against Adhomai&#039;s cold as their brethren.  However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as they weathered the winds, a M&#039;sai can easily and quickly move through without being affected. Their ears are also taller, likely to facilitate hearing prey. The M&#039;sai are agile, dextrous, and have quick reaction times, making them ideal for high-stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
===M&#039;sai Culture===&lt;br /&gt;
M’sai  have long made up the martial roles of Tajaran society. Despite being frailer than the other ethnicities, M’sai were placed into these roles as an extension of their long-standing presence as hunters and capability of surviving the Adhomian wilderness for longer. Regardless, M’sai define the cultural views of the military and law enforcement. Within the caste system, they fill the role of violence. Enforcers, soldiers, hunters, bounty hunters, and so on. Within these fields, M’sai dominate not just as the worker, but as the leader. Many military officers are M’sai, alongside the police chiefs and other such roles. As modern technology and concepts spread and take root in Tajaran society, M’sai have begun moving into the sciences as research and martial roles entwine further. Forensics, weapons research, tesla technology, and all manner of roles have seen a large shift in the presence of M’sai.&lt;br /&gt;
&lt;br /&gt;
Alongside the martial roles of M’sai, the majority of ranchers and frontiersmen are made up of M’sai. During times of peace, or when noble enforcers were sized down, M’sai commonly took up similar work to Zhan-Khazan or left for the wilderness to ranch or hunt. As a result, the M’sai and Zhan-Khazan communities share much in common. Family values, camaraderie, and loyalty to community are all concepts adopted from the Zhan communities. Among the ethnicities, the highest rate of cross-ethnic relationships exist between M’sai and Zhan-Khazan.&lt;br /&gt;
&lt;br /&gt;
The cultural contributions of M’sai are wrongfully considered unimpactful by most scholars. The concepts of duty and service originate from M’sai culture. The original ideas that make up Adhomian environmentalism come from ancient M’sai spiritualism, which respected the land and animals. The structure of modern militaries, the expectations and duties, come from old M’sai practices within hunting bands. The values of duty to leadership are results of Njarir influence of M’sai enforcers, forming the modern concepts of service to state and duty to the people. In many ways, the cultural image of the soldier or law enforcement is inextricably tied with M’sai. Additionally, thanks to the traditions of M’sai frontiersmen and ranchers, the idea of the Tajaran frontier is one featuring M’sai. It has taken off exponentially with the introduction of movies to Adhomai, with entire genres of frontier films portraying the noble M’sai marshal or the M’sai frontiersman fighting against the odds.&lt;br /&gt;
&lt;br /&gt;
A lesser known role of M’sai is that of pathfinders and explorers. The natural adaptations to Adhomai’s harsh wilderness saw M’sai take on the early roles of explorers. This continues today as most scouting teams across the Adhomian militaries are predominantly M’sai, however other organizations, such as the PRA’s [[Tajara_Space_Capability#People&#039;s_Kosmonautical_Survey_Corps|exploration agency]] see a high number of M’sai. In the town of Crevus, a silver statue of the explorer D&#039;arr’mra was commissioned by its noble family for having discovered the land where the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the First Revolution. &lt;br /&gt;
&lt;br /&gt;
Gender roles in the M&#039;sai culture are very loose. Both males and females received martial training and were expected to take part in their caste duties. Household decisions are taken by the partner with the highest military rank or experience. The only difference lies in hunting parties, where women were tasked with tracking down the animals and the men with slaying them.&lt;br /&gt;
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==Njarir&#039;Akhran==&lt;br /&gt;
&#039;&#039;&amp;quot;The Nobleman&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the First Revolution. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following the First Revolution, the Njarir population was reduced to just ten percent of the total Tajaran population, however the population has been slowly rebounding. Easily identifiable by their large ears, fluffy tails, luxurious fur, higher heights, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
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===Njarir&#039;Akhran Physiology===&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in dynasties. Those who married outside of or slept outside of their ethnicity were generally disowned by their family and forced into peasant life. The goal of the selective couple program was the creation of the perfect ruling class: an intelligent ethnicity with exoticism. As a result, the physical advantages take a backseat to visual flair and mental capabilities. Having received disproportionately high education compared to the other ethnicities, Njarir boast a high intelligence. Little research has been performed to prove or disprove purported Njarir intellectual superiority, less so in progressive factions intent on removing the concept of ethnic superiority enforced by the nobility.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns, as well as tortoiseshell or patched tabby patterns, were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
&lt;br /&gt;
===Njarir&#039;Akhran Culture===&lt;br /&gt;
Due to their history as the ruling class of the Tajara, many records pertaining to Njarir practices and culture before first contact were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and the destruction of castles, villas, and chateaus, has led to a loss of critical information on ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. Keeping the bloodline pure was de facto mandated amongst the noble dynasties and anyone who broke this rule was exiled to live as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman was obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, almost every noble family was systematically exterminated. The only noble family still in power outside of the New Kingdom is the Hadii, who serve in the Republican government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to upset the Hadiist public. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these nobles evolved from religious leaders. The revival of the [[New Kingdom of Adhomai]] has triggered a wave of restoration of the old Njarir culture.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Largely inspired by their religious origins, gender roles among the Njarir&#039;Akhran are the most well-defined and strict. Men are tasked with being the head of their household, usually as they were the rulers of the states before the revolution. Njarir traditional occupations, such as politics, diplomacy, and the sciences, are considered male tasks. Women were involved in education, the arts, and raising children. However, female rulers are known through history, with some of them adopting male titles and mannerisms. &lt;br /&gt;
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==Ruvska&#039;ard==&lt;br /&gt;
&#039;&#039;&amp;quot;The Shunned”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In any society, there are jobs considered “dirty” or “unclean” that need to be done anyway. This is no different for the Tajara, but these jobs usually lie outside the ethnic caste system. For the desperate and/or shunned however, these jobs may be the only option available to them. What jobs are considered “dirty” is dependent on the region, religious views, and culture. Typical jobs however have included latrine cleaning, street washing, fish gutting, or gravedigging. This isn’t all-encompassing however, with such jobs as ropemaking or grain milling cited as some examples considered “tainted” historically in isolated regions. More dangerous tasks with a low life expectancy also fell to them in the absence of forced labor, including cinnabar and salt mining.&lt;br /&gt;
