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		<summary type="html">&lt;p&gt;GreenBoi: /* VOID-shift Bluespace Phase Projector */ VOID-Shift module has a teleport cooldown of 5s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic =SpaceNinja.png&lt;br /&gt;
|img = SpaceNinja.png&lt;br /&gt;
|jobtitle = Space Ninja&lt;br /&gt;
|access = Basically anywhere&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = Spider Clan&lt;br /&gt;
|duties = Steal research. Kidnap for ransom. Steal the AI. Complete your own nefarious objectives.&lt;br /&gt;
|guides = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;Space Ninjas&#039;&#039;&#039; are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.    &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extended skillset - You aren&#039;t held to conventional standards on skills.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
If you are reading this, congratulations! You have been chosen to become a 25th century agent worthy of the title &amp;quot;ninja&amp;quot;. You spawn in a high-tech ninja [[Hardsuit_Operation|hardsuit]] that can be equipped with high-tech gadgets that you order through your [[uplink]].&lt;br /&gt;
&lt;br /&gt;
==The Way of Ninjitsu==&lt;br /&gt;
&lt;br /&gt;
=== Stealth Suit ===&lt;br /&gt;
The suit is a RIG. RIGs are specialized suits that can equip specialized modules depending on model and have the ability to retract and deploy from certain body parts to facilitate utilizing these modules while wearing other things. Generally, when utilizing the stealth suit, it’s a bad idea to retract the majority of these pieces without good reason as you can easily be found in hostile environments or situations at any point. RIGs ingame have two states; off, and on. When off, none of the modules can be utilized, the RIG is not airtight, and none of the armor is in place. On top of this, your vision is limited and you move quite slowly. This leaves you vulnerable while taking it off or putting it on to apply new modules, so make sure you’ve got everything you need first before you depart to the station.&lt;br /&gt;
&lt;br /&gt;
The RIG modules can be seen in the “Hardsuit Modules” tab at the top right, and the RIG system controls are in their own independent hardsuit tab adjacent.&lt;br /&gt;
&lt;br /&gt;
===== Operating The Suit =====&lt;br /&gt;
Your card has specific access required to unlock your suit and open it. Use the ID on your suit while it’s on the ground and the crowbar on it to open the panel. From this point, screwdrivers can be used to remove certain modules (with the exception of the inbuilt bomb, or deadman’s switch) or the cell. Modules can’t be removed while it is worn, but the cell can - this is very important for replacing your cell in the event you are stuck without power.&lt;br /&gt;
&lt;br /&gt;
Important note: You should absolutely mess with your hardsuit activation settings. This can be found in the preferences tab, and most people leave it on middle-click. Whatever you press for this will activate any modules you have. For example, if you’ve got a laser gun in your hardsuit, middle clicking on that assistant will shoot it at them, but only when it specifically is selected. You can activate static modules that do not have a target this way as well, or utilize other things like chemical injectors to quickly inject folks with medications.&lt;br /&gt;
&lt;br /&gt;
Your hardsuit itself doesn’t have especially great statistics, and it’s good to get to know them no matter what you intend to do. It has minimal protection against melee weapons and bullets, but decent protection against laser blasts and zero bomb protection essentially. It provides complete radiation immunity as well, and is airtight with the benefits that come from that, including immunity from things like tear gas (if you have internals on). Understanding the limitations these entail will let you know whether it’s appropriate to decapitate a cadet for pepper spraying your mask while it’s deployed or not. It’s usually not. The stealth suit also prevents you from being tracked by the AI’s “Track-With-Camera” verb which often defeats non-crew antagonists, meaning you don’t have to worry much about camera coverage if you’re not in a high-traffic area.&lt;br /&gt;
&lt;br /&gt;
Finally, the suit itself can hold any module type in the game, giving it crazy versatility. &lt;br /&gt;
&lt;br /&gt;
==== Default Suit Modules ====&lt;br /&gt;
Your default RIG modules are perhaps your most useful assets. Here’s brief descriptions followed by much more complicated ones of each default module you start with in the stealth suit.&lt;br /&gt;
&lt;br /&gt;
===== VOID-shift Bluespace Phase Projector =====&lt;br /&gt;
An in-built, targeted teleporter. Place your mouse over a tile you have vision over and use your hardsuit activation key, and it will permit you to teleport instantaneously to it, given there’s no solid objects to intercede with it. Countered by bluespace inhibitors found in the vault, the armory, the station authentication terminal, and the station’s AI core. Do not attempt to teleport into these locations unless the inhibitors are destroyed, or you will explode.  &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It’s your most powerful tool. With stable power incoming, like quickly switching cells or using the emergency power generator, you can effectively outrun any conceivable force in the game with this thing outside of an angry wizard. You are capable of grappling people and utilizing it to teleport them into objects, instantly exploding one of their limbs. You can teleport through walls once every five seconds. If it’s in your vision and nothing is on the tile, you can instantly be there, and many people underestimate how absurd this power truly is. This is most commonly utilized to run away or baffle security, but it is very important to realize how this pretty much gives you absolute power over any given situation unless you willingly throw yourself into a trap. &lt;br /&gt;
&lt;br /&gt;
Without covering the full extent of what you can synergize with this, the best piece of advice I can share is that this is your best way to involve as many people as possible. It also gives you the ability to pick and choose your fights. For example, if a specific officer is hindering your story and you think it’s best to remove them from the situation, a mixture of force gloves to instantly grab and a quick teleport to some area far away always helps. Alternatively just doing the good old teleporting behind and utilizing weapons found in the uplink, or your wit to incapacitate or kill them in some way. There are many items in the game that can instantly incapacitate individuals from close range available to antagonists, especially ninjas - their downfall being that you must be adjacent to the target in question. With your teleporter, this is obviously not an issue.&lt;br /&gt;
&lt;br /&gt;
It takes quick hands and good reflexes to pull off more complicated stuff, but once you play the role a couple times, you can do amazing things with this device.&lt;br /&gt;
&lt;br /&gt;
===== Optical Scanners =====&lt;br /&gt;
A very useful asset as it comes with thermals. Use “Enable Visor” to activate, and cycle to “thermals.” For best results, mix with meson goggles worn on the eyes. It’s a trick most people use to see through walls and teleport to targets directly and precisely.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Way stronger than most people believe. Few antagonists ingame have access to outright thermal vision, and using it is a great way to get control over a narrative. NVGs and mesons are available as well in the situation you’re somehow unable to get normal meson goggles for your eyes beneath the visor.&lt;br /&gt;
  &lt;br /&gt;
===== Voice Synthesizer =====&lt;br /&gt;
A strangely under-utilized tool that you’d really expect to be used more. It’s exactly what you’d think - just a simple voice changer that requires your helmet deployed to use. It’s incredibly simple to utilize. The menu itself is blatantly clear in what it means. All you have to do is press the “configure synthesizer” button.&lt;br /&gt;
&lt;br /&gt;
===== Integrated Intelligence System =====&lt;br /&gt;
A module you can shove AIs, pAIs, and positronics into. To use it, press “enable dataspike,” and make sure your gauntlets are deployed. Then, simply pick up or switch the hands onto the AI.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; If AI control is toggled, it allows the synthetic to control your hardsuit for you! This usually isn’t very useful, but it’s cool as hell and is amazingly powerful when you’re incapacitated. When you are incapacitated, your AI can continue fighting in the suit while your body serves as the support, or run away and let you heal. This consumes an absolutely ridiculous amount of power, so while the AI can kick ass for you, it won’t be for long. Modules like the emergency power generator coupled with the powersink allow the AI to survive a little longer. Unfortunately this does not make you invincible, but even in death, don’t worry - your corpse is still plentiful support for the AI to defeat your enemies. &lt;br /&gt;
&lt;br /&gt;
===== Dead Man’s Switch =====&lt;br /&gt;
A really, really powerful bomb built into your suit. Guaranteed to leave nothing behind. Detonates the instant you die, or when triggered.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; This is the only module that can’t be removed from the stealth suit. It vaporizes you and your hardsuit and blows individuals up to a few tiles away into bits. This is generally something you can’t control, but try to avoid using the “succumb” verb early so as to avoid decimating a crowd of people with it. Or do, if they deserve it. Oddly, hardsuit module placement on the menu places them in strange positions and the most common buttons you’ll be pressing are literally directly adjacent to the dead man’s switch “BIG BOOM” button. This means, in using the suit, desperately avoid instantly pressing “yes” on prompts - one of them might just make you explode.&lt;br /&gt;
&lt;br /&gt;
===== Leg Actuators =====&lt;br /&gt;
Your discount magboots. Permits you to scale z-levels and survive falls from any altitude. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Very simple, permits a targeted leap and protects against unexpected falls. Leave these enabled 100% of the time. In the event you’re hit by an EMP, make sure to re-enable them first. These will undoubtedly save your life. To jump up Z-levels, try leaping on the tile you’re standing on. You can’t leap directly up, but you can leap onto a ledge if it’s one tile ahead of where you’re facing, and one level above. In a desperate escape, these will prevent you to fling yourself off the asteroid to prevent being chased. &lt;br /&gt;
&lt;br /&gt;
==== Uplink Suit Modules ====&lt;br /&gt;
You can access new modules by going to the “infiltration items” tab in the “request items” category of the infiltrator uplink you should have available. These range from being just as useful as your default modules to being very situational.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Energy Blade and Dart Launcher (8TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
One of the strongest melee weapons in the game. Armor penetration, VERY high brute, and a built-in dart launcher that instantly stuns unarmored targets on hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Really power consuming, so only use it when you absolutely need it. It’s useful for cutting through walls, people, windows and more, and when paired with force gloves, it can be turned into an instant-kill device against any armor in the game. The possibilities are really endless. Keep in mind that, while utilizing it, middle click becomes your ability to shoot darts. They’re ultimately useless against armored targets but they give minor toxins. When spammed, they can be rather awful to deal with. You can keep this dart launcher selected by selecting the energy blade projector, but you don’t have to project a blade. Switching off of the selection of the blade will not retract it, so don’t worry about that.&lt;br /&gt;
&lt;br /&gt;
Try to understand that, paired with teleporting, you can pretty much target and instantly kill anybody in the game with this device. It is absolutely a bad idea to abuse it without very good reason, especially if you’re robust enough to bring multiple folks down with it. The blade also has a high chance to deflect incoming projectiles passively, and reflect lasers (sometimes back at whoever fired them!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stealth Field (6TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A very useful tool if you get your hands on a higher capacity power cell. When activated, you become invisible to normal detection means and the naked eye. Super important: utilizing any hardsuit modules instantly decloaks you. When you decloak, there’s quite a loud noise as well, so try to be careful!&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It’s a staple of ninjas! Some important notes follow. Idle glows like the IPC screen lighting and meson goggles, as well as flashlights will still project when cloaked, so avoid using those when you intend to cloak. Attacking and firing guns does not decloak you (though it should), and is once again overpowered especially when combined with things like the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Grenade Launcher (6TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Very strong in the right hands. Comes with three flashbangs, three EMP grenades, and three smoke bombs. While the smoke bombs are pretty ineffective due to silly lighting and directional vision systems, they’re good for confusing crowds. Flashbangs are very strong area-of-effect stuns that are diminished by bigger, better armor, with REALLY heavy armor being completely immune to them. EMP grenades are good for disarming security in a rush. Don’t get caught in the blast, though.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Flashbangs are good for getting out of sticky situations and can be quickly, easily reloaded by popping open your hardsuit and just clicking on it with the grenade in hand. EMP grenades are a different story, and you’ll need quick reflexes to get out of the AOE in time - usually utilizing your teleporter to do so safely. Otherwise, without EMP prevention, you probably will lose at least one module to the EMP’s damage, if not more. Be cautious of where you send EMP grenades flying, as one misfire or silly move can easily take several IPCs, cyborgs, or people with augments out of the round. On the other hand, it’s good for instantly killing robots, draining an entire security force’s energy weapons, batons, tasers, disabling APCs, disabling lights, sparking lockdowns, shocking doors, and more. If someone has NVGs or thermals, EMP grenades temporarily blind them as well.&lt;br /&gt;
&lt;br /&gt;
EMP grenades are VERY large radius, taking up your entire screen’s worth of tiles. The inner four or so tiles are affected by a “strong” EMP, which does a ton of damage to mechanical things. The outer tiles are “weak” EMP, which has very diminished effects. For mechanical hearts, any sort of EMP is an instantaneous death. Try to know your targets as best you can before throwing these around with that in mind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EMAG Hand Module (5TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A limited use cryptographic sequencer in the gauntlets. Good for messing with machinery, but with your ability to teleport, not much else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Not the most useful thing practically, but in the event you need more uses than a normal cryptographic sequencer for less TC, this is a good pick. Cryptographic sequencers unlock various secrets in machinery, like giving ED209s lasers, and permitting command consoles to call an unknown, mysterious force…&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Emergency Power Generator (4TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Amazing source of power income, especially when paired with the powersink. Rapidly injects around 1,000 power into your suit instantly upon activation, and recharges in about 30 seconds. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; It may as well be a default module with how useful it is. You’re able to sustain teleporting every few seconds nigh infinitely with this utility, and become a true speedster zooming around everywhere with no regard for your own suit’s power. At higher cell capacities, you’re no less than a God in tight spandex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Energy Net (4TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
It’s a ranged immobilizer which can instantly put a stop to any mob for no less than a second or two before they’re able to claw their way out. Against someone without sharp items, however, this is drastically increased. Lets you create sitting ducks for very little effort! &lt;br /&gt;
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*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Good for hostage taking, dramatic effect, and especially capture gimmicks. You can produce a hand-held net that has less accuracy but fits in your hand, to combo with your hardsuit net projector, ensuring your target doesn’t escape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Active EMP Shielding (4TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
As the name implies, it’s a toggleable EMP shield that prevents the RIG from taking EMP damage. It does not protect IPCs or prosthetics from EMP damage.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Fantastic if you’ve got no prosthetics or aren’t an IPC. Toggle it on, and you won’t have to worry about ion rifles or EMP grenades in engagements, as all incoming EMP damage is nullified entirely. It is very power consuming - so be certain you’re able to end a fight fast or get the heck out. Large cells obviously help this a lot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Sink (4TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A decent source of power if you’re unable to get the emergency power generator. Very loud, very slow, very risky. To use it, keep gauntlets deployed and click on an APC or a revealed wire. Ensure it’s got power connected or it won’t work!&lt;br /&gt;
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*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Really, really slow and generally ineffective. Barely sustains, if at all, any form of ninja moves you can pull across the station. Taking this is either a bad omen or a sign that the user is playing on hard mode. It is very loud, making high-pitched sparking noises audible up to a full screen’s worth of tiles away as long as it’s active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Matter Fabricator (4TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
Makes shurikens in whatever hand you have active, which can then be thrown. Using the hardsuit activation key with it selected fires a star as well.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Scary robust in the right hands. It’s able to pin mobs of any shape or size to walls, making it hilarious and effective against heavily armored opponents. They also get stuck in the flesh, and act as very good shrapnel equivalents. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Combat Injector (6TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
A strong module that, when activated, injects you with ten units of various ridiculous combat stimulants. Generally ensures you literally never go down until you’re dead, or out of chems.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; A must for any prolonged plan where you can expect to get shot, a lot. This has four chemicals loaded into it, being-&lt;br /&gt;
* Synaptizine - A stimulant that increases endurance, allowing you to shrug off paralyzing stuns and run indefinitely so long as it’s in your veins.&lt;br /&gt;
* Hyperzine - A stimulant that makes you go extremely fast, increases your stun resistance, and makes you really hungry.&lt;br /&gt;
* Oxycodone - The most powerful painkiller in the game, it’ll keep you standing until somewhere around 180 damage or so, which is 20 short of total death. You’re dead at that point most of the time anyway.&lt;br /&gt;
* Glucose - Basically replenishes blood, really, really quickly. It’s iron, but better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Chemical Injector (3TC)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the combat injector which can be selected and must be targeted with hardsuit activation keys and the mouse to work. Generally has a higher reserve of chemicals and focuses on actually healing damage, rather than ignoring it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Long description:&amp;lt;/b&amp;gt; Even better for long-term shootouts than the combat injector. This has nine reloadable chemicals loaded into it, being-&lt;br /&gt;
&lt;br /&gt;
* Tricordrazine - A moderate fix-all which cures burn and brute damage at a decent pace. Mends bleeding, given time.&lt;br /&gt;
* Tramadol - A decent painkiller. Won’t keep you up long in a firefight, but will definitely let you shrug off an extra laser blast or two.&lt;br /&gt;
* Dexalin plus - Instantly cures all oxygen damage upon a single injection. Good for sustaining yourself in the event you’ve accidentally popped your lungs or have lost a lot of blood.&lt;br /&gt;
* Thetamycin - If you have an open wound for a while, injecting thirty units or more of this will stop infections and kill any you may have. It’s great for stopping infections from pesky lasers.&lt;br /&gt;
* Anti-toxin - Exactly what the name says. Removes toxins rather slowly but surely.&lt;br /&gt;
* Glucose - Basically replenishes blood, really, really quickly. It’s iron, but better.&lt;br /&gt;
* Potassium hydrophosphate - Nutriment, in injector form. Yum.&lt;br /&gt;
* Hyronalin - This cures the majority of the effects of radiation rather quickly. Considering your suit is entirely immune to it, this may be useless in most scenarios.&lt;br /&gt;
* Radium - Not good for you, but can produce antibodies for diseases in high quantities. &lt;br /&gt;
&lt;br /&gt;
==Rogue Ninja==&lt;br /&gt;
&lt;br /&gt;
As a crewmember, your best chance is to catch the ninja while they&#039;re trying to recharge their battery. Ganging up may also work, especially if you have projectile weapons. If all fails, suicide bombing may be your only option. Or hiding in a locker until the death squad shows up.&lt;br /&gt;
&lt;br /&gt;
As the ninja, don&#039;t let your fancy-shmancy gadgets cloud your judgment. Aliens(can try to infect you, however, you are immune to the buggers. The Spider Clan invested well in the mask), wizards, and changelings, all pose a very real threat to your safety, if you are not careful. Do not confront high-risk targets directly. Instead, either await an opportunity for when they are distracted, or lure them into a trap. Mechs are also very dangerous; it&#039;s possibly best to avoid anything other than a Ripley but really depends on your battery capacity.&lt;br /&gt;
Your biggest advantage is your ability to appear unannounced and the variety of gadgets at your disposal. Always ask yourself, what would &#039;&#039;&#039;Space Batman&#039;&#039;&#039; do in my situation?&lt;br /&gt;
&lt;br /&gt;
Another tactic is to get crew members on your side. This will not always work, it all depends on your talking skill. You can spout out some lie about you being peaceful and that you&#039;re here to kill a changeling, or stop a wizard, etc. Comfort and smooth talk them until they feel comfortable around you. They may also spread the news and you may have a little ninja-army going on.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Avoid combat if you can. You&#039;re the only antag, and you can&#039;t do easily surgery on yourself. If you get internal bleeding because of a lethal shotgun slug, you&#039;re screwed. Luckily, your ninja hardsuit braces bone breaks and fractures. &lt;br /&gt;
&lt;br /&gt;
*Laser weapons do high damage but are more survivable than bullets, due to not leaving lasting wounds (Tricordazine will fix you no matter what). Your suit also has better armor values against lasers than bullets.&lt;br /&gt;
&lt;br /&gt;
*Have a backup plan in case you run out of power. Keep a battery in your suit storage if you can. You can switch batteries while still wearing your hardsuit, by unlocking it from &amp;quot;Hardsuit Interface&amp;quot;, then crowbarring and screwdrivering to remove the old battery. &lt;br /&gt;
&lt;br /&gt;
*Don&#039;t be afraid of using guns and other traditional antag methods. Ninja powers are scary and can take a lot of getting used to, but you&#039;ve probably had a chance to learn how to use a gun before. If you break into the armoury and steal all the stuff, don&#039;t be afraid to keep a gun for yourself. &lt;br /&gt;
&lt;br /&gt;
*Remember to RP your kills as much as you can. If you have a single person at swordpoint in maintence then you can afford to roleplay a lot before you kill them, but if security is chasing you then nobody&#039;s going to blame you for fighting back without emoting first. On that note, however, if you&#039;re in a combat situation and can&#039;t emote, try not to kill them either. Aim for the chest or legs instead of the head, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*Stealing the captain&#039;s (spare) ID will help you immensely in the long run. Or using a net on the Captain or HoP and forcing them to give you their ID.&lt;br /&gt;
&lt;br /&gt;
*Stealing a blank PDA in the bridge will allow you to view the manifest at any time, useful to determine how beefy security is.&lt;br /&gt;
&lt;br /&gt;
*Get a toolbelt from maintenance or engineering, find a toolbox and fill the belt. Sometimes some engineers learn the wires and post them in the breakroom. A crowbar will let you recharge outside maintenance. A t-ray may be useful if you can&#039;t remember where wires are.&lt;br /&gt;
&lt;br /&gt;
*If you plan to hack doors, steal some insulated gloves. Your hardsuit gloves won&#039;t protect you from shocks (which is a bug). The most important wires are the main power wire, bolt wire, ai control wire, and perhaps shock/safety wire, if you&#039;re more into traps.&lt;br /&gt;
&lt;br /&gt;
*You can teleport through walls if your visor is set to mesons&lt;br /&gt;
&lt;br /&gt;
*If science exists, wait awhile, then go to RnD, print the biggest cell you can, then find a safe place to upgrade your powercell.&lt;br /&gt;
&lt;br /&gt;
*Your suit lets you store any gun in your exosuit slot, including large ones such as Ion Rifles, LWAPs, and Bulldogs. &lt;br /&gt;
&lt;br /&gt;
*Your suit has access to Thetamivir, so infections should not shut you down, if you are quick to inject it.&lt;br /&gt;
&lt;br /&gt;
*Grenades can be reloaded by shoving them into the suit module while it&#039;s open. The same is true for chemicals.&lt;br /&gt;
&lt;br /&gt;
*You can subvert the AI while cloaked.&lt;br /&gt;
&lt;br /&gt;
*A pAI can be placed inside your suit. Sadly they can&#039;t press any buttons due to presumably a bug.&lt;br /&gt;
&lt;br /&gt;
*A subverted AI inside your suit can save your life, if given access to your suit. For example, if you get critted, the AI can teleport you out and then inject medicine. There is a risk of the AI killing you if it gets reset, however, as you have radium in your suit.&lt;br /&gt;
&lt;br /&gt;
*Substations are a nice hiding place to recharge. Just keep the thermals on.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>GreenBoi</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=14369</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=14369"/>
		<updated>2020-03-20T14:42:02Z</updated>

		<summary type="html">&lt;p&gt;GreenBoi: First page of multiple to correctly use &amp;#039;vaurcae&amp;#039; as plural. Also removes tidbit about &amp;#039;Vaurca Fundamentals&amp;#039;, which no longer exists as a page; a lot of grammar/typoes and consistency fixes overall.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Zo&#039;rane, K&#039;laxane.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae, &#039;&#039;(Vore-Kah, Vaurca in singular term and Vaurcae in multiple)&#039;&#039; are an arthropodous species that naturally organize themselves into eusocial groups. Humanoid in shape, with a pair of arms, hands with four digits, divided equally between thumbs and fingers, and legs, ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back 730,000 years ago. Now they arrive in the Orion Spur as colonists, reluctantly taken in by other civilisations.&lt;br /&gt;
&lt;br /&gt;
They form eusocial groups, hives, lead by a High Queen, whom the hive is usually named after. Under them, Lesser Queens held jurisdiction over specific hive functions. Queens, lesser and high, are the only type of Vaurcae capable of producing eggs to spawn new ones. Being born under a specific Queen places a Vaurca in their brood, where they would often hold unique traits compared to others, and a variant carapace color. More information on these structures, and broods, can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Their civilizations are separated into three castes, with members of each caste having their biology, psychology, and education determined before they are even even born. Each individual Vaurca is made often for a specific function pertaining to their caste. Vaurcae are separated further between being Akaix - Unbound - and Viax - Bound. Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have mechanical extras such as extensive loadout xenowear and their homeworld’s flag. K’ois as a product is available in-game and they have a rather grand set of unobtainable event-spawn objects and mobs. Massive Vaurcae Breeders are playable as consular officers, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
Vaurcae can come from the Zo&#039;ra, K&#039;lax, C&#039;thur or Lii&#039;dra hives. The Lii&#039;dra are exclusive to antagonists and events - this does not mean antagonist vaurcae have to be Lii&#039;dra, however.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They require and Avowal of Responsibility to be in any position higher than civilian level.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure &amp;amp; Cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by Phoron gas but require it to breathe&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of K&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Takes 2x the toxin damage.&lt;br /&gt;
*Suffer from additional blood loss&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Cloners will not clone their non-organic organs.&lt;br /&gt;
* Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
* Vaurca Workers cannot bite but are more resistant to radiation&lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
* Dislike light.&lt;br /&gt;
* Generally very specialized, often no inter-department knowledge.&lt;br /&gt;
* Face severe discrimination in human space.&lt;br /&gt;
* Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. They appear as humanoid insects, with two pairs of eyes - a larger pair and a smaller - four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart - and this is because of pheromones, which, along with the Hivenet, are key to communicating with others of their kind. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. As a result, their olfactory sense is highly tuned.&lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Breeder in a process called imagotis. Essentially, the Breeder can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Breeder&#039;s image.&lt;br /&gt;
&lt;br /&gt;
More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca Biology|biology]] page.&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
&lt;br /&gt;
Type A are the most common and can be seen as the &#039;backbone&#039; of Vaurcan societies. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance to their hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have internals. They can be bipedal or quadrupedal, with bird-like talon toes. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectrums are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcan society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Breeder types tend to be poorly suited for the disposition these types of occupations demand. Unlike workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by NanoTrasen are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcan hives that are fertile except for the Queens and Lesser Queens themselves. The males are raised as Bound while the females are raised as Unbound, and both of them historically served little practical purpose beyond ensuring that their respective hive-cells possess the resources they need to function and to fertilize eggs or to replace a dying Lesser Queen or to even become an additional Lesser Queen if the hive needs more growth. The males are considered CA and the females CB. Lately, Breeders have been used as representatives for their respective queens, a departure from their traditional duties of overseeing eggs and maintaining the numbers of the hive cells they oversee.&lt;br /&gt;
&lt;br /&gt;
This extension of their duties comes about from their keen social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the [[NanoTrasen Liaison|Liaison/Representative role]].&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
As a Ta, you are more valuable than Workers and Warriors, simply due to the virtue that you are capable of making them. You aren’t a logical thinker or a fighter, however, you are the head of the hive cell you produce, providing emotional support and advice, like a mother would. Sometimes you will be called to represent your Queen of your brood, perhaps speaking their message or sharing their ideals.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z(zzz) or not at all). You’re made to work on a station full of aliens that speak Basic, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat, avoid doing any labour or specialised work. You are neither Warrior nor Worker, do not act like them. You can, however, inspire others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. You possess a high social intelligence, being literally made for this job, so you’d be knowledgeable on whether trying to clean a unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
===Cephalon (Type D)===&lt;br /&gt;
The Cephalon is the strangest of all Vaurcae beings, if it can still be considered such. They are bombarded from birth by special hormones designed to expand their brains. In this case, however, their bodies are bombarded with special treatments designed to hypercharge their thyroid and pituitary glands. This results in a brain that will continue growing far, far beyond the needs even of the Unbound - it will grow so much that they - the Cephalon&#039;s handlers - can cut live samples, spread them across trellises and racks, and treat them with more hormones and chemicals to &#039;&#039;keep them growing further.&#039;&#039; After a decade of pruning, racking, and tanning, and some cybernetic wire-work besides, the end result is a new Cephalon - a biomechanical supercomputer that houses a large portion of the Virtual Reality Network, and will live for hundreds of years. Its processing power is somewhere in the tens of zettaflops, if it can even be measured that way. Each Lesser Queen tends to keep several of these, acting as servers from which their Virtual Reality is hosted. Cephalons are not generally considered Bound or Unbound, but inert, motionless equipment. As such they hold no name or designation to any hive at large.&lt;br /&gt;