&lt;br /&gt;
Members of this group often included foreigners new to an area, former nobles exiled from their families, those considered “deviant” in some manner, and others who are forced into severe poverty or general desperation. Their origins meant that Tajara from all four of the above castes could find their way here, depending on their circumstances.&lt;br /&gt;
&lt;br /&gt;
For most of Tajaran history, this caste was not given a name. There was an implicit feeling that some Tajara were less “clean” than others based on their ancestral professions, and discrimination against them was common as a result. In many Tajaran societies the opinion of one’s job extended to their offspring, creating an inescapable ancestral trail for one stuck in this unofficial caste. The PRA early on in its history gave them the name of the “Ruvska’ard,” directly translated as “forbidden defined people” or roughly “Outcast Peoples,” and legally banned discrimination against these people. Suspicion still often falls to these people however, further exacerbated when a Zhan-Khazan member of this group assassinated Al’mari. &lt;br /&gt;
&lt;br /&gt;
Officially, all of the modern Tajaran nations have banned the discrimination of Ruvska’ard. However, its legacy continues on in other forms, legally or otherwise. The People’s Republic of Adhomai recognizes the Ruvska’ard as a fourth caste, and in line with its anti-caste programs takes action against discrimination of jobs or peoples formerly covered by the caste, considering such discrimination ‘dissident behavior.’ Ironically however, the Party itself holds suspicious views of the caste. Seen as a potential source of revolutionary thought and dissident activity, the People&#039;s Strategic Intelligence Service and National Police Department commonly assume guilt on the individual. The Democratic People&#039;s Republic officially treats the Ruvska’ard as it does the rest of the caste system. However, due to the hands-off approach of the nation, discrimination against Ruvska’ard is still very common in DPRA lands. ALA Rhaza-Akhran commonly enlist those formerly part of the caste for hard labor to reduce attrition within the army. Despite the practice having been denounced by Nated, and officially banned by the DPRA, little has been done to prevent the practice. The New Kingdom disregards Ruvska’ard as a fake caste, a creation by the People’s Republic to justify its revolution against the nobility. Claiming that Ruvska’ard are not ethnically different, the New Kingdom has removed the use of the term completely. Despite this stance, the practice and existence of Ruvska’ard is still present in the New Kingdom’s lands where discrimination is often just as it was before the First Revolution. As time has gone on, the numbers of Ruvska’ard have dwindled as more and more are able to advance into other jobs or as the roles that define the castes are mechanized and formalized.&lt;br /&gt;
&lt;br /&gt;
===Ruvska’ard Culture===&lt;br /&gt;
As this caste was not recognized until after the First Revolution, there is little to no historical texts covering these people. What is known, however, is that those who are looked down on are, ironically, given the most freedom in their actions and pairings. Former castes generally were not regarded amongst those in the Ruvska communities, as all of them were equally looked down on for their work or circumstance. What would be considered a controversial cross-ethnic pairing in their former castes is acceptable amongst the Ruvska. For the same reason, there are no gender expectations amongst the Ruvskara.&lt;br /&gt;
&lt;br /&gt;
=Genetic Disorders=&lt;br /&gt;
&lt;br /&gt;
Because of the prevalence of selective breeding in their history, the Tajara people now suffer the consequences of these practices: shorter lifespan, weaker immunosystems, and genetic disorders are far more common among the Tajara than in other species. Before the First Revolution, most infants born with noticeable deformities were abandoned or given to religious authorities. The introduction of modern medicine quickly made the Tajara aware of the origin of such diseases; the Adhomian governments are now working tirelessly to find ways to repair the damage done by the nobility’s rule. Due to their small population and obsession with purity, the Njarir’Akhran are the ethnic group most affected by genetic diseases.&lt;br /&gt;
&lt;br /&gt;
Heterochromia iridium, especially when one of the eyes is blue and the other yellow, is considered a lucky symbol. Tajara suffering from eye disorders will frequently have trouble seeing in low light conditions.&lt;br /&gt;
&lt;br /&gt;
==Notable Disorders==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Albinism:&#039;&#039;&#039; manifesting similarly to the other species, Tajara with albinism will suffer a severe lack of coloration in the fur and eyes. Before the First Revolution, those who were born with this disorder were usually considered to be displaced M’sai, either as the result of infidelity or by divine intervention. Most albino Tajara were handed to M’sai families or the local temple. Followers of Ma’ta’ke would raise them to become Mata’ke priests as albinism is deemed a blessing by the pantheon’s head. The Church of S&#039;rand&#039;marr trained its albino orphans to become copyist priests: this way they would avoid the harsh sunlight by staying inside the candle-lit libraries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hakh&#039;jar:&#039;&#039;&#039; also known as &amp;quot;Stunted-Tail&amp;quot;, Hakh&#039;jar is a disorder characterized by an abnormally short tail. It drastically affects the Tajara’s balance; those suffering from this disease commonly rely on canes to walk. Before the First Contact, Njarir&#039;Akhran and Hharar suffering from Stunted-Tail would be assigned clerical positions to avoid extra strain from walking. Religious Tajara believed that Hakh&#039;jar was the result of a curse or divine punishment directed at one&#039;s bloodline. Only recently prostheses tails have been developed to help remediate this condition. Hakh&#039;jar is a popular term that implies that someone is slow or clumsy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dornskhy:&#039;&#039;&#039; an extremely rare disorder characterized by the total lack of fur on the body. Tajara affected by this disease are vulnerable to infections and injuries; painful rashes will cover the skin and sunburns are inevitable. Before the First Contact, only nobles could afford the necessary treatment and luxuries to survive this condition; those suffering from Dornskhy would remain confined to palaces for their entire life. Nowadays, carriers of this disorder have a longer life expectancy than in the past, as long they remain under constant medical care. Dornskhy is a popular term to imply that someone is thin-skinned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=38571</id>
		<title>Consular Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=38571"/>
		<updated>2026-02-19T20:26:34Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Clarify that Taj consulars should help other Taj out in certain circumstances.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Consular Officer&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]]. Must represent a recognised nation-state.&lt;br /&gt;
|education = Highly dependent on faction and position; a consular may have education in diplomacy or law.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]] and your nation&lt;br /&gt;
|duties = Represent your faction&#039;s interest. Hold interviews and AMAs. Join the round when nobody in your interest group is online and have nobody to roleplay with.&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Standard Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Guide to Faxes]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Consular Officer&#039;&#039;&#039; acts as a link between the [[Stellar Corporate Conglomerate]] and a nation-state with citizens who are involved in the [[SCCV Horizon]]; that is, pretty much every nation in the [[Orion Spur]]. A consular must represent an official interest group that is reasonably connected to the SCC; this excludes criminal factions, pirate factions, and so on.&lt;br /&gt;
&lt;br /&gt;
A Consular may be from a sub-faction such as House Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
Consulates can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist, but they are not part of [[Job_Guides#Station_Command|Ship Command]]. &#039;&#039;&#039;Note that you cannot apply for a command whitelist with a consular officer character.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Factions by Species==&lt;br /&gt;
Not all species can represent all factions. Certain species are not hired by some companies, and nations primarily populated by a certain species may restrict aliens that live within their borders from holding a diplomatic position. This table shows which species can be played as consular and corporate representatives of respective factions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrell&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Sol&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Elyra&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
!Nralakk Federation&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hives&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hieroaetheria&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Vaurcaesian consular officers are exclusive to [[Vaurca]] Gynes.&lt;br /&gt;
* [[IPC|IPCs]] representing the [[Coalition of Colonies]] must originate from [[Konyang]] or [[Himeo]].&lt;br /&gt;
* IPCs representing [[Elyra]] must be self-owned.&lt;br /&gt;
* [[Skrell]] representing the Coalition of Colonies can only originate from [[Xanu Prime]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===List of Interest Groups===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Recently returned to the Republic of Biesel, Solarian consulars are foreign service officers — civilian employees of the Department of State — tasked with representing the Alliance abroad.&lt;br /&gt;
* You answer to the Alliance’s ambassador in Biesel, Jianguo Zhu, and are expected to advocate for the Alliance and its people.&lt;br /&gt;
* Remember that the Alliance and Republic remain on cold terms, and you may face opposition from the Horizon’s command staff, crew, and other consulars. Be on your best behavior and prove them wrong by showing the Alliance is a nation worth respecting.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representative of the expansive Coalition, you are entrusted to act as the link between all the members of the COC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
* Keep in mind that as a Coalition representative, you&#039;ll probably be representing a planet (such as [[Galatea]] or [[Himeo]]) as well. Don&#039;t be afraid to show bias in the way you conduct diplomacy; not every nation in the Coalition likes each other.&lt;br /&gt;
&lt;br /&gt;
=== [[Elyra|Serene Republic of Elyra Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* You represent the Republic of Elyra, and are a link between the Stellar Corporate Conglomerate and Elyra in the wake of a shaky relationship between the two nations. You advocate for Elyran citizens, though whether or not you choose to treat the [[Republic_of_Elyra#Elyran_Synthetics_and_Citizenship|synthetic citizens of Elyra]] the same as organic citizens is up to you.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.&lt;br /&gt;
&lt;br /&gt;
* Note, that while your nation is not friendly with the DPRA or NKA, it is not in the PRA&#039;s interests to have any Tajara, regardless of their claimed affiliation, be trodden upon. Your job is to represent and advocate for -all- Tajara when discrimination or abuse of authority is suspected.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with the SCC is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
* Note, that while your nation is not friendly with the PRA or NKA, it is not in the DPRA&#039;s interests to have any Tajara, regardless of their claimed affiliation, be trodden upon. Your job is to represent and advocate for -all- Tajara when discrimination or abuse of authority is suspected.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with the SCC is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
* Note, that while your nation is not friendly with the PRA or DPRA, it is not in the NKA&#039;s interests to have any Tajara, regardless of their claimed affiliation, be trodden upon. Your job is to represent and advocate for -all- Tajara when discrimination or abuse of authority is suspected.&lt;br /&gt;
&lt;br /&gt;
=== [[Izweski Hegemony|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039; or &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Izweski Hegemony|Lord of Moghes]] in some way.&lt;br /&gt;
* Hosting feasts in honour of the Hegemon is always fun. Let everyone know you&#039;re rich by paying for all their meals for the shift.&lt;br /&gt;
* If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. You should discuss this with an Unathi lore writer to determine the result of your representation.&lt;br /&gt;
&lt;br /&gt;
=== [[Nralakk Federation|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Possibly the only faction that can be both a consular officer and a corporate representative, you&#039;re here to ensure its citizens, employed by various corporations, are gaining profit for the collective and to ensure the continued relations between the Stellar Corporate Conglomerate and the Golden Deep.&lt;br /&gt;
* A Golden Deep Consular Officer are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners. Naturally, Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
===[[The Commonwealth of Hieroaetheria]]===&lt;br /&gt;
* As a Representative of the Commonwealth, you are entrusted to act as a link between all nations of the Commonwealth, their people, and Hieroaetheria as a whole. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
&lt;br /&gt;
You spawn in the Consular&#039;s Office, potentially alongside another consular. After a few minutes, your fax machine will print out a list of randomised objectives that you can use as a jumping-off point for roleplay. You have a secure safe in their office, which you can enter a five-digit code to lock and unlock. Don&#039;t forget it! You also have a closet of clothing, paperwork supplies, and sundry to help fill out forms and make notes on the operations of the ship and how your interest group is performing.&lt;br /&gt;
&lt;br /&gt;
You are not provided a pistol; you are a just a diplomat. However, you can open up slots for a Diplomatic Aide and Bodyguard for protection and clerical assistance.&lt;br /&gt;
&lt;br /&gt;
You also get access to an external communications link in your fax machine, which enables you to contact your superiors. Any faxes you receive will be sent to the CCIA team for an in-character response.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Immunity ==&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth; you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all set up and your coffee cup is filled, it&#039;s time to start your duties. But what are your duties? A Consular&#039;s tasks typically consist of the following:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Raising awareness:&#039;&#039;&#039; It&#039;s your job to spread the good word of your nation, whether it be encouraging others to trade in their citizenship or merely fostering good relations with other nations. Talk to other people, host parties and dinners, share trivia about your nation over the entertainment channel.  &lt;br /&gt;