&lt;br /&gt;
=== The Unbound ===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larva are given more graceful care by Bound Workers and they are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. They are perfectly capable of making rational, thinking decisions, and are naturally intuitive and curious, much like a human. However Unbound are not raised in a traditional manner. While in its early years VR was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of a hive, called the Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hive Network. The Bound are barred from most non-utilitarian aspects of the Hive Network, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound take up jobs that require more critical thinking skills or greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves. Rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the types mentioned above except for Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be similar to drones; fresh from the hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Despite having the emotional ranges of a human, Unbound do not share humanities capacity for ambition or competitiveness. Likely because of their biology, Vaurca are generally passive and hold more value in a groups opinion rather than their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are currently restricted to only civilian-level jobs - cargo and service, also lab assistants, security cadets, medical interns, and engineering apprentices&#039;&#039;&#039;. NanoTrasen has introduced a &amp;quot;Peer Review&amp;quot; system to accommodate promotion to higher positions - Read the &amp;quot;Avowal of Responsibility&amp;quot; form available in form dispensers for more information.&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are put in a warm, moisture-rich environment while Worker Bound oversee their care. The larva that hatches from the eggs is then taken to another specialized, moist environment to be raised and slowly augmented before the Bound are then quickly and efficiently sterilized. Bound are incredibly simple minded, due to effectively being lobotomised - grown with some parts of their brain missing.&lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones have a lot in common with station synthetics in personality and playstyle. They are members of a slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcan Drones probably speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound are barred from security jobs. They do not need an Avowal of Responsibility to take a job, however their positions are easily dismissed if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty.If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand.Because they are working under the decree of the hives queen, only with good reason would a Unbound Vaurca ask a Bound from its respective hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For most hives, co-habitation with the other species they have encountered has led to large changes to their way of life. Already suffering a shortage of resources, their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. While it is unknown how rumours circulated that the Vaurcae had large-scale means of producing weapons, and the materials to do so, no one can deny the military domination a war-ready hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy.&lt;br /&gt;
&lt;br /&gt;
However, all hives (barring the unknown machinations of the Lii&#039;dra) do not have the potential to do this. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, there needed to be space for broods as well as materials. Figures such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars. Their pleas, however, only resulted in minor increases to ship defenses. During their long journey, the majority of resources they had brought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the pitiful states the three known Hiveships are in. Their food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a high majority of warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them.&lt;br /&gt;
&lt;br /&gt;
Politically, all but the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; have yet to make any substantial political hold in Tau Ceti. The C&#039;thur and K&#039;lax are being used primarily as either labor or military by their allies, with the K&#039;lax as vassals/tributaries to the Hegemony, and the C&#039;thur reliant on the Federation for the survival of their High Queen. However, especially with the recent investment into the [[Tau Ceti Foreign Legion]], the Zo&#039;ra have begun their ascension into the political web that connects the inhabitants of the Orion Spur, despite being locked into debt with Tau Ceti. Though some may attribute this to certain Queens over others, the Zo&#039;ra hive as a whole is benefiting from their increased power.&lt;br /&gt;
&lt;br /&gt;
Technologically, all but the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; have failed to make much progress in terms of adapting to their lack of advanced materials. In recent years, batches of new-generation thermal drills developed by the K&#039;lax and manufactured with common materials were shipped and often cheaply sold across the Orion Spur, with mining facilities seeing huge increases in yields as a result. This was inspired by the hive&#039;s collaboration with the Unathi on Moghes, their agreement to help terraform the planet. Requiring terraforming technology to efficiently carry out this task, the K&#039;lax have been attempting to re-create the machines of old using newer parts and materials. The &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; hive&#039;s most notable technological advancement was the hybridisation of the [[Tau Ceti Foreign Legion]]&#039;s current weaponry and their own personal designs. These resulting weapons are currently employed by the Foreign Legion, and while not the most high quality or effective weaponry, many agree that it is a certain improvement compared to their last.&lt;br /&gt;
&lt;br /&gt;
Economically, all but the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; have struggled to make any real money, reliant on collective money pools brought in by employed Bound and Unbound. Being harboured by the generous Jargon Federation has opened up a large amount of opportunities. Queens often hold a share of the total funds of a hive, an example being [[Vaurca_Hives#Athvur.2C_The_New_Goddess|Ta&#039;Akaix&#039;Athvur&#039;zekt&#039;azi Zo&#039;ra]] recently investing the majority of her saved personal funds into the reformation of the [[Tau Ceti Foreign Legion]]. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically progressed out of all hives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive cells are capable of sharing a single bedroom apartment due to their tolerance of confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, however, but usually serve some sort of purpose. An U&lt;br /&gt;
Unbound may purchase a refrigerator, but instead of preserving food, it may instead use it for the construction of an experimental device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurca brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike - often showing their ignorance of how Vaurcae operate and live. The recent incidents involving tajara gangs reacting violently to the Lii&#039;dra invasion, going as far as to murder, have demonstrated a more obvious dislike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition - while there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while some found trivial work doing menial or laborious tasks. K&#039;lax warriors mostly serve in the Hegemony. Recently, many Zo&#039;ra Za, and a few of other hives, finally found a place doing what they do best in the [[Tau Ceti Foreign Legion]].&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
With the learning of Tau Ceti Basic and other languages, some Vaurcae have been forced to simplify their names. Naming is based of a numbering system, determined after birth. This name includes a caste and biological designation, the number they are, and finally what hive they are from.&lt;br /&gt;
&lt;br /&gt;
Vaurcan language structure, to non-Vaurcan ears, sounds extremely archaic and cryptic, like simple clicks and grunts more than a language. However, to a creature that knows the language, all types of Vaurcese is extremely complicated and each syllable has many thousands of different connotations it could convey. Combined with subtle antennae movement and pheromone release, it is not hard to say that it is a language that can never be spoken or understood by another species. While each hive has their own small variations of Vaurcese, the language can be universally understood.&lt;br /&gt;
&lt;br /&gt;
It is produced by clicking the mandibles and mouth pieces together, while sending air through the mouthpieces as well as the vocal chords. It is described as sounding like clicks and high pitched squeals. The Vaurcae, however, utilize synthetic throat implants that synthesize a very alien-sounding, but intelligible, Tau Ceti Basic or any other language.&lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
Vaurcae working in alien space often have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
The traditional naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In vaurcese, this segment would translate to a number - like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable - at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from. &lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among vaurcan hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar - the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax hives is tenuous at best. The Lii&#039;dra hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each hive serve other Vaurcae of their hive firstly and are completely subservient to the will of their hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level- opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their hives. Perhaps in response to, or as a result of this, the Zo&#039;ra hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers.&lt;br /&gt;
&lt;br /&gt;
The Skrell of the Jargon Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the hive. These C&#039;thur would complete this assignment and then return to their hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation.&lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse, but warm relations with the Izweski Hegemony, sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relation with the human owned Nanotrasen corporation. Due to their unfavorable circumstances within this deal, the K&#039;lax tend to view humans in a negative light.&lt;br /&gt;
&lt;br /&gt;
Overall, the approach all hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted hive cell. All hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same hivecell. This has led to some Vaurca considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
===Queenless===&lt;br /&gt;
&lt;br /&gt;
The Queenless are simply Vaurcae that do not fall into the lineage of any current queen or lesser queen but remain from the same hive. For whatever reason, these Vaurcae were sourced for the Hiveship outside of the lineage of the lesser queens, perhaps for different traits only found within their line or brood. In the case of the four hives, The Queenless is only an issue within the K’lax and Zo’ra hives. Cut off from the high queens, these &#039;Queenless&#039; Vaurcae may believe that the Lesser Queens currently in command of the hive have gone outside of what the High Queen originally intended for them. Other broods may view them with pity, or see them as restless servants of the hive without a queen to call their own. In general, they are often ignored by the larger hive populations, with many having little to no oversight by the other hive-cells or broods within their own hives. Despite this, the Queenless are still supplied eggs, albeit at a greatly reduced amount than other cells, and given access to their hives VR when available, though, they are the most likely to be denied access, if limited. It&#039;s partly because of this that most Queenless Ta tend to hide within the interstice, VR worlds sewn from the vast data streams of the hive. These VR realms are small in comparison to the queens, and vary in their multitudes.  &lt;br /&gt;
 &lt;br /&gt;
Instead of the Queens, these communities of Vaurcae tend to build themselves around their mother Ta, and try to be as self-sufficient as possible. They may idolize Xakat&#039;kl&#039;atan brought with them when they first left Sedantis. Indeed, it is these two pillars, the Ta and Xakat&#039;kl&#039;atan,  that define the Queenless Vaurcae populations. No matter which hive, however, the Queenless recognize the authority of only the true high queen or their own nonexistent lesser queens, and to that end, seek above all else to recontact Sedantis. &lt;br /&gt;
&lt;br /&gt;
In reality, the Queenless of Tau Ceti’s Zo’ra and K&#039;lax hive is amongst the poorest, and secretive of the Vaurca upon Tau Ceti. Some may resort to crime, drugs and other less than legal means to maintain any comfortable standard of living they might possess. Typically the mother Ta of a Queenless Vaurca is the highest authority one can go to, but there have been documented cases of multiple Queenless Ta working together, though, for what purpose, none can say. As for the Ta themselves, they are comfortable with ignoring and being ignored by the lesser queens as a whole, recognizing the shadow that they live under, and the roles that they must carve out for themselves and their spawn if they are to survive. Above all else, they believe that the light of their high queen will never truly be lost, that out of the horrible illumination of the unknown, The High Queen will return to right the direction of her wayward daughters, and to align all surviving broods under her will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>GreenBoi</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=14370</id>
		<title>Vaurca Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=14370"/>
		<updated>2020-03-20T14:38:28Z</updated>

		<summary type="html">&lt;p&gt;GreenBoi: Touched up on some grammar and made words more consistent.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
=Biology=&lt;br /&gt;
[[File:Bound treatment.png|200px|thumb|right|An Unbound warrior demonstrates proper vaurcan medical treatment.]]&lt;br /&gt;
To the average human, the Vaurca seem to have the appearance of terrestrial prawns. However, they act closer to ants or termites. Their biology follows a similar structure to something like a termite; scientifically, this description is largely superficial. The most obvious and striking feature of this species is their exoskeleton. It is composed of a complex polymer chain involving sulfur as a key catalyst with silicon, carbon, hydrogen, nitrogen forming a much stronger polymer chain than similar exoskeletons found on earth. A kind of biological vulcanization process also occurs, again facilitated by the abundant sulfur within their biochemical makeup.&lt;br /&gt;
&lt;br /&gt;
==Caste Summary==&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
&lt;br /&gt;
Type A are the most common and can be seen as the &#039;backbone&#039; of Vaurcan societies. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance to their hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have internals. They can be bipedal or quadrupedal, with bird-like talon toes. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectrums are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcan society, taking the form of heavily augmented warriors. Type B can range in size from 6ft tall to 8ft tall, with Za Bound rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while worker and breeder types tend to be poorly suited for the disposition these types of occupations demand. Unlike workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of warrior caste Vaurcae employed by NanoTrasen are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcan hives that are fertile except for the Queens and Lesser Queens themselves. The males are raised as bound while the females are raised as unbound, and both of them historically served little practical purpose beyond ensuring that their respective hive-cells possess the resources they need to function and to fertilize eggs or to replace a dying Lesser Queen or to even become an additional Lesser Queen if the hive needs more growth. The males are considered CA and the females CB. Lately, Breeders have been used as representatives for their respective queens, a departure from their traditional duties of overseeing eggs and maintaining the numbers of the hive cells they oversee.&lt;br /&gt;
&lt;br /&gt;
This extension of their duties comes about from their keen social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
==Life Cycle==&lt;br /&gt;
&lt;br /&gt;
The Lifecycle of a Vaurca is fairly complicated when compared to other species. Each stage of a Vaurca&#039;s development is clearly regimented by biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