# &#039;&#039;&#039;Overseeing your citizens:&#039;&#039;&#039; Whether it be keeping an eye on the citizens to make sure they&#039;re not skirting any laws abroad, or helping a newer worker acclimatise to a strange, foreign land, it&#039;s important to check in with your citizens and ensure they&#039;re happy, healthy, and being treated well by the rest of the crew. &lt;br /&gt;
# &#039;&#039;&#039;Head off mistreatment:&#039;&#039;&#039; If you suspect one of your citizens is being unfairly treated by other crew or command, it&#039;s your job to get your foot in the door and advocate for your fellow citizens! An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your nation is in danger or has been wronged. Another would be vocally protesting in response to someone from your interest being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Be reasonable with this.&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Play favourites:&#039;&#039;&#039; Your citizens are priority above all. Part of diplomacy is making sure everyone is treated equally, and sometimes certain people are a little more equal than others. Try to be subtle about this; going too hard on playing favourites may, in the worst-case scenario, be a [https://aurorastation.org/rules.html rule break]. If in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Standard Procedure#Corporate Liaisons and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The consular does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the consular&#039;s privilege.&lt;br /&gt;
* The consular&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
&lt;br /&gt;
== Shadow Government ==&lt;br /&gt;
Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Aide==&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Diplomatic Aide&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|education = Highly dependent on faction and position; however as an aide, a completed degree is not required.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]], [[Consular Officer]], and your nation.&lt;br /&gt;
|duties = Assist your Consular with whatever they require.&lt;br /&gt;
|guides = [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Diplomatic Aide&#039;&#039;&#039; is an assistant to a Consular on-board the vessel. Your duties are highly reliant on your Consular, who may choose to give you as much or as little work as they wish. However, these duties should remain within the day-to-day expectations of a Consular. Anything that is out of the ordinary, or requires a stamp, signature of authority, or particular experience should remain within the duties of the Consular alone. You are here to make their life easier, not replace them.&lt;br /&gt;
&lt;br /&gt;
Remember, you have &#039;&#039;&#039;no&#039;&#039;&#039; diplomatic authority or power by default. While you may be here to assist the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can&#039;t tell you to rob a peaceful docked merchant), you &#039;&#039;&#039;can&#039;&#039;&#039; serve brig time for low-level infractions.&lt;br /&gt;
&lt;br /&gt;
The Diplomatic Aide role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Bodyguard==&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Diplomatic Bodyguard&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|education = Highly dependent on faction; however, as a bodyguard, basic weapons training.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]], [[Consular Officer]], and your nation.&lt;br /&gt;
|duties = Protect your Consular with your life. Try not to argue with Security. Act intimidatingly.&lt;br /&gt;
|guides = [[Guide_to_Law|Guide to Law]], [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Diplomatic Bodyguard&#039;&#039;&#039; is an assistant to a Consular on-board the vessel. Your duty is simple: ensure the safety of your Consular with your life. You are permitted to crowd control to an extent when needed and are provided a firearm for self-defense. Remember, you are not security or law enforcement. Acting outside of self-defence, brandishing your weapon, and acting beyond your station will likely result in Security getting involved.&lt;br /&gt;
&lt;br /&gt;
Remember, you have &#039;&#039;&#039;no&#039;&#039;&#039; diplomatic authority or power by default. While you may be here to protect the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can&#039;t tell you to rob a peaceful docked merchant), you &#039;&#039;&#039;can&#039;&#039;&#039; serve brig time for low-level infractions.&lt;br /&gt;
&lt;br /&gt;
The Diplomatic Bodyguard role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:A_Schlorgo.png&amp;diff=38426</id>
		<title>File:A Schlorgo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:A_Schlorgo.png&amp;diff=38426"/>
		<updated>2025-12-27T15:09:20Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: GeneralCamo uploaded a new version of File:A Schlorgo.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made by coalf&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_Emigration&amp;diff=38414</id>
		<title>Tajaran Emigration</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajaran_Emigration&amp;diff=38414"/>
		<updated>2025-12-11T18:39:41Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: /* Tajara Revolutionary Army */ removed TRA members joining Wildlands Squadron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
= Leaving Adhomai =&lt;br /&gt;
&lt;br /&gt;
The Tajaran emigrants are a common sight in many parts of the galaxy -  such as [[Tau Ceti]] -  and there are plenty of reasons for someone to leave [[Adhomai]]; seeking refuge from conflict, searching for better opportunities in life, or starting a career with one of the many [[Megacorporations|SCC corporations]]. While emigration to another planet is seen as something positive, the isolated position of [[S&#039;rand&#039;marr]] and the high cost of travel has created a hazardous and taxing obstacle to those leaving their homeland.&lt;br /&gt;
&lt;br /&gt;
Leaving Adhomai is the start of the long journey, with few cities having access to a shuttle port and abusive loans being all but required to pay for a seat in a shuttle. Republican citizens may have better opportunities, as they are the ones with more access to official NanoTrasen and human-sponsored flights, with Nal&#039;tor hosting the largest shuttle port on the planet. It is possible for a mega-corporation, or even the PRA, to partially pay for the flight of a new employee, something that would allow them to avoid many of the possible problems and dangers of their journey, albeit with strings attached, oftentimes mandatory work years to pay off fuel costs.&lt;br /&gt;
&lt;br /&gt;
For the members of the [[New Kingdom of Adhomai]] and the [[Democratic People&#039;s Republic of Adhomai]], the possibilities of leaving Adhomai are fewer. For a long while, the only option were smugglers known as “Ha’rron”. Smuggling through the Orbital Fleet’s blockade was risky with a high chance of being caught, imprisoned, or simply blown out of the sky. The Armistice hardly improved conditions. These smugglers now turned to legal shuttle companies were cheaper than many corporate alternatives, however conditions remained abysmal and dangerous. With the phoron shortage that swept across the Spur, Ha’rrons and other unsavory shuttle services have begun to dry up. The few that remain charge high bargains, some beginning to rival the costs of even corporate shuttles. Many prioritize freight, such as drugs, weapons, or illegal artefacts.&lt;br /&gt;
&lt;br /&gt;
= The Journey =&lt;br /&gt;
&lt;br /&gt;
After boarding a transport ship, either a Corporate craft or a smuggler&#039;s convoy, the migrant will start a long journey, to cross most of the frontier, heading to the rich planets of [[Biesel]] or those core worlds of the [[Coalition of Colonies]].&lt;br /&gt;
&lt;br /&gt;