Vaurcan eggs are laid by a hives high or lesser queen, naturally entering a state of suspended animation when they are outside of a Queen&#039;s ovipositor locking the egg in its initial stage until being received by its surrogate CB. This is compounded with cryogenics to effectively transport vast amount of eggs between the Queen and their surrogate CB&#039;s. Every CB within a hive specializes in the creation of many different types of Vaurcae. CB themselves are living biological factories, capable of controlling nearly every aspect of their progeny via genetic manipulation, a process that has great cultural importance attached to it.&lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a CB in a process called imagotis, in this imaginal stage, the CB can hold in its mind the image of its completed offspring, releasing gene expressions to mold the larva into its desired form. Larva destined to become Bound are born without parts of their brain, and their organs are undeveloped, preparing them to receive implants as soon as they are hatched. These implants grow with the Bound, and it will have them throughout its entire life unless replaced. Bound Vaurcae reach maturity within six months. Upon fully maturing, they are implanted with a neural socket and begin work immediately. A Bound&#039;s lifespan is theoretically infinite, provided that the hive keeps its augments well maintained. In reality, however, Bound are rarely maintained and thus can expect an operational lifespan of around ten years on average, provided they experience no work-related injuries. Upon the death of a Bound, the augmentations they possess are removed and repurposed, and the body is typically incinerated.&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become an Unbound, it is given six months of organic development, which allows for its brain to mature fully. After this six month period, it is implanted with a neural socket, experiencing Virtual Reality for the development of its personality, and training. These six months are the closest thing to childhood that could be approximated to other species. At the conclusion of this one year period, the Unbound is fully matured, and prepared for whatever purpose it may have been given by the hive. It will receive several augmentations depending on circumstance throughout its life, unlike the Bound who receive all of their augments at birth. Unlike Bound, Unbound are always more flesh than augmentation, and thus they cannot simply be &amp;quot;maintained.&amp;quot; An Unbound experiences a lifespan of twenty years on average, at the conclusion of which their neural socket containing their mind is uploaded into VR and their augmentations are then reclaimed by the hive, and their body is generally incinerated. Years spent in VR tend to not subtract from this lifespan, meaning that an Unbound could be several decades old, if it spent most of its time in VR.&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become Type C, whether it be CA or CB, it is fed special hormones that inspire organic growth that diverges from the typical model. Type CA are born without some of their brains much like other Bound, however they are not augmented until the end of their growth period. Their sexual organs fully develop, and their carapace hardens in several places, forming ceremonial crests. Wing growths sprout along their back, which will fully develop during periods where the Type CA is fertile. The CA is then augmented to fulfill their role as consort, breeder, and representative of a Breeder. A Type CA will live as long as it remains virile. Once it become sterile due to natural or artificial causes, the Type CA dies and a new one is bred to replace it.&lt;br /&gt;
&lt;br /&gt;
A Type CB will be nurtured for a whole year organically, allowing the royal growth hormones to take maximum effect. Their carapace will harden in several places, becoming generally thicker and growing further ceremonial crests. Wings will sprout along the entirety of its back - unlike the Type CA, CB wings are fully developed for the entirety of their life, however during designated breeding periods the CB will typically be to heavy to generate lift. Throughout their growth period they will be given all the information they need to act as representatives and leaders of the hive. Type CB&#039;s will then have neural tubes implanted along the back of their head, allowing them to interface with the neural sockets of any Vaurca assigned under them. A Type CB will typically live for twenty years like most Unbound, excluding years spent in VR. When a Type CB dies it is incinerated along with its augments.&lt;br /&gt;
&lt;br /&gt;
Whenever it becomes necessary, a Type CB larvae can be morphed into a Lesser Queen through the injection of additional royal hormones. A Lesser Queen is biologically different from most organic Vaurcae in that it naturally has several limbs and a clearly distinct thorax and abdomen, permitting the creation of several eggs at a time. A Lesser Queen is typically created when another Lesser Queen dies, or the hive needs to undergo massive expansion - to the point where a retinue of governing Type CB is not sufficient. For this reason several Type CB larvae are typically kept in cold storage, should an emergency arise. A Lesser Queen will fulfill many roles in its lifetime, typically overseeing millions of Vaurcae at any given time. They are responsible for directing any Type CB under their command, and typically manage entire hive complexes when possible. A Lesser Queen is also expected to relay the whims and orders of a hive&#039;s High Queen. A Lesser Queen can also live for a very long time under the proper circumstances - all Lesser Queen&#039;s present in human space are the same that embarked from Sedantis I 2,000 years ago. When and if a Lesser Queen does die, however, its body is preserved and stored away for posterity.&lt;br /&gt;
&lt;br /&gt;
==Internal Organs==&lt;br /&gt;
Internally, Type A are very similar to that of an Earth insect. They have an open circulatory system, with their blood covering their digestive system, dual hearts, lungs, and other organs. Their two hearts provide a significant sloshing motion to prevent the blood from stagnating. The Vaurca&lt;br /&gt;
&#039;s blood is a copper-based hemoglobin, with a high dependency of sulfur, which causes their blood to adopt a yellowish color instead of the red prevalent with other species. It also emanates a very potent stink. This open circulatory system, however, can lead to wounds that pierce the exoskeleton and minor layer of skin to bleed out quickly unless treated.&lt;br /&gt;
&lt;br /&gt;
Vaurcan lungs are totally organic. However, they cannot naturally process oxygen without there being phoron present in the mix. Additionally, Pure nitrogen is toxic to the Vaurcae, and pure phoron will suffocate them. As such, most Vaurcae in human space are equipped with a filtration bit above the lungs, which injects phoron gas into the oxygen they breathe, allowing for safe respiration.&lt;br /&gt;
&lt;br /&gt;
Vaurcae possess, in their head, a neural socket that allows interface with the hive network FTL communications. The exact mechanics of a neural socket, and how it processes data and keeps information secure is based off of biological processes in the regional Queen, who possesses, instead of a neural socket, a neural rod.&lt;br /&gt;
&lt;br /&gt;
==Limbs==&lt;br /&gt;
Vaurcae have two large insect-like eyes with two smaller ones underneath, which are hyper-sensitive to most forms of light. While they can function in light-heavy environments perfectly fine, most complain about frequent migraines and tendency to get frustrated after long exposures to light like the sun, or even general station lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of colouration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements, or rubbing them together with another. Also acting olfactory sensory and nerve database, when these antennae are lost, they can cause confusion, dizziness, nausea, communications problems, and extreme pain.&lt;br /&gt;
&lt;br /&gt;
Their mouthparts are similar to a prawn&#039;s, in that they have two large mandibles, with small feelers and chewing parts that come out of the bottom.&lt;br /&gt;
&lt;br /&gt;
A Vaurca Worker and Warrior may possess vestigial arms below their main limbs, genetic remnants that serve little purpose. Some Vaurcae may remove them for practicality while others are decorating them for fashion purposes. The latter is quickly becoming a fad for Vaurcae who regularly interact with aliens.&lt;br /&gt;
&lt;br /&gt;
==Augments==&lt;br /&gt;
While virtually all Vaurcae look identical in an augmented state, aside from various shifts in colour, virtually all Vaurcae are augmented in some manner, the degree to which depending very much on their caste and purpose.&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae typically undergo the most augmentation. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
&lt;br /&gt;
Unbound however will never undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, the entire purpose of the Unbound caste. Their augments will typically be performance enhancing instead of alterations of the form. Most Unbound are today equipped with at least basic communication augments which make them versatile assets to communication with extra-hive entities.&lt;br /&gt;
&lt;br /&gt;
Ultimately, all Vaurcae currently employed by NanoTrasen aboard the NSS Exodus or NSS Aurora are of the least augmented tier - either Type AA or Type BA. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and oxygen filtration system, and may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have very few augments to ensure that they can fulfill any task assigned to them by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==Sleep Cycle==&lt;br /&gt;
The Bound follow a predictable sleep pattern. Specialized augmentations control chemical precursors that induce sleepfulness within Bound that causes them to sleep. While predictable, the times that a Bound sleeps typically depend on its duty within the hive, with the most physically demanding jobs having the longest periods of sleep.&lt;br /&gt;
&lt;br /&gt;
Unbound Vaurcae spends 98 hours active on average before experiencing drowsiness. Some Unbound may change this sleep cycle depending on their work or needs, similar in scope to change their habits in ways similar to humans. To sleep, a Vaurca adopts a leaning position that uses specialized joints and hinges in their exoskeletal plates to sleep standing upright.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>GreenBoi</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=14368</id>
		<title>Guide to Paperwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=14368"/>
		<updated>2020-03-17T02:15:42Z</updated>

		<summary type="html">&lt;p&gt;GreenBoi: /* Major Entity Logos */  Renamed NT Logo to a more appropriate name. Added the pencode for the rest of the logos so people will know about them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Writing is an integral part to paperwork and writing books! If you want to write an official department memo, or a good looking book, you&#039;re gonna have to know how to write it.&lt;br /&gt;
&lt;br /&gt;
See the [[Example Paperwork]] page for standard forms and examples.&lt;br /&gt;
&lt;br /&gt;
To properly understand this, you need a basic grasp of BBCode or HTML. But don&#039;t worry, even if you don&#039;t know either, just try copy pasting the examples and replacing the text with your own! Once you&#039;re comfortable with that, try experimenting with what works together and how.&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
Writing is performed on paper using any standard writing utensil.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pens&#039;&#039;&#039; come in a few different colors, black or blue by default, and some departments are provided with red pens. Pens have a variety of functions!&lt;br /&gt;
*&#039;&#039;&#039;Crayons&#039;&#039;&#039; work much like pens, except that they are always bold, and lack the list, horizontal rule, and small tags.&lt;br /&gt;
&lt;br /&gt;
==Formatting Paper==&lt;br /&gt;
&lt;br /&gt;
===Signature===&lt;br /&gt;
To sign your name, use the [sign] tag. Remember that &#039;&#039;&#039;if you use the [sign] tag, your signature is unique and cannot be forged in most cases.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Your signature: [sign]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Field===&lt;br /&gt;
To insert a field from which you can start writing (instead of just using the bottom of the paper), use the [field] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;Reason for Request: [field]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Lines===&lt;br /&gt;
New lines can be created by using the [br] tag. Without this, anything you write will continue on the same line until it reaches the end of the page.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[br]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bold===&lt;br /&gt;
To make text bold, enclose it within the [b] and [/b] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[b]This text is going to be bold.[/b] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Italics===&lt;br /&gt;
To italicize text, enclose it within the [i] and [/i] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[i]This text is italicized.[/i] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underlining===&lt;br /&gt;
To underline text, enclose it within the [u] and [/u] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[u]This text is underlined.[/u] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Centering===&lt;br /&gt;
To center text, enclose it with the [center] and [/center] tags.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[center]Type the center tags onto the paper like this![/center]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lists===&lt;br /&gt;
Create a list by using the [list] and [/list] tags. For every entry in your list, add a [*] in front of your entry.&lt;br /&gt;
For example;&lt;br /&gt;
 [list][*]Bullet one.[*]Bullet two.[/list]&lt;br /&gt;
&lt;br /&gt;
===Large Text===&lt;br /&gt;
Make text larger, enclose it within the [large] and [/large] tags. Large text like this can be used for emphasis or for titles.&lt;br /&gt;
&amp;lt;pre&amp;gt;[large]This text is much larger[/large] than this text.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Small Text===&lt;br /&gt;
To shrink text, enclose it with the [small] and [/small] tags.&lt;br /&gt;
Shrunken text can be used to fit more information onto your paper.&lt;br /&gt;
&amp;lt;pre&amp;gt;[small]This text is very small![/small] This text is normal-sized.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Horizontal rules===&lt;br /&gt;
To add a horizontal rule, use the [hr] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[hr]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Major Entity Logos===&lt;br /&gt;
To add the logo of some of the major entities, use the [logo] tag as a root, then add the appropriate suffix.&lt;br /&gt;
&amp;lt;pre&amp;gt;NanoTrasen Logo: [logo_nt]&lt;br /&gt;
Small NanoTrasen Logo: [logo_nt_small]&lt;br /&gt;
Zeng-Hu Logo: [logo_zh]&lt;br /&gt;
Idris Incorporated Logo: [logo_idris]&lt;br /&gt;
Eridani Corporate Federation Logo: [logo_eridani]&lt;br /&gt;
Necropolis Industries Logo: [logo_necro]&lt;br /&gt;
Hephaestus Industries Logo: [logo_hp]&lt;br /&gt;
Biesel Emblem: [logo_be]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Forms==&lt;br /&gt;
These are some samples of possible paperwork that might be used around the station. More can be found in [[Example Paperwork]]. You can use these, or make your own, as well. It&#039;s not required to use any of these, or anything like it, but many players will.&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Additional Access===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is a form for a Head of Personnel to give to a crewmember who is requesting additional access.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][b][i]Additional Access Application Form[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Requested Access: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason(s): [field][br][br]&lt;br /&gt;
Signature: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign here, [field], and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]The department in which the requester is requesting access must first be contacted, and the chief (acting or otherwise) must have been talked to and have authorized this request.[*]If any criminal activity is done with the help of this extra access, this form will be immediately void and unlawful.[*]If the chief of the affected department wishes this form void, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Job Transfer===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is for a Head of Personnel to give to a crewmember who is requesting that their job be changed.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Transfer Request Form[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[i][b]NanoTrasen Science Station Aurora[/b][/i][/center]&lt;br /&gt;
[hr][br]&lt;br /&gt;
From department: [field][br]&lt;br /&gt;
To department: [field][br][br]&lt;br /&gt;
Requested Position: [field][br][br]&lt;br /&gt;
Reason(s): [field][br][br]&lt;br /&gt;
Signature: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Transferring department head: [field][br]&lt;br /&gt;
Receiving department head: [field][br]&lt;br /&gt;
Head of Personnel: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign above and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]All department heads must agree to the transfer before transfer can take place.&lt;br /&gt;
[*]If the transferred has been transferred for an invalid or illegal reason, this form is immediately void and unlawful.&lt;br /&gt;