Corporate carriers, such as NanoTrasen of Orion Express, may enjoy a safer passage, due to the possibility of having a security team aboard and bodyguards of their own, a powerful deterrent to raiders. The luxury of having their own seats and proper infrastructure is also present to the ones that had the opportunity of having their leave patronized by a megacorporation. Stops and technical problems are frequent, as many shuttles to and from Adhomai have lower priority for phoron shipments. However, these stops are safer, utilizing corporate or verified waystations while supplies and repairs are waited on.&lt;br /&gt;
&lt;br /&gt;
Smugglers&#039; transport ships’ conditions may vary widely, from large cargo ships to small and overcrowded spacecraft. Safety can be granted by a group of hired guns or only the weapons that the Ha&#039;rron and the passengers are carrying. Raider attacks are a constant threat, as those ships are seen as easy and valuable prey, with low security and filled with good and possible captives. Many Tajara are taken to frontier slave markets, after being captured by pirates, with forced manual labor or domestic servitude being the most common use for them.&lt;br /&gt;
&lt;br /&gt;
Technical problems and forced stops are also the banes of smuggling ships, as an engine failure could force a spacecraft to drift aimlessly in the void, until rescue or the demise of its occupants. The frontier also has a collection of hostile worlds, either by the nature of what dwells there, or their inhabitants, with many smugglers avoiding any stop on them unless needed. Reports of crew vanishing or being attacked when stopping in spaceports are also common, both by the local authorities or the tales of the Tajaran migrants.&lt;br /&gt;
&lt;br /&gt;
Smuggler ships, without the logistical support of a corporation, suffer further from fuel loss. In frequent cases, a ship uses more fuel than anticipated to evade raiders or pirates, resulting in not having enough to make the final distances of a journey. These ships, rarely being in the best standing with the law, stop at unsavory stations to refuel. The added cost of the every pricier phoron fuel is that tacked onto the already high cost levied on the passengers.&lt;br /&gt;
&lt;br /&gt;
A Tajara migrant may pass, or even stop with or without enough luck, in the territories of the [[Coalition of Colonies]], [[Republic of Elyra]] and the [[Republic of Biesel]]. Most smugglers avoid those routes, as their illegal situation could cause trouble with the local law, while more daring ones utilize the better-developed infrastructure of those nations to save them time and possible unfavorable encounters in the future. It is also not uncommon for the passengers to just be left in those systems, away from their original destination, by more unscrupulous Ha&#039;rrons.&lt;br /&gt;
&lt;br /&gt;
= Common destinations =&lt;br /&gt;
&lt;br /&gt;
Common Tajaran immigration destinations include the Republic of Biesel and other more prosperous human nations. It is common for many migrants to be employed by megacorporations, such as NanoTrasen, or join gangs and criminal organizations if unable to find proper employment. These organizations often provide security for their members from those attempting to recoup the debt incurred from expensive trips. While megacorporations utilize the work of the employee to pay their fuel debt, those criminal organizations and gangs have frequent (and fierce) confrontations with many a debt collector alike.&lt;br /&gt;
&lt;br /&gt;
A common option for many immigrating Tajara is the [[Tau_Ceti_Armed_Forces#Foreign_Legion|Tau Ceti Foreign Legion]]. While less appealing, especially to those escaping the conflict and war of Adhomai, it is a surefire method to citizenship and a temporary respite from the ills which chase them, be it debt or otherwise.&lt;br /&gt;
&lt;br /&gt;
While the Sol Alliance and Earth were once popular destinations for many Tajara leaving their homeland, mostly due to a famous movie that depicted the human city of Detroit as a paradise for immigrants, it is now impossible for them to enter the system after the Solarian collapse. Those present in the Alliance during one of the many Tajaran bans have since fled to neighboring Biesel or the Coalition thanks to the work of the Tajara Revolutionary Army.&lt;br /&gt;
&lt;br /&gt;
Most smuggling transports can reach and land on the planets of [[Biesel]] with little difficulty, as countless ships leave and come to the system, due to the Republic of Biesel being considered a haven for business. The few unfortunate smugglers that may be boarded or captured by [[Tau Ceti Armed Forces|law enforcement]] may face prison or deportation. The crew they are transporting may be returned to their home nation by authorities if they are found to be guilty of any crime, or granted asylum if it is suspected that they are nothing but immigrants.&lt;br /&gt;
&lt;br /&gt;
= Tajara Revolutionary Army =&lt;br /&gt;
&lt;br /&gt;
The Tajara Revolutionary Army is a militant organization operating within the territory of the [[Human Wildlands]], the [[Corporate Reconstruction Zone]], and the Badlands. Originally a civil movement advocating for alien rights in the Sol Alliance, they were radicalized by the Solarian instability and the Adhomian Cold War. The group took up arms intending to force the Alliance to grant more rights to Tajara residing in Sol. The Revolutionary Army has been involved in bombings, assassinations, robberies, and shootouts with the Solarian authorities. Little is known in regards to its internal structure; its cells operate under a decentralized command structure. It is currently suspected that the organization is being financed by the Adhomian nations.&lt;br /&gt;
&lt;br /&gt;
Following the Third Tajara Ban and the collapse of the Solarian Alliance, the Revolutionary Army evacuated the Tajara still living in the Solarian Core territories. Their mission then shifted to protecting the Tajara living in the wildlands from persecution and securing safe passage to Tau Ceti. Outside of supporting the Tajaran immigration and presence in the Wildlands, the group is deeply involved with smuggling groups. &lt;br /&gt;
&lt;br /&gt;
The Tajara Revolutionary Army operates from safehouses, space outposts, civilian ships, derelicts, and the houses of collaborators. In their installations, migrants can find shelter and help in their journey to Tau Ceti. Their main migrations routes pass through the Badlands and the Valley Hale. In these turbulent regions, their main enemies are pirates. These paths are protected by some small corvettes armed with outdated weaponry. Due to limited resources, cunning has become the Revolutionary Army&#039;s main weapon. However, the dwindling fuel supply has led these corvettes to become rarer. While the Republican Fleets of Tau Ceti have taken the slack in the Valley Hale, the threat of piracy has become an increasing threat.&lt;br /&gt;
&lt;br /&gt;
Due to their growing importance in the Adhomian emigration, the Revolutionary Army is supported by the Biesellite Tajaran community. Despite their seeming union around the defense of the Tajara people, the Revolutionary Army&#039;s unity is slowly fragmenting due to the political influence of the Adhomian powers over its members. Recent trends have shown disillusioned Revolutionary Army members joining megacorporate mercenary companies to escape the steadily fragmenting army.&lt;br /&gt;
&lt;br /&gt;
= The Tajaran community of the Republic of Biesel =&lt;br /&gt;
&lt;br /&gt;
Obtaining a work visa or refugee status is not difficult in the Republic of Biesel, due to the liberal immigration policies and the influence of NanoTrasen in the system. The large Tajaran presence on Biesel has also facilitated the stay and adaptation of many migrants to the system. However, high crime rates, discrimination, and high tensions, caused by many still carrying their old alignments and beliefs to this new world, are some of the hardships that a new immigrant may encounter.&lt;br /&gt;
&lt;br /&gt;