[*]In the event a relevant head of staff retracts his or her approval for this transfer, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Demotion Record===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This if for a Head of Personnel to give to a crewmember who has been summarily demoted by a head of staff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Termination of Assignment Record[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Position: [field][br]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Terminated Employee: [field][br]&lt;br /&gt;
Terminated from the assignment of: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason for Termination: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign here, [field], and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]The department in which the terminated has been terminated must first be contacted, and the chief (acting or otherwise) of the department must have been consulted and have authorized a termination.&lt;br /&gt;
[*]If the terminated has been removed from his or her position for an invalid or illegal reason, this form is immediately void and unlawful.&lt;br /&gt;
[*]In the event a relevant head of staff retracts his or her approval for this assignment termination, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Robotics: Cyborgification===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is for a cyborgification or AI assimilation procedure on a living crewmember. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][b]Cyborgification Contract[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[b][i] NanoTrasen Science Station Aurora [/b][/i][/center][hr]&lt;br /&gt;
I, undersigned, hereby agree to willingly undergo a Regulation Lobotimization with intention of cyborgification or AI assimilation, and I am aware of all the consequences of such act. I also understand that this operation may be irreversible, and that my employment contract will be terminated.[hr]&lt;br /&gt;
Signature of Subject: [field][br][br]&lt;br /&gt;
Signature of Captain or Commanding Officer: [field][br][br]&lt;br /&gt;
Stamp below with the Captains or Commanding Officers stamp:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Medical: Prescription===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
A form for prescribing patients medicines that they can then pick up later.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][large][b]NSS Aurora Medical Department[/b][/large][/center]&lt;br /&gt;
[br]&lt;br /&gt;
[large][u]Prescription[/u]:[/large][br] [field]&lt;br /&gt;
[br][br][hr]&lt;br /&gt;
[u]For[/u]: [field] [br]&lt;br /&gt;
[u]Assignment[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Prescribing Doctor[/u]: [field] [br]&lt;br /&gt;
[u]Date[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Pharmacist[/u]: [field] [br][br]&lt;br /&gt;
[small]This prescription will not be refilled except under written authorization.[/small]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Research: Equipment Loan===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is a form for the loaning of prototypes from R&amp;amp;D to other departments, usually equipment or experimental weapons.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[b]Equipment Loan[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
The following item(s) are considered experimental. NanoTrasen can not be held responsible for injury sustained during the use of the item(s). The receiver must use the following item(s) only for their intended purpose. The receiver must not share these items with any other person(s) without direct approval of NanoTrasen command staff. [br]&lt;br /&gt;
[br]&lt;br /&gt;
Item(s) loaned:[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of receiver: [field][br]&lt;br /&gt;
Name of crew member loaning the item(s): [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Note: Please make sure this form is stamped bellow the line by related head of staff before the end of one standard work week. [br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Security: Incident Report===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is for security to use after making an arrest or fining a crew member for a crime, usually given to the warden after being filled out.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][u]Security Incident Report[/b][/u][/center][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]To be filled out by Officer on duty responding to the Incident. Report must be signed and submitted until the end of the shift![/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Offense/Incident Type: [/b][field][br]&lt;br /&gt;
[b]Location: [/b][field][br]&lt;br /&gt;
[b]Reporting Officer: [/b][field][br]&lt;br /&gt;
[b]Assisting Officer(s): [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Personnel involved in Incident: [/b][br]&lt;br /&gt;
[small][i](V-Victim, S-Suspect, W-Witness, M-Missing, A-Arrested, RP-Reporting Person, D-Deceased)[/i][/small][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Description of Items/Property: [/b][br]&lt;br /&gt;
[small][i](D-Damaged, E-Evidence, L-Lost, R-Recovered, S-Stolen)[/i][/small][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Narrative: [/u][/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Reporting Officer&#039;s Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security: Armory Inventory===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is to be used by the warden to count up the armory contents in the case they receive new gear or the original copy gets lost.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][large]NSS Aurora[/large][/b][br]&lt;br /&gt;
[small]Armoury Inventory[/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[/center][br][b]Weaponry[/b][br]&lt;br /&gt;
[field] Energy Gun(s)[br]&lt;br /&gt;
[field] Laser Gun(s)[br]&lt;br /&gt;
[field] Ion Rifle(s)[br]&lt;br /&gt;
[field] Pistol(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Armour[/b][br]&lt;br /&gt;
[field] Bulletproof Vest(s)[br]&lt;br /&gt;
[field] Ablative Vest(s)[br]&lt;br /&gt;
[field] Biohazard Suit(s)[br]&lt;br /&gt;
[field] Bomb Suit(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Auxiliary Equipment[/b][br]&lt;br /&gt;
[field] Gasmask(s)[br]&lt;br /&gt;
[field] box(es) of Flashbangs[br]&lt;br /&gt;
[field] box(es) of Handcuffs[br]&lt;br /&gt;
[field] box(es) of R.O.B.U.S.T. Cartridge[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Riot Equipment[/b][br]&lt;br /&gt;
[field] Stun Baton(s)[br]&lt;br /&gt;
[field] Riot Suit(s)[br]&lt;br /&gt;
[field] Riot Shield(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Tactical Equipment[/b][br]&lt;br /&gt;
[field] Amour Vest(s)[br]&lt;br /&gt;
[field] Shotgun(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Implants[/b][br]&lt;br /&gt;
[field] Tracking Implant Box(es)[br]&lt;br /&gt;
[field] Chemical Implant Box(es)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Defense Systems[/b][br]&lt;br /&gt;
[field] Deployable Barrier(s)[br]&lt;br /&gt;
[field] Portable Flasher(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Other[/b][br]&lt;br /&gt;
[field] Holobadge Box(es)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Warden&#039;s Signature: [/b]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Internal Affairs: Agent Report===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Internal Affairs Agent report.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Internal Affairs Report[/b][/i]&lt;br /&gt;
Agent: [field]&lt;br /&gt;
Subject in Question: [field]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center][hr]&lt;br /&gt;
[b]Incident: [/b][field]&lt;br /&gt;
[b]Location(s): [/b][field]&lt;br /&gt;
[b]Personnel involved in Incident: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Narrative: [/b]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Agent Signature: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Notes: [/b][field]&lt;br /&gt;
&lt;br /&gt;
Stamp below:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Internal Affairs: Complaint===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Internal Affairs Agent report version 2.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[large][b][center]NANOTRASEN STATION AURORA[/b][/center][/large]&lt;br /&gt;
[i][center]INTERNAL INVESTIGATION REPORT[/i][/center][hr]&lt;br /&gt;
Type of Complaint: [field]&lt;br /&gt;
Complainant: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location of occurrence: [field]&lt;br /&gt;
Employee(s) involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Complaint: [field][hr]&lt;br /&gt;
How received: [field]&lt;br /&gt;
Complaint investigated by: [field]&lt;br /&gt;
Reviewed by: [field]&lt;br /&gt;
&lt;br /&gt;
Reviewer Comment: [field]&lt;br /&gt;
&lt;br /&gt;
Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security: Sol Government Paperwork===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Sol Government Crime Report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Sol. Gov Official Document[/b][/center][/large]&lt;br /&gt;
[i][center]NANOTRASEN STATION AURORA[/i][/center]&lt;br /&gt;
[center][small]Sol Government Crime Report[/small][/center][hr]&lt;br /&gt;
&lt;br /&gt;
Suspect name: [field]&lt;br /&gt;
Crimes committed: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location(s) of occurrence: [field]&lt;br /&gt;
Persons involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Crime: [field]&lt;br /&gt;
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Sol Government High Crime Report&lt;br /&gt;
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[i][center]NANOTRASEN STATION AURORA[/i][/center]&lt;br /&gt;
[center][small]Sol Government High Crime Report[/small][/center][hr]&lt;br /&gt;
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[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>GreenBoi</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=14332</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=14332"/>
		<updated>2020-03-13T21:50:56Z</updated>

		<summary type="html">&lt;p&gt;GreenBoi: Changes all cases of &amp;#039;Confederated&amp;#039; to &amp;#039;Confederate,&amp;#039; for grammar.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = X&#039;yr Vharn&#039;p&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = Sol Common/Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial standard of Emperor Boleslaw Keeser and the Empire representing the three nation states of old Moroz. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Empire of Dominia==&lt;br /&gt;
&lt;br /&gt;
A  heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Emperor Boleslaw Keeser I. The Empire of Dominia was proclaimed in 2437 by Unathi raiders and human nobles on the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes a lifetime or more to pay off. Indebted citizens form an underclass in Dominia, but those in the Empire&#039;s core worlds are generally able to pay their debt off. Those that cannot are derogatorily referred to as Ma&#039;zals. Many in the Empire follow a strict code of honor. The Empire of Dominia is considered by many to be a threat to the sovereignty of frontier systems.&lt;br /&gt;
Imperial society is a society divided more by class than by species or ancestry. The Mor’iz’al blood debt is a very important part of Imperial society. The history of the planet of Moroz stretches back to the 22nd century. The core planets of the Empire are found in the X&#039;yr Vharn&#039;p System, with the middle empire forming the nearby systems. “In the Goddess’s Name, So Shall It Be Done” is the national motto, alongside the unofficial motto of “Democracy is a Codeword for Plutocracy.” The state religion of the Empire is led by the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law. The Empire remains diplomatically isolated, with little official representation in most areas.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The total population of the Empire roughly nine billion based on the 2459 Imperial Census. This population is spread out over the Empire’s multiple systems. Citizens from the Inner Empire (Moroz, Sparta, Spartan Station, Lyoid Primary) tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunals power. Citizens within the Central Empire (Alterim Obrirava, Tribunal&#039;s Joy, Ignomni Balteulis, and Greensands) are considered to be more moderate yet still devout and loyal, primarily being Morozian colonists sent abroad.&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to be lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier sujects have a reputation of being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions. For more information on Dominian Culture, see here.&lt;br /&gt;
====Moroz====&lt;br /&gt;
&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompasses around 70% of the planet’s surface. The seven major cities on the planet are connected by the Imperial Railroad, a popular activity being a round trip across the planet on this massive rail system. Most settlements are dotted around the equator of the world, though some outer villages and cities are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. &lt;br /&gt;
&lt;br /&gt;
There is a growing rift between the &#039;original&#039; inhabitants of the polar regions whose rugged, survivalist lifestyle is being replaced by the ‘cushier’ urban migrants. Moroz is also home to the prestigious Juro School of Genetics and Bio-Sciences, a University focusing on genetic research and cross-species biology. Key tourist attractions include the polar tours, the Imperial Palace exterior with gardens and the four-meter phoron crystal statue of fifteen battle medal holder Immortal Tribunal Commando Kikari Azi in the Imperial Plaza.&lt;br /&gt;
&lt;br /&gt;
A specific faction of [[Freedom]], the Extrastellar Travel Union, calls this planet home. A desire to break the bluespace monopoly held by Nanotrasen, and a few other corporations is their primary goal.&lt;br /&gt;
&lt;br /&gt;
====Sparta====&lt;br /&gt;
&lt;br /&gt;
With 200 million people, Sparta has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes to volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. Much of the steel and other metals used in the Imperial economy are mined here. The planetary capital, Raltabao, literally translated Red Castle, is home to the Imperial arsenal that it takes its name from.&lt;br /&gt;
&lt;br /&gt;
====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
Carrying around half a billion people and featuring a diverse biosphere and an environment similar to Earth’s, the population is rapidly growing after coming under Imperial control. In the capital of Ilstel, a bustling foreign merchant quarter can be found, with a diversity of goods to match the planet itself. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims of mysterious terraforming. &lt;br /&gt;
&lt;br /&gt;
====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
Often called by the equally popular name of Ignotum Balteum by the resident Unathi and populated by roughly 300 million, Alterim Balteulis is a dry world with a mixed climate of savannas, deserts and arid polar regions. The Temple of the Ancestors can be found in the planet&#039;s capital of Salstiliska. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at it&#039;s most potent. The Tribunal&#039;s influence here can even surpass the Emperors imperial will in some cases. A popular attraction in the planet&#039;s capital is a large statue of a genetically modified kangaroo named Roger, one of the most popular figures in the planet&#039;s history, famed for his immensely muscular figure.&lt;br /&gt;
&lt;br /&gt;
====Sun Reach====&lt;br /&gt;
&lt;br /&gt;
A recent addition to the Empire, Sun Reach is the least populated major world in the Empire, with around 500 thousand people. The planet, taking its name from its largest settlement, is itself mostly covered in primitive algae with a low level of biodiversity - a young world.&lt;br /&gt;
&lt;br /&gt;
====Other Worlds====&lt;br /&gt;
&#039;&#039;&#039;Lyoid Primary&#039;&#039;&#039; - Mining colony based on Moroz&#039;s airless moon Lyoid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spartan Station&#039;&#039;&#039; - High orbit merchant and mining station above the planet Sparta. Has a high concentration of secondary [[Offworlder Humans]].&lt;br /&gt;
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&#039;&#039;&#039;Mo&#039;zal Station&#039;&#039;&#039; - Prison station located on the edge of Dominian space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribunal&#039;s Joy&#039;&#039;&#039; - Colony based in central Dominian space. Self sufficient economy exporting large quantities of lumber and livestock/meat to the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greensands&#039;&#039;&#039; - Colony based in the inner regions of Dominian space. An Empire dependent import colony whose main export is minerals and metals, namely largely radioactive fuels. Named after the uranium rich yellow/green sands across large parts of the world.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zal&#039;laken&#039;&#039;&#039; - Colony based in the outer regions of Dominian space. Empire dependent import colony whose main purpose is as a strategically important location for military maneuvers. It has a booming Thunderdome community and hosts both death match tournaments and standard holo-tournaments. Its economy is largely service based.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Dominia accepts the Galactic Credit like the rest of the galaxy, but to the Sol Alliance and NanoTrasen&#039;s frustration Dominian systems continue to use the Imperial Pound as a local currency, a currency backed in precious metals by the Imperial Bank of Moroz. There is incredible stratification of living standards in the Empire. There is a very large underclass in Imperial society formed by non-Morozian imperial subjects (Ma&#039;zals) which are allocated by the Emperor every year to the major houses. These indebted laborers are used for all sorts of labor, from farming, to industrial work, to accounting, craftsmanship, and more. &lt;br /&gt;
The Great Houses are very powerful movers in the Imperial economy, dominating several key industries such as defense, agriculture, banking, and research. These quasi-corporations are some of the largest employers. The middle class in the Empire, largely consisting of freemen, is small but expanding as parts of the still isolated Empire begin to integrate into a larger galactic economy. Much of the middle class comes from former Fisanduh, and is concentrated in the few large cities.&lt;br /&gt;
Defense industries, raw resource production, and agriculture are the largest sectors of the Empire&#039;s economy, with recent years&#039; modernization efforts making the latter two increasingly lucrative. Consistent expansions of the Imperial Military&#039;s budget have seen a rapid growth in all types of equipment production and research for the Army and Navy, a sector dominated by houses Han&#039;San and Zhao.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
===Ethnic Groups===&lt;br /&gt;
* 76% Morozian Humans&lt;br /&gt;
* 20% Ma&#039;zal Humans&lt;br /&gt;
* 3.0% Unathi&lt;br /&gt;
* 1.0% Alien (Skrell, Tajara, Dionae, Other)&lt;br /&gt;
The state religion is the Moroz Holy Tribunal.&lt;br /&gt;
Dominians, especially members of Houses, follow a strict code of honor similar to that found in Unathi culture. For more information see: [[Dominian Honor]]&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all consuming imperial bureaucracy. The &#039;&#039;&#039;Imperial Cabinet&#039;&#039;&#039; and &#039;&#039;&#039;Imperial Diet&#039;&#039;&#039; are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
====Imperial Cabinet====&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of His Majesty&#039;s Imperial Army: Kasz Han’San (Unathi)&lt;br /&gt;
*Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Maxillius Alze (Human)&lt;br /&gt;
*Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao (Human)&lt;br /&gt;
*High Seneschal of His Majesty&#039;s Justice: Ngo Juric (Human)&lt;br /&gt;
*Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad (Human)&lt;br /&gt;
*Chief Commissioner of Economic Development: Izla Caladius (Human)&lt;br /&gt;
*Chief Commissioner of Imperial Sovereignty: Oalz Han&#039;San (Unathi)&lt;br /&gt;
&lt;br /&gt;
===Imperial Diet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Diet, composed of the House of Lords and the Lords-Spiritual, is the origin of legislation in the Imperial government. While Emperor Keeser rules with absolute authority, capable of rewriting law with unchecked power, the normal legislative operations of the government are handled within the House of Lords. The Diet is where the Emperor has the most direct way of coordinating with and hearing the concerns of the aristocracy, but as the absolute monarch it is the Emperor’s privilege to completely sideline the Diet if he so wished - but this would be dangerous. &lt;br /&gt;
&lt;br /&gt;
The members of the House of Lords appointed by the Emperor, while the Lords-Spiritual are appointed by the Tribunal. The House of Lords handles secular matters, while the Lords-Spiritual handles religious matters. When the lines between these two become blurred, matters are normally decided personally by the Emperor.&lt;br /&gt;
&lt;br /&gt;
===Planetary Governance===&lt;br /&gt;
Lord-Generals represent the Emperor’s imperial will on the different territories held by the Empire, each with their own sprawling bureaucratic system under them to assist in governance. Appointed from the ranks of the prominent generals of the Imperial Army, these skilled and loyal soldiers govern in the Emperor’s name, with vast authority to achieve the goals set by the Emperor and the Imperial Diet. These governor-generals also command Army units garrisoned in their provinces.&lt;br /&gt;
&lt;br /&gt;
===[https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses Great Houses]===&lt;br /&gt;
A moniker for the fi[[The Lost House|ve]] most prominent Houses in the Empire, these families are some of the most powerful political and economic influences in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Han&#039;San&#039;&#039;&#039;- House Colors: Green Shades - A Unathi dominated house. Largely a military and martial clan, it provides a large number of officers to the Imperial Military.&lt;br /&gt;
*&#039;&#039;&#039;House Volvalaad&#039;&#039;&#039; - House Colors: Blue, Black - A Human dominated house. This house&#039;s wealth is in genetics and biological research with many of its Minor Lords previously belonging to the Biological Augmentalists of the ATLAS group. Of all the Great Houses, House Volvalaad is the biggest supporter of the empires integration into the wider galactic community.&lt;br /&gt;
*&#039;&#039;&#039;House Kazhkz&#039;&#039;&#039; - House Colors: Orange, Red, Yellow - A Unathi dominated house. The wealth of the clan is in its privateer enterprise. Of all the Great Houses, House Kazhkz is the most against the empires integration into the wider galatic community.&lt;br /&gt;
*&#039;&#039;&#039;House Caladius&#039;&#039;&#039; - House Colors: Purple Shades - A Human dominated house. This house&#039;s power lies in its money lending and banking, alongside it&#039;s many land holdings for which is receives a breathtaking sum in rent money.&lt;br /&gt;
*&#039;&#039;&#039;House Zhao&#039;&#039;&#039; - House Colors: White, Gray - A Human dominated house. The power of this great house sits in farming and its numerous naval contacts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peerage, Noble Orders, and Titles&#039;&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
A mixture of prestigious, now defunct hereditary titles left over from the previous nation-states of Moroz, wealthy land-owners, powerful aristocrats, and new appointments by the Emperor, these are respected individuals are at the peak of Dominian society, recognized with these honorary titles.&lt;br /&gt;
&lt;br /&gt;
Several honorary groups, ranging from knightly orders to civil exist, serving to recognize like-minded individuals or famous contributions to the Empire. Some of these are the Order of Ilyizev, the Knightly Order of Moroz, the Royal Order of the Feather, and the so-called &#039;Steel Sabers&#039;. The Steel Sabers are a prominent group of young, martially minded political radicals, pushing for militarily expansionist policies.&lt;br /&gt;
&lt;br /&gt;
===Judicial===&lt;br /&gt;
Judges in the Empire act as representatives of the Emperor, meting out justice in view of the laws and edicts in their appointed individual districts. They are chosen by the Emperor, with candidates normally being suggested by the dominant Great House in the area. Legal disputes unable to be decided by judges are referred to the Emperor himself.&lt;br /&gt;
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&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the X&#039;yr Vharn&#039;p system, so named after an ancient crystal artifact of massive size and value found near the initial landing site. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engine that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years - the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that were surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony - unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Colony===&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh - the name of the mountainous region in which they had settled - the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment, and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederate States of Fisanduh were formed. To the members of the Confederacy there was no such thing as a Primary, Secondary, of Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederate States are primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel were taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance were, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederate States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occassional expedition due to the hostile attitude of the Holy Kingdom - occupying western areas surrounding the mountain range - and Imperial Alliance - occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2395.&lt;br /&gt;
&lt;br /&gt;
===2395 - The War of Moroz===&lt;br /&gt;
Lasting a period of almost forty years, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devestated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it rapidly became a stalemate when the mountain range was reached by Coalition forces. The Confederacy was on its home terrain, had fortified the passes through the mountains heavily, and was not willing to give territory up to what its citizens viewed as bloodthirsty imperialist invaders. The full might of the Confederate State&#039;s industrial economy was brought to bear to produce the materials needed to defend its harsh mountainous environments, with factories producing everything from winterized uniforms to artillery shells, while the Coalition turned its biological prowess towards beating their way through the mountains. The foundation of the modern geneboosted Primaries, often-titanic examples of humanity stretching upwards of seven feet into the air, originate from this effort to produce more effective soldiers.&lt;br /&gt;
&lt;br /&gt;
While the Coalition tried their best to break through, they could not. Shell after shell of artillery rained down from the Fisanduh Mountains as the war continued, turning the foothills were assaults would originate from into blasted moonscapes where the very ground became poisoned from residual gunpowder and un-exploded munitions. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and what the Confederate States viewed as a war for their very existence. One side would not stop until their conquest was over, and the other side intended to fight until the bitter end. The Confederate States were diverting more and more of their economy towards the war as the years turned to decades, and were approaching a kind of white peace as the Coalition became more and more worn down by reports of losses for what they saw as very little gain. Then, in 2437, after forty-two years of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===The Lightning War===&lt;br /&gt;
In late 2436 the Imperial Alliance and Holy Kingdom, worn down by nearly forty years of continuous fighting, made a desperate move. House Zhao was confident in its ability to launch a functional spaceship after decades of research alongside House Volvalaad with the aim of seeking support for their holy war outside of the system. A Captain from the Holy Kingdom, Stanislav Olkhovsky, was chosen for his exceptional faith in the Morozian Holy Church - the colonial religion of the Alliance and Kingdom, descended from Eastern Orthodoxy. As Captain Olkhovsky and his crew launched, they were firm in their faith that they would find somebody (or something) to aid them. After several months of drifting, they were hailed by the pirate fleet of S’kraskin Seryo. Using a human pirate to interpret from Tradeband to Tau Ceti Basic, Captain Olkhovsky laid out his requests of Seryo. They would help them gain victory over the Confederacy in return for land, power, and the ability to establish two great houses upon Moroz. Seryo, with the devastation of the contact war fresh in his mind and the prospect of an entire planet to potentially rule, agreed.&lt;br /&gt;
&lt;br /&gt;
Upon arriving in the capital of the Imperial Alliance, Nova Luxembourg, Captain Olkhovsky and Seryo were hailed as agents of the divine Goddess themselves and greeted as a sign of divine favor over the Confederacy&#039;s forces. The Confederate States, for their part, prepared for the assault of this new species. However this did not prepare them for an orbital assault by the unathi on all their major cities, including their capital of Neubach. The government of the Confederate States never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and send its government and military into an insurgency. The last Prime Minister of the Confederate States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederate States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; This spirit of defiance continues up until the present day. The Imperial forces that came to occupy the former Confederate States after this lightning assault reported no resistance whatsoever, but constant signs that the citizens of the region were preparing to stand against them. The army of the States had simply vanished, its factories had disappeared, and its citizenry had ripped up road signs across the territory.&lt;br /&gt;
The second phase of the so-called &amp;quot;Lightning War&amp;quot; was more cultural than military. Seryo, realizing what power he held over the native population of the planet due to being seen as the &amp;quot;Goddess&#039; herald&amp;quot; by the more religious segments of the society, exploited his status to crown himself the &amp;quot;Goddess&#039; chosen ruler&amp;quot; of the newly-proclaimed Empire of Dominia. The years that followed his coronation on the 29th of June, 2437, would be a time of great change for Moroz. However, not all change was to be for the better.&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Seryo I===&lt;br /&gt;
In order to reign over an entire planet rather than a pirate fleet, Emperor Seryo I needed trusted advisors he could rely upon. These advisors became the first Lords of House Han&#039;San and House Kazkhz. These Great Houses had the influence and power needed to strengthen the throne, and were major contributors to the Imperial Alliance&#039;s monarchy and class system being spread throughout most of the planet outside of the former Confederate States - now cut off behind their heavy mountain ranges and mostly deserted (or so it would seem). The Moroz Holy Tribunal additionally originated in this period, thanks to the influence of the Unathi houses. However, despite his talented advisors, Emperor Seryo turned out to be anything but competent. He was vain, cruel, and utterly unable to manage a real economy. Within months of his ascent to the throne, the heads of House Han&#039;San and House Khahkz were running the fledgling Empire of Dominia, and within a year&#039;s time they were conspiring with some human-dominated houses to overthrow the new Emperor in favor of one that would be more qualified. After some political maneuvering, Emperor Seryo was removed from the throne politically rather than violently. The heads of House Han&#039;San and House Khahkz were each poised to take the throne, yet neither did. In their greed to ascend to the throne, the great lords of both house sent assassins after one another, and both were successful, killing both soon-to-be rulers. With these two powerful lords dead due to their own hubris and greed, Unathi saw no clear successor to the throne. Humans, however...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Ascent of Emperor Boleslaw Keeser I===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
Boleslaw Keeser was, during the course of the War of Moroz, a freeman of the Imperial Alliance that rose to prominence due to his abilities as a manager of rail networks. Eventually, by 2432, he had rose to be Minister of Transportation for the Imperial Alliance - and, in the process, had earned a significant fortune for himself as well as a multitude of noble connections. There were many attempts by the human Great Houses to induct his family into their ranks, but all were rejected. With the victory of the Imperial Alliance over the Confederate States apparent in mid 2437, Keeser opted to finally accept an invitation to a great house, becoming Lord Boleslaw Zhao before Goddess and man. In the vacuum of power following the departure of Seryo I from the imperial throne, the relatively young, intelligent, and influential Zhao managed to quickly maneuver himself into the imperial throne to the absolute joy of his House. However, Boleslaw did something unexpected - he rejected his Zhao surname and took up the name Keeser once more, in order to demonstrate that the Emperor owed fealty to none of the GreatHouses and that all would be considered equal in the eyes of the throne. Though there were grumbles of discontent from House Zhao, Keeser I was able to outmaneuver his opponents via control of the economy and Imperial Army, and by staying on the good side of all other Great Houses. The Dominian Empire, under the keen mind of Keeser, has seen a period of absolute prosperity in the decades since his ascent. There are, however, problems in the homeland.&lt;br /&gt;
&lt;br /&gt;
====The Imperial Occupation of Fisanduh====&lt;br /&gt;
In the meantime settlers of the Fisanduh region from the greater Empire became extremely rare, due to massive hostility from the native population. Settlers often reported having bricks thrown through their windows, effigies of Keeser burnt on their properties, were typically declined employment in Fisanduh-run businesses, and saw extremely low rates of attendance at Tribunal festivities and churches. The Fisanduh town of Vasychevo is well-known for having a church attendance of zero non-Imperial citizens, until its church was shuttered fifteen years after its establishment. The initial Imperial bureaucrats and clergy sent to Fisanduh often returned demoralized and infuriated (and often complaining that citizens of the former Confederate States would refuse to give them the time of day). Most pettily, a Tribunalist priest once claimed that a Fisanduh supply truck had opted to move fifty Kilometers under the speed limit in a no passing zone, causing him to be two hours late to a sermon. This was not an isolated incident, as Fisanduh was ful of these signs of defiance - some large and noble, some small and petty.&lt;br /&gt;