The Tajaran community in the Republic of Biesel is the second most numerous alien society, only behind the Vaurca in sheer numbers, with the great majority of its population living in Biesel. The Tajara have a longstanding history with the system of Tau Ceti, with a large portion of it being marked by periods of tension and poor relations.&lt;br /&gt;
&lt;br /&gt;
==Life on Little Adhomai==&lt;br /&gt;
&lt;br /&gt;
[[Little Adhomai]], also known as Imperial Plaza or District 6, is the home to most of Mendell city’s Tajaran population. While having a high crime rate, with youth gangs and illegal businesses being a common occurrence, it is known for being the birthplace of several cultural trends, such as the Little Tajaran Electro swing and the so-called Greasers. The vibrant life and culture of the District has been a long-standing symbol against the discrimination and conditions of the slum. &lt;br /&gt;
&lt;br /&gt;
District 6 is usually divided into several sections by its inhabitants, each of them being related to their place of origin and alignments, such as supporters of the People’s Republic preferring to live in their own regions, together with other individuals that may share their common ideology. However, it is not uncommon for clashes to happen between supporters of the different Adhomian factions, and such conflicts might escalate into riots or further violence. This situation has escalated greatly since the Armistice, due to the growing presence of governmental elements in the area. The violence has gone unchecked by the Mendellian government. MCPD and Corporate Security refuse to enter the district, choosing rather to cordon off the violence. As such, gangs and organized crime have taken the role of order, running their own sections of the District as though it were their own city, a familiar experience to those from the anarchy of [[Crevus]].&lt;br /&gt;
&lt;br /&gt;
Organized crime, such as gangs and protection rackets, are a common factor in the life of those that might call the Imperial Plaza their home. Most criminal groups may profess alignment to the People’s Republic or the Adhomai Liberation Army, and they are commonly used by those two powers to further their own agendas on Biesel’s territory. Unaligned gangs do exist, but they lack the power and support of those with benefactors. Rumors of Raskariim cults becoming increasingly popular among the youth are also not unheard of.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Gorlexlogo.png&amp;diff=30557</id>
		<title>File:Gorlexlogo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Gorlexlogo.png&amp;diff=30557"/>
		<updated>2023-10-21T04:13:21Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Fix author name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The logo of the Hammertail Smiths, made by sketchalicious (it looks so good, doesn&#039;t it?)&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:GeneralCamo/Drugs16773&amp;diff=30553</id>
		<title>Sandbox:GeneralCamo/Drugs16773</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:GeneralCamo/Drugs16773&amp;diff=30553"/>
		<updated>2023-10-21T00:00:59Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Antidexafen}}Antidexafen&lt;br /&gt;
| 1 Tungsten, 1 Carbon, 1 Water = 3 units&lt;br /&gt;
| * Lightly kills pain.&lt;br /&gt;
| A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs.&lt;br /&gt;
| 0.2u/tick, 0.4 inhaled&lt;br /&gt;
| N/A&lt;br /&gt;
| 20u, vomiting, twitching, drowsiness, brain damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Perconol}}Perconol&lt;br /&gt;
| 1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units&lt;br /&gt;
| * Moderately kills pain.&amp;lt;br /&amp;gt;**Painkiller effect is slightly stronger if injected, rather than ingested.&amp;lt;br /&amp;gt;*Lowers fevers.&amp;lt;br /&amp;gt;**Does nothing if inhaled.&lt;br /&gt;
| Perconol is an advanced, analgesic medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled. Paracetamol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| N/A&lt;br /&gt;
| 20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Mortaphenyl}}Mortaphenyl&lt;br /&gt;
| 1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units&lt;br /&gt;
| *Effectively kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;gt;**Does nothing if inhaled.&lt;br /&gt;
| Mortaphenyl is an advanced, powerful analgesic medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled. Tramadol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes hallucinations, the feeling of drugginess, and nausea if BAC is greater than 0.03%, oxygen deprivation at 0.08%&lt;br /&gt;
| 15u, nausea, restricted breathing, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Morphine}}Morphine&lt;br /&gt;
| Process and refine from opium poppies&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Morphine is a very strong medication derived from the opium plant. It is extremely effective at treating severe pain. The drug is highly addictive and sense-numbing. Unlike other painkillers, morphine can be inhaled.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 20u, hallucinations, drugginess, nausea, restricted breathing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Tramarine}}Tramarine&lt;br /&gt;
| 1 Potassium Chloride, 1 [[#Polysomnide|Polysomnide]], 5 Sodium (catalyst) = 1 unit&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Tramarine is a synthetic form of morphine developed by NanoTrasen early in its history, that can be used in its place for most medical purposes. It is known to be more dangerous however with alcohol, other opiods, or an overdose.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 20u, hallucinations, drugginess, nausea, restricted breathing, fever, increased pulse&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Oxycomorphine}}Oxycomorphine&lt;br /&gt;
| 1 Ethanol, 1 [[#Morphine|Morphine]], 5 Phoron (catalyst) = 2 units&amp;lt;br /&amp;gt;*OR*&amp;lt;br /&amp;gt;1 [[#Mortaphenyl|Mortaphenyl]], 1 [[#Tramarine|Tramarine]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
| *Ludicrously kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Oxycomorphine is a highly advanced, powerful analgesic medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Unlike other painkillers, oxycomorphine can be inhaled. Oxycodone&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 10u, hallucinations, drugginess, nausea, restricted breathing&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:GeneralCamo/Drugs16773&amp;diff=29867</id>
		<title>Sandbox:GeneralCamo/Drugs16773</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:GeneralCamo/Drugs16773&amp;diff=29867"/>
		<updated>2023-09-08T23:37:02Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot; ! scope=&amp;quot;col&amp;quot; style=&amp;#039;width:150px; background-color:#eeffee;&amp;#039;|Name ! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;#039;width:150px; background-color:#eeffee;&amp;#039;|Recipe ! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;#039;background-color:#eeffee;&amp;#039;|Effects ! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;#039;background-color:#eeffee;&amp;#039;|Description ! scope=&amp;quot;col&amp;quot; class=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Antidexafen}}Antidexafen&lt;br /&gt;
| 1 Tungsten, 1 Carbon, 1 Water = 3 units&lt;br /&gt;
| *Lightly kills pain.&lt;br /&gt;
| A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs.&lt;br /&gt;
| 0.2u/tick, 0.4 inhaled&lt;br /&gt;
| N/A&lt;br /&gt;
| 20u, vomiting, twitching, drowsiness, brain damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Perconol}}Perconol&lt;br /&gt;
| 1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units&lt;br /&gt;
| *Moderately kills pain.&amp;lt;br /&amp;gt;**Painkiller effect is slightly stronger if injected, rather than ingested.&amp;lt;br /&amp;gt;*Lowers fevers.&amp;lt;br /&amp;gt;**Does nothing if inhaled.&lt;br /&gt;