&lt;br /&gt;
In an attempt to bring their new province under control, the Empire escalated by sending firebrands to Fisanduh. These firebrands found very little success at best, and death at worst. The situation in Fisanduh continued to escalate as the 2430s, then the 2440s, dragged on. The Empire had a poor foothold at best, and there were rumors that the Fisanduh resistance (now, by this point, violent) reached further than the Empire knew. When Emperor Keeser attempted to formally enforce control in 2440 via an order to convert to the Holy Tribunal at the sword enforced by the Imperial Army, fears about the capabilities of the Fisanduh resistance would be found to have underestimated the resistance.&lt;br /&gt;
&lt;br /&gt;
====The Fisanduh Freedom Front====&lt;br /&gt;
Active from 2437 to the present day as part of Plan SCRAM, the FFF (or 3F to some), the Fisanduh Freedom Front entered into a period of mustering for almost fifteen years following the defeat of the Confederate States in open battle, gradually building up their strength. The Freedom Front is rumored to have been active formally since the day the Confederate States fell, they reemerged dramatically in 2440. While the order formally came into effect on 15 November, 2440, its enforcement was intended to take place starting on the twentieth of the same month to allow the Imperials a chance to celebrate Navy Day. On November 18th two Imperial Navy light cruisers - the Arbiter and Outrider - detonated violently in their drydocks in New Luxembourg. The Arbiter remained in its elevated drydock moorings, but the Outrider managed to slip out of its dry-dock after the first blast. Observers first reported the Outrider starting to slide out, then a massive explosion (later revealed to be its power magazine) split the ship in two, with one half remaining attached to the dry-dock, while the other fell out of its moorings and into the naval armament plant beneath the dock, causing massive damage to the facility. The exact number of dead has never been revealed by the Empire of Dominia, though the cruisers were written off as unable to be salvaged. Shortly after the detonation, an organization known as the Fisanduh Freedom Front claimed responsibiity for the attacks, with a man identified as &amp;quot;Svetovid&amp;quot; standing in front of the Confederate State&#039;s flag claiming that more attacks would come if the Empire continued its efforts to subjugate Fisanduh. The Emperor, not wanting to lose face to what he saw as dishonorable terrorists, continued his efforts to subjugate Fisanduh.&lt;br /&gt;
&lt;br /&gt;
More attacks came. None were on the scale of the Navy Day attack, but they were a constant threat to the Empire in Fisanduh. Nail bombs arrived to important officials in Fisanduh, Tribunal temples were firebombed, buildings of the Imperial bureaucracy were detonated - some through car bombings, others through tunnels being physically dug beneath them. It became apparent that 3F was, despite Imperial efforts to pacify the province earlier, essentially the shadow government of the entire province. Many of 3F&#039;s fighters were veterans of the War of Moroz, and were still able to stand and fight despite their age. The &amp;quot;shadow state&amp;quot; supporting them was able to withstand the Imperial Army&#039;s efforts to root it out, proving to be extremely flexible and resilient. Losses on the part of the Imperial Army began to mount, and maimed soldiers marching back from Fisanduh became a common sight in the border provinces to it. The insurgency has continued since 2440 without signs of stopping, though it has waxed and waned. Throught the propaganda machine of the Empire, the greater body of Imperial citizenry began to hate 3F and the democractic movement it stood for. Through their brutal actions, the greater Empire became hated by Fisanduh. The intensity of the insurgency, and of the Imperial counter-campaign has wound down in the past seven years - Emperor Keeser has mostly withdrawn from Fisanduh, while 3F has decreased its activities outside of Fisanduh as the occupation has retreated. Present-day Fisanduh is an area that is, in many places, devastated by war. It remains an area of the Empire that most Imperials do not go to, and a source of conflict in the Imperial government. Should they attack Fisanduh again, or should they expand outwards?&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Keeser I===&lt;br /&gt;
Skillful work by Emperor Keeser has helped mend the seemingly insurmountable gap between the foreign Unathi and native Morozi population, united in a new loyalty under the Emperor and Tribunal. With constant public appearances, charity work, and speeches, all often hand in hand with an Unathi noble, he has, at least on the surface, healed the gap between the two species over the past several decades. An uneasy melding of Unathi and Human culture has begun to take place, though tension still exists beneath the surface...&lt;br /&gt;
With his consolidated power, Emperor Keeser has embarked upon numerous reforms and projects to improve the Empire. These range from research and infrastructure projects, military and naval expansions, to social and educational organization. In 2448, the Imperial Railroadwas completed, linking all of the major cities of Moroz together. Since its start in 2452, the Imperial Canal project to link the major inland seas has made steady progress.&lt;br /&gt;
A timeline of events in his reign follows:&lt;br /&gt;
In 2440 he opted to attempt to enforce Imperial control over the province of Fisanduh.&lt;br /&gt;
In 2443 he oversaw the creation of an outpost on Lyoid, Dominia’s moon. This served as a shipyard and stepping stone for Dominia to officially enter space. By 2444 Dominia’s growing military had begun expanding to nearby systems, starting with the planet of Alterim Obrirava.&lt;br /&gt;
In 2444 the large pirate fleet Corsairs of the Eternal Raid attacked Dominia, providing an opportunity for the untested Imperial Navy to cut its teeth, fighting them to a stalemate. The pirate fleet was absorbed into the Dominian navy by treaty as privateers in later in 2444.&lt;br /&gt;
In 2445 the Coalition of Colonies officially forms the “Coalition Against Dominian Piracy”; an additional pact between its members that would target Dominia financially and diplomatically after Boleslaw announced it would enter into a defensive pact with neighboring pirate fleets.&lt;br /&gt;
In 2446 NanoTrasen officially entered into trade talks with the Dominian government, focusing on free trade and the so-called “pirate issue”. The talks broke down and a year later the Imperial Government condemned NanoTrasen, saying they would never do business with the corporation due to irreconcilable differences. They released several dramatic documents alleging genetic experimentation and human mistreatment in remote NanoTrasen labs, which NanoTrasen denied as ridiculous. With their business with NanoTrasen cut off, Dominia is forced to purchase its bluespace capable vessels and its entire supply of phoron through third party vendors.&lt;br /&gt;
In 2448 a formal embargo is enacted against Dominia by the Coalition of Colonies and over a hundred affiliated Frontier systems. The embargo restricts the Empire’s access to phoron and bluespace capable ships. Cut off, the Empire is forced to rely on its backup warp engines, which drastically reduce their capability of traveling between star systems as they nurse their dwindling resources. This chain of events has dramatically reinforced calls for self-sufficiency and autarky within the Empire.&lt;br /&gt;
In 2450 Emperor Boleslaw declared involuntary servitude illegal, still leaving the much larger system of the Mo’ri’zal debt in place. In response, the embargo against Dominia is lifted by the Frontier organizations and Tau Ceti ends its own travel ban on Dominia, officially allowing its citizens to travel to and work outside the Empire. Coincidentally, reports show that the end of slavery came as Dominia’s phoron reserve was down to a month’s supply.&lt;br /&gt;
In 2451 Necropolis Industries officially announced its partnership with Dominia would start in June of 2451, though some independent observers noted that facilities resembling Necropolis ones had existed on the planet since early 2440.&lt;br /&gt;
In 2452 the Emperor once again entered talks with NanoTrasen at the behest of House Volvalaad, ultimately resulting in the corporation and Imperial government reaching an agreement regarding trading and piracy. The opening of Dominia to the greater market of NanoTrasen has allowed for the Imperial Navy to rapidly expand its capabilities in the past decade, though the fully assembled Coalition of Colonies Deep-Space Fleet still outclasses it badly according to recently released figures.&lt;br /&gt;
In 2455 Emperor Keeser began a gradual withdraw from Fisanduh, having seen defeat in its mountainous territories. The province reverts to the droll Imperial title of &amp;quot;semi-autonomous region.&amp;quot; He instead opts to expand the Empire&#039;s borders in the void of space (in order to save face, according to some critics), and begins a campaign of conquest and colonization.&lt;br /&gt;
In 2462 the Emperor continues to reign over Dominia: a young empire with bubbling internal strife.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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===Primaries===&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederate States) of this social class are not typically found in Fisanduh due to its lack of a nobility, and can reach heights of six feet in both genders.&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Dominian Unathi also fall into the category of &amp;quot;Primaries&amp;quot;. They are usually descendants of the Unathi raiders who invaded Moroz or recent immigrants from the Hegemony.&lt;br /&gt;
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===Secondaries===&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population, but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries from outside Fisanduh tend to be smaller and thinner than their counterparts in Fisanduh, and Secondaries as a whole tend to be smaller than Primaries (though there are exceptions). Secondaries represent a more diverse social class than the Primaries do, but are a part of the same ethnic group as the Primaries. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederate States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 5&#039;9&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;4&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
A blanket term used to refer to those citizens -  or subjects - of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Ma&#039;zals that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals are also often conscripted into the Imperial Army or Imperial Navy, and can be found throughout the Empire.&lt;br /&gt;
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===Morozian Humans===&lt;br /&gt;
Called either Dominians (a general descriptor commonly used outside and inside of the Empire), Confederates (referring time those from Fisanduh), or Imperials (a derogatory term for Dominians) the human population of Dominia is a diverse yet highly class-based society. Morozian humans are descended from a United Nations colonization effort and their ancestors came from all across the Earth. Old divisions of nationality have been burnt away by both time and distance from Earth, and the Morozians are now divided into two major social groups: Primaries, the upper class, and Secondaries, the commoners. It is not uncommon for Secondaries to be elevated to the rank of Primary within the Empire, and many Morozians believe that with hard work and the favor of the Goddess anyone can reach the ranks of the nobility.&lt;br /&gt;
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===Geneboosting===&lt;br /&gt;
A technique dating back to the War of Moroz, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used for improving the Imperial Army&#039;s officer corps, before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. This form of genetic modification is limited to the nobility due to the high cost, and has only been in use among the Dominian primaries belonging to rich houses during the past thirty-five years. The effects lead to enhanced attributes and appearances. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s preexisting gene boosting techniques have not yielded results.&lt;br /&gt;
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===Dominian Heads of Staff===&lt;br /&gt;
Due to the relative isolation of the Empire, combined with its fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard NanoTrasen facilities such as the NSS Aurora. Those that do pass through the hurdles needed to become a head of staff are typically considered to be liberals (or, alternatively, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad. Nevertheless, they must still go through a great amount of orientation in order to adapt to life in Tau Ceti. Dominian captains are generally not hired by NanoTrasen, due to the Empire emerging onto the galactic stage recently and concerns that Dominians, with their atypical views, would poorly represent NanoTrasen on the galactic stage. Loyalty implants are considered acceptable under the thirty-third edict.&lt;br /&gt;
===The Dominian Ideal===&lt;br /&gt;
The “Dominian Ideal” refers to a belief that - through faith and loyalty in both throne and altar - one can overcome their circumstances of birth and become a true Dominian. Immigrants are generally rare, despite this Ideal, and those that do aspire to the deal are often imperial subjects from recently occupied territories that have opted to bend the knee. In many circles in the Empire’s more recently conquered territories, the Idealists are viewed as the worst form of traitors. In the Coalition of Colonies and Republic of Elyra, the Dominian Ideal is often viewed as just another form of Dominian slavery.&lt;br /&gt;
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===[[Languages]]===&lt;br /&gt;
Several languages are spoken in the Empire of Dominia. Among the aristocracy, speaking a fluent Tradeband or Tau Ceti Basic is seen as part of a good upbringing, while Unathi in the Empire speak Sinta&#039;Azaziba, the archaic form of Sinta&#039;Unathi. The middle and lower classes speak a regional dialect of Sol Common known as Vulgar Morozi, which to foreign listeners sounds archaic and formal. Imperial citizens who did not speak Basic from birth often speak in an overly formal and somewhat slow manner because of this. Many burghers in the middle class speak Tradeband to some degree. Freespeak is detested in the Empire, being associated with barbarism and corruption. It is often referred to with the pejorative of &#039;gutter&#039;.&lt;br /&gt;
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===The Mo’ri’zal===&lt;br /&gt;
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Each citizen incurs a personal debt to the Emperor at birth for the privileges of citizenship in the Empire, a sum assessed per person at birth, but usually high enough to require nearly a lifetime of labor. &#039;&#039;&#039;This practice has been criticized as merely a polite form of serfdom by foreign observers.&#039;&#039;&#039;&lt;br /&gt;
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Despite this heavy burden, there are benefits to Dominian citizenship. A degree of healthcare, education, and assistance are guaranteed, especially for those who perform better then average according to the calculations of the labyrinthine Imperial bureaucracy. &lt;br /&gt;
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===Imperial Aristocracy===&lt;br /&gt;
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The elite of Imperial society, these wealthy and influential families enjoy the best opportunities and lifestyles available in the Empire. The five most prominent of these, known as the Great Houses, are some of the most powerful influences in Dominia, with vast wealth and sweeping control of industry. Alongside them are numerous Minor Houses, which range wildly in size. Aristocratic Houses are a unique blend of oligarchy combined with a structure similar to that of mercantile families and Unathi clans. &#039;&#039;&#039;These influential houses are not feudal nobility. The distinguishing difference between the aristocracy and freemen is sufficient wealth to pay off their children’s Mo’ri’zal debt at birth.&#039;&#039;&#039;&lt;br /&gt;
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They are led by a Lord Noble, below which are the Minor Lords, followed by House Nobles, and finally Minor Nobles on the bottom. Each House has a share of the Mo’ri’zal debt allocated to them based upon need and importance. This allocation takes the form of the debtors, Ma’zals, which are used by the Houses as labor.  Previously, the Houses were able to purchase and own slave labor, but this was decreed illegal by Imperial edict in 2460. &#039;&#039;&#039;All ‘nobles’ of a house share the same last name. If part of a House, players will only be able to play as a House Noble or lower. Players can either be a member of a Great House or their own Minor House.&#039;&#039;&#039;&lt;br /&gt;
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The small and growing middle-class of the Empire, consisting of citizens no longer burdened by the Mo’ri’zal debt but not members of a Great or Minor House. Permitted to vote in local elections, own property, and pursue any lifestyle they see fit, Freemen form the backbone of skilled labor in the Empire, with many achieving a college education and often working outside the Empire. It is not unheard of for these citizens to be adopted into a House, becoming members of the aristocracy. This is usually based upon demonstrating some use as well as sharing values with the House in question, though it is sometimes accomplished through cronyism.&lt;br /&gt;
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===Tribunal Commandos===&lt;br /&gt;
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An evolution of the Unathi concept of the Guwandi, in the event that a citizen becomes mortally ill, finds themselves lacking the pride, honor, drive to live, or simply become tired of their lot in life, forfeit their possessions and join the religious Tribunal Commandos, a near-suicidal military unit under the Tribunal and Imperial Military’s dual authority. Acting as the vanguard, distractions, and expendable forces, members of the Commandos are expected to die. A dishonored person who joins the Commandos is considered to have regained his reputation while serving in the unit, whether they survive or die in combat.&lt;br /&gt;
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It is not uncommon for young men and women with no real prospects to join the Tribunal Commandos, for a multitude of reasons. A Commando who survives an engagement is awarded a square, bronze battle medal. When ten are accrued, the soldier is offered a choice to remain as a soldier of the Tribunal Commando or be honorably discharged. Many members of the secretive Special Operations Group are recruited from the few surviving Commandos. Survivors are allowed to keep their medals and earn the title Ten Medal ‘Immortal Commando of the Tribunal’ as well as being inducted into the Order of Immortals. Surviving members also have their debt, and their children’s debt for two generations, removed with no conditions attached. &#039;&#039;&#039;A soldier who survives ten engagements is very rare.&#039;&#039;&#039;&lt;br /&gt;
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===House Relations===&lt;br /&gt;
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To most within the Empire all of the aristocratic houses would appear to be unified under the Emperor and the Tribunal. The reality - known to those in the mid to upper levels of the aristocracy and the few citizens they interact with - is one of secret proxy wars and assassination. Most if not all houses strive for Great House status and the favor of the Emperor. As such, aristocratic houses tend to engage each other in secret conflict in attempt to usurp as much power as possible, be this through subtle economic embargo (over charging a competing house for critical services) low-key military interference (blockading a competitors space ports under the guise of policing) or house &amp;quot;accidents&amp;quot; (the heir to a house being poisoned by peoples unknown, a private shuttle experiencing unexpected engine failure). The Emperor and the Tribunal are aware of this and the Tribunal in particular goes to great lengths to ensure the masses are kept oblivious to this. Direct and obvious house competition is met with the wrath of the Imperial Military. &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;~~+_&#039;&#039;:@~@~HOUse__HaRadis_---_liVEs&#039;[[}+_&amp;lt;/span&amp;gt;&lt;br /&gt;
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===Synth Relations===&lt;br /&gt;
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&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please Goddess save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise Goddess.&#039;&#039;&lt;br /&gt;
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Dominia is highly anti-synth stemming from it&#039;s relation to the Sk&#039;akh faith, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection.&lt;br /&gt;
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Due to recent interstellar laws placed on Dominia as a result of the embargo by the &amp;quot;Coalition Against Dominian Piracy&amp;quot;, reported political dissidents seemed to have dropped to practically zero. However, an unprecedented rise in shells have been reported in the area shortly afterwards, with numbers of registered shells into the system not matching the reported numbers, but Dominia administration insists it&#039;s the work of Synthetic Liberation Front. They have been less than forthcoming with an evidence to back this claim however and the SLF have not come forward and reported any interest in Dominia, though given the reported nature of these shells (primarily in espionage, again according to Dominia), this is not entirely unexpected.&lt;br /&gt;
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Imperial citizens working abroad in human space often interact with synthetics. In foreign lands Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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===Edict Breakers===&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space however, due to the nature of The Thirty Third Edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from the Empire of Dominia are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have deeply religious views.&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Have a strong dislike of Synthetics and robots.&lt;br /&gt;
* Have a strong dislike of those from the former Confederate States.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters from the former Confederate States are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Hold different religious views than their Imperial counterparts.&lt;br /&gt;
* Have been involved in the insurgency against the Empire.&lt;br /&gt;
* Have a strong dislike of unathi.&lt;br /&gt;
* Have an exceptionally strong dislike of Dominians.&lt;br /&gt;
* Be refugees from Moroz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unathi Characters specifically are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Speak Sinta&#039;Azaziba but not Sinta&#039;Unathi&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Look down upon Unathi from the Izweski Nation/Izweski Hegemony&lt;br /&gt;
* Be more relaxed around humans and human culture.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Belai Janstane, 31, is a Station Engineer for NanoTrasen. He is a genial with those he knows and a hard worker.&lt;br /&gt;
* Janstane, like most Secondaries, is of average height at 5’7” with black eyes and closely trimmed black hair. Although he isn’t muscle-bound, he is lithe from many years of manual labor.&lt;br /&gt;
* Janstane, like the majority of Dominians, follows the Tribunal relatively devoutly, with a milder view of most Edicts. Hailing from the capital of Nova Luxembourg, he is descendant from several generations of freeman.&lt;br /&gt;
* Janstane, like all devout Dominians, loathes synthetic life. He has a positive view of Dominian Unathi, with a dislike of most other species.&lt;br /&gt;
* Janstane speaks Tau Ceti Basic with a fair grasp of Sol Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Seliza Kazhkz, 22, is a Cargo Technician for NanoTrasen. She is driven when she sets her mind to something, but often lazy.&lt;br /&gt;
* Kazhkz is an average 6’4”, with dark red eyes and dark green scales to match. Like many Unathi, she is relatively muscular.&lt;br /&gt;
* Kazhkz is a devout follower of the Tribunal subscribing to the Kael’kah school. She is from Alterim Balteulis, and is the child of some of the first Unathi to land in the now Empire, learning many important sailing skills from her parents. She is a Minor Noble.&lt;br /&gt;
* While viewing humans relatively positively, Kazhkz dislikes any distinctly Moghean Unathi.&lt;br /&gt;
* Kazhkz speaks Tau Ceti Basic and Sinta’Azaziba.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Aisha Kuanyshova, 52, is a chief medical officer for NanoTrasen. She is a hawkish woman with an eye for quality originally from the Confederate States. After fleeing Moroz, she opted to settle in the Coalition of Colonies.&lt;br /&gt;
* Kuanyshova is an average 5&#039;6&amp;quot;, with dark brown eyes and graying black hair. She is quite thin, and has a prosthetic right hand produced by Zeng-Hu.&lt;br /&gt;
* Kuanyshova is, like most Confederates, an atheist. She is from the suburbs of Neubach, and distinctively remembers the War of Moroz.&lt;br /&gt;
* Kuanyshova despises Dominians and unathi, but has fairly liberal views on synthetic life.&lt;br /&gt;
* Kuanyshova speaks Tau Ceti Basic and Sol Common, along with rusty and badly-accented Tradeband.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>GreenBoi</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=14331</id>
		<title>The Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=14331"/>
		<updated>2020-03-13T21:46:03Z</updated>

		<summary type="html">&lt;p&gt;GreenBoi: /* The Mi&amp;#039;kuetz */ Changes all usage of &amp;#039;bounds&amp;#039; to &amp;#039;bound&amp;#039; for grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wasteland is an unforgiving place, as the name implies. Many inhabitants, the survivors of the Contact War, attempt to make a livelihood here. Their reasons for doing so varies: Be it religious, familial ties, or lawbound exile.&lt;br /&gt;
Here are a few examples of clans that live in the wasteland and how they fare with the harsh life outside of the terraformed areas, the Hegemony controlled territories, and the relative safety of the Untouched Lands.&lt;br /&gt;
&lt;br /&gt;
One of the reasons most members of the Clans leave their villages is to have a steady supply of credits for their family back home - for medicine, food, and water. Those who make it out of the Wasteland are lucky to be out, but not everyone has the funds to pay for a smuggler to get them past the Izweski navy.&lt;br /&gt;
&lt;br /&gt;
== Life in the Wastes ==&lt;br /&gt;
Living in the wasteland is no easy feat. Many who try, fail. Others waste away, barely something one can call living. However, a precious few manage to overcome all odds, subjugating what many believed to be the end of all Sinta into something with purpose. Through iron will and steel blade, they set forth into the irradiated deserts in an attempt to reclaim what is rightfully theirs.&lt;br /&gt;
[[File:UnathiEggColoured.png|250px|thumb|right|Life always prevails.]]&lt;br /&gt;
&lt;br /&gt;
Quality of life differs from settlement to settlement, some thrive upon the hidden riches uncovered below the sands, while others wither and decay as trade routes get intercepted and resources run low. Communication between the settlements are often rudimentary, use of smoke signals, coloured balloons raised into the air (raised green means good, raised red means bad, and so forth), and in some lucky cases, salvaged pre-war radio equipment.&lt;br /&gt;
&lt;br /&gt;
A majority of Unathi who find themselves stranded here are the remnants of the Traditionalist coalition. While they found themselves at odds with the Izweski Hegemony in the past, they realize that they have been beat, and simply cannot survive without some support from those within the Untouched Lands. Many still bear resentment and even anger towards the Hegemony and those that swear fealty to it. Still, trade is conducted to make ends meet.&lt;br /&gt;
&lt;br /&gt;
A few settlements dotted around the area have received help from Hephaestus Industries to set up educational centres, capable of teaching hatchlings the way the galaxy works, in an attempt to recruit as many of them into the company when they reach adulthood. The Interstellar Aid Corps (IAC) has established hospitals and learning centres in a small number of the larger established colonies.&lt;br /&gt;
&lt;br /&gt;
For the disillusioned few, those that fell out of the learning centres, or those that simply were too barbaric to live in the establish settlements, a criminal underground was established. These secret networks distribute spoofed space traffic codes, as well as transport into different star systems, in exchange for servitude for a set amount of years, a great debt, or a single, dangerous task.&lt;br /&gt;
&lt;br /&gt;
== The Reclaimers ==&lt;br /&gt;
Clans of Unathi paid to scavenge the wastes in search of pre-war technology. They’re typically trained for combat, though there will of course be engineers and people who care for cargo, as well as scientists capable of operating and reactivating the technology. Known by the inhabitants of the wasteland as “Rustboys”.&lt;br /&gt;
[[File:UnathiLandcrawler.png|250px|thumb|right|One of the landcrawlers, slowly making its way through the wastes.]]&lt;br /&gt;
&lt;br /&gt;
They operate as Unathi usually would, having the Moghean version of a nuclear family. Gender roles are enforced as normal. The men being the preferred sharpshooters, gunners, and pilots. Women act as cooks, medics and caretakers of the young. Both men and women share some jobs, such as cleaning, repairing the landcrawler, and delivering resources around the craft.&lt;br /&gt;
&lt;br /&gt;
They operate out of landcrawlers, massive mechanical beasts of burden that use treads to move across the wasteland. These vehicles are so massive they’re capable of supporting the entire clan living in them for months at a time. Realistically they only need to refuel it, but the wasteland wears down on both the people and the vehicles they use, creating a need for them to head back home and repair.&lt;br /&gt;
&lt;br /&gt;
Some wealthy clans have upgraded their landcrawlers with a massive steam catapult on top, capable of launching planes that are used to scout the wastes; spotting dangers, loot and Punished bases. These are usually crewed by two men, a pilot and a spotter/gunner. Some may carry bombs, but these are seen as barbaric and damaging to the loot.&lt;br /&gt;
&lt;br /&gt;
When they find something they can salvage, or some wastelanders attempt to attack them, they deploy smaller but highly advanced sandrovers. These vehicles are fast enough to catch up to any threat, as well as chase down in-use pre-war tech, and disable it.&lt;br /&gt;
[[File:Reclaimer_Car.png|200px|thumb|right|A Reclaimer vehicle, speeding across the dunes.]]&lt;br /&gt;
&lt;br /&gt;
These clans aren’t particularly pious, having a more pragmatic and materialistic view on things in general. As long as you didn’t jeopardize the operation, you were free to call the landcrawler your home.&lt;br /&gt;
&lt;br /&gt;
Due to the work they do, they’re well liked by the nobles, who hire them as mercenaries of war on occasion. They also serve as escorts and guides for traveling nobles, protecting them from the horrors of the wasteland.&lt;br /&gt;
&lt;br /&gt;
== Clan &amp;quot;Gawgaryn&amp;quot; - The Punished Clans ==&lt;br /&gt;
A mega-clan forced to attack others during the war, or risk starvation and total annihilation. They were supposed to receive the capital punishment, but fled to the wastes to escape this. Now they roam the wasteland, having become exactly what they wanted to escape in the past, bandits who loot and pillage to make a living.&lt;br /&gt;
[[File:Punished_Raider.jpg|200px|thumb|right|A Punished raider, &amp;quot;Abushk Gawgaryn&amp;quot;, mounted on his specialized sandbike.]]&lt;br /&gt;
&lt;br /&gt;
They are rumoured to have an overseeing leader, &#039;The Lost Son&#039; as he is known, refuses to go by his original name, and only has that title to identify him. He leads the Punished Clans, simply so that they can survive. His only goal is the survival of his clan, and his people, and he&#039;s even resorted to kidnapping Unathi and forcing them onto ships outbound to other systems keep them alive, even if they wish to remain by his side and defend him.&lt;br /&gt;
&lt;br /&gt;
The act of being exiled and cut off from the rest of the unathi society has left them worse for wear. So much as mentioning “The Exile Event” will get one beaten to a pulp and even killed, if the crowd was enraged enough. Still, the Clan Father sends two sinta to the Hegemon territory annually, willing or not, to ask for forgiveness. These always get turned around at the city gates and cannot return home, as this will surely lead to their death.&lt;br /&gt;
&lt;br /&gt;
The Punished don’t care much for gender roles, their situation is too dire to segment their workforce. A sinta is obligated to pull their weight despite gender, and in the worst of times, despite age.&lt;br /&gt;
&lt;br /&gt;
There are hidden bases scattered throughout the wasteland, acting as pit stops to rest and recover from raiding, more so than bases of operation. Permanence is a last resort, as staying in one area will get them bombed out, or worse, captured and forced to face their crimes. There are rumours spreading through the Hegemony that there exists a primary base, where Clanfather Kuma’Gizz lives and coordinates the raiding missions.&lt;br /&gt;
&lt;br /&gt;
== The Spirits of the Oasis ==&lt;br /&gt;
Unathi who just try to make a living in the wasteland. They live in a state of symbiosis with the Dionae, which clears the radiation from their crops. They are agricultural experts, capable of farming even in the wastes. The food produced from these are used to feed both themselves and their animal companions.&lt;br /&gt;
[[File:UnathiHatchling.png|250px|thumb|A hatchling standing next to her wasteland home.]]&lt;br /&gt;
&lt;br /&gt;
The larger villages plant huge