| Perconol is an advanced, analgesic medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled. Paracetamol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| N/A&lt;br /&gt;
| 20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Mortaphenyl}}Mortaphenyl&lt;br /&gt;
| 1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units&lt;br /&gt;
| *Effectively kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;gt;**Does nothing if inhaled.&lt;br /&gt;
| Mortaphenyl is an advanced, powerful analgesic medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled. Tramadol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes hallucinations, the feeling of drugginess, and nausea if BAC is greater than 0.03%, oxygen deprivation at 0.08%&lt;br /&gt;
| 15u, nausea, restricted breathing, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Morphine}}Morphine&lt;br /&gt;
| Process and refine from opium poppies&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Morphine is a very strong medication derived from the opium plant. It is extremely effective at treating severe pain. The drug is highly addictive and sense-numbing. Unlike other painkillers, morphine can be inhaled.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 20u, hallucinations, drugginess, nausea, restricted breathing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Tramarine}}Tramarine&lt;br /&gt;
| 1 Potassium Chloride, 1 [[#Polysomnide|Polysomnide]], 5 Sodium (catalyst) = 1 unit&lt;br /&gt;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhaled&lt;br /&gt;
| Tramarine is a synthetic form of morphine developed by NanoTrasen early in its history, that can be used in its place for most medical purposes. It is known to be more dangerous however with alcohol, other opiods, or an overdose.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 20u, hallucinations, drugginess, nausea, restricted breathing, fever, increased pulse&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Oxycomorphine}}Oxycomorphine&lt;br /&gt;
| 1 Ethanol, 1 [[#Morphine|Morphine]], 5 Phoron (catalyst) = 2 units&amp;lt;br /&amp;gt;*OR*&amp;lt;br /&amp;gt;1 Ethanol, 1 [[#Tramarine|Tramarine]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
| *Ludicrously kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;**Is effective if inhailed&lt;br /&gt;
| Oxycomorphine is a highly advanced, powerful analgesic medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Unlike other painkillers, oxycomorphine can be inhaled. Oxycodone&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| *Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 10u, hallucinations, drugginess, nausea, restricted breathing&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:GeneralCamo&amp;diff=29479</id>
		<title>Sandbox:GeneralCamo</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:GeneralCamo&amp;diff=29479"/>
		<updated>2023-08-06T11:40:16Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot;  |- !  ! Humans ! Skrell ! Unathi ! Tajara ! IPCs ! Dionaea ! Vaurca |- | NT | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  |- | Heph | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;backgro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Humans&lt;br /&gt;
! Skrell&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionaea&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
| NT&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Heph&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Idris&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Zeng&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Zavod&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Orion&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| PMCG&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Humans&lt;br /&gt;
! Skrell&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
| Ringspire&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Eagle Corp&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Sekhmet Intergalactic&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| N4NL Incorporated&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Index Security Solutions&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Nexus Corporate Security&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Xanu Defense Services&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Wildlands Squadron&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Kazarrhaldiye Operations Group&lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Dagamuir Freewater Private Forces&lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#f8ff00;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Ve&#039;katak Phalanx&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:GeneralCamo/CorpSandbox&amp;diff=29478</id>
		<title>User:GeneralCamo/CorpSandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:GeneralCamo/CorpSandbox&amp;diff=29478"/>
		<updated>2023-08-06T11:13:30Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot;  |+ Corporations Species Permitted |- !  ! Humans ! Skrell ! Unathi ! Tajara ! IPCs ! Dionaea ! Vaurca |- | NT | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-color:#34ff34;&amp;quot; |  |- | Heph | style=&amp;quot;background-color:#34ff34;&amp;quot; |  | style=&amp;quot;background-c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Corporations Species Permitted&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Humans&lt;br /&gt;
! Skrell&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionaea&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
| NT&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Heph&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Idris&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Zeng&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Zavod&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Orion&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| PMCG&lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#fe0000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#34ff34;&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=28944</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=28944"/>
		<updated>2023-06-23T16:50:50Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Added Unathi in Dominia to the Dominia category in the Human lore navbox (similar to Skrell lore), and added Stolitism to the COC section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[Template:Navbox Human Lore|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Lore&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#fff&amp;quot; colspan=&amp;quot;2&amp;quot;| General&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Interstellar Relations]] · [[Notable Humans]] · [[Timeline| Timeline of Humanity]] · [[Offworlder Humans]] · [[Human Wildlands]] · [[Human Piracy]] · [[Human Entertainment Media]] · [[Human Social Media]] · [[Human Ideologies and Governments]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Biesel]] · [[Mendell City]] · [[New Gibson]] · [[Mictlan]]  · [[Port Antillia]]  · [[Odin]] · [[Corporate Reconstruction Zone]] · [[Tau Ceti Foreign Legion]] · [[Biesellite Security and Law]] · [[The Trasens]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Sol Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[Callisto]] · [[Europa]] · [[Pluto]] · [[New Hai Phong]] · [[Silversun]] · [[Sol Alliance History]] · [[San Colette]] · [[Visegrad]] · [[Solarian Armed Forces]] · [[Solarian Security and Law]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Keeser Royal Family]] · [[Moroz]] · [[Fisanduh]] · [[Lyod|The Lyod]] · [[Dominian Culture]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Dominian Imperial Military]] · [[Council of Imperial Governors]] · [[Unathi in Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; | [[Eridani I]] · [[Eridani Federation Military]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Persepolis]] · [[Damascus II]] · [[Medina]] · [[Aemaq]] · [[New Suez]] · [[Elyra Military]] · [[Elyran Government and Politics]] · [[Elyran Culture, Law, and Society]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[Vysoka]] · [[Stolitism]] · [[Scarabs]] · [[Gadpathur]] · [[Assunzione]] · [[Luceism]] · [[Burzsia]]  · [[Konyang]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Humanity]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=28937</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=28937"/>
		<updated>2023-06-21T12:21:42Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Added Factions category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
[[File:Freecouncilflag.png|thumb|Flag of the Free Tajaran Council.]]&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The Free Council culture is the traditional [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Ras&#039;nrr]] way of life heavily influenced by the Council&#039;s ideology, the situation in Himeo, and the past isolation from the wide Tajaran community. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Some of its members are now starting to leave the planet to acquire experience elsewhere.&lt;br /&gt;
&lt;br /&gt;
Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Because of the Council&#039;s rushed exodus and distance from Adhomai, most of the native Tajaran diet was replaced by alternatives found in Himeo. Only [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] crops managed to thrive in the underground environment. The ongoing Cold War has opened the way for imported Adhomian goods as the Tajaran nations try to approach the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Tajaran music in Himeo is commonly performed with folk Adhomian instruments. Songs are used to transmit the Council&#039;s history, their ideals, and to remember the community of their homeworld. In true Tajaran fashion, the oral tradition remains strong within the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Despite high literacy rates, books are still seen with suspicion due to their relationship with the pre-revolution nobility in Adhomai. However, technical manuals are prized because of their practical use. Himean reference texts are frequently translated to Siik&#039;maas by the Council&#039;s teachers. &lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of Dorshafen known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the District was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Because of space constraints, most houses in the Foundling Districts are shared between two or more families. Residents share the same hallways, kitchen, and living room. Each family has access to their personal bedrooms and bathrooms.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a commune ruled by a direct democracy without any kind of apparent hierarchy. Political decisions, distribution of resources, assignment of tasks, and punishments are decided in councils where the entire population is invited to take part. Since involving everyone in a discussion is impossible, groups will elect a speaker among themselves to attempt to convince the Council to vote in their favor.&lt;br /&gt;
&lt;br /&gt;
The Free Council elects a representative quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. The workers themselves decided the direction of the business alongside the directives voted by the Council. Himean Tajara will also commonly work in the rest of the planet&#039;s ventures as employees.&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. The members of the Guard are elected by the population and may be dismissed from their post through a vote as well. The militias are allowed to arrest any Tajara suspect of committing an infraction; prisoners must be immediately brought to a Free Guard meeting to decide if they will remain imprisoned. Instead of holding courts, the fate of a criminal is collectively decided by the entire commune. The Free Guard and the courts are also used to enforce traditional Tajaran values on the population.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the Democratic People&#039;s Republic of Adhomai&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=28623</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=28623"/>
		<updated>2023-04-20T20:17:04Z</updated>

		<summary type="html">&lt;p&gt;GeneralCamo: Remove dionaea from Idris and Zeng-Hu, and remove mention of mindshields.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]].&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your faction&#039;s interests, conducting interviews and AMAs, improving your interest group&#039;s image, &amp;lt;s&amp;gt;being less creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist - they are not part of [[Job_Guides#Station_Command|Ship Command]], however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Consular must represent an official interest group,&#039;&#039;&#039; present on the wiki, that is reasonably connected to the SCC: this excludes criminal factions, pirate factions, and so on. A Consular may be from a sub-faction such as house Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
= Variation =&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular Officer. They can both be active on the ship at one time, allowing for a representative of a faction to be there alongside a liaison from a megacorporation. It is encouraged that they will work together on matters if there is a Corporate Liaison alongside a Consular Officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
== The Corporate ==&lt;br /&gt;
While the consular officer&#039;s purpose is pretty cut and dry, the more flexible nature of the Liaison role affords it a few alternate titles, including:&lt;br /&gt;
*Workplace Liaison&lt;br /&gt;
*Corporate Representative&lt;br /&gt;
*Corporate Executive&lt;br /&gt;
These titles should give your Liaison a bit more flavor by allowing them to have some specialty in the company. However, &#039;&#039;&#039;no alternate title gives you any more authority than another. Playing a Corporate Executive does not increase your authority - you have the same amount of direct authority as a liaison: none.&#039;&#039;&#039; As a corporate executive, think of yourself more of an executive of middle management; your direct power over the Horizon is functionally zero, as you&#039;ve been sent by whatever as a liaison and advocate. The SCC chose the heads of staff to command the ship, and they&#039;d like to keep it that way.&lt;br /&gt;
= Interest Groups =&lt;br /&gt;
All Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. &lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by NanoTrasen to act as an on-ship link between [[Nanotrasen_Corporation#Executives | NanoTrasen]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the ship, advise Station Command, and issue various paperwork, including Contract Extensions and situation reports. They can also make sure that ship command is following [[Corporate Regulations|correct procedure]] and not doing anything unsavory in the eyes of the most powerful company of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other megacorporations for contractors on ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between NanoTrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
===[[Epsilon_Ursae_Minoris|Co-operative Territories of Epsilon Ursae Minoris]]===&lt;br /&gt;
* As a Representative of the CT-EUM, you are entrusted to act as a link between all nations of the CT-EUM, their people, and the CT-EUM as a whole. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PMCG Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Orion&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Nralakk&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!CT-EUM&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] is a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy is also a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest Group, in ways such as PDAing to check in, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>GeneralCamo</name></author>
	</entry>
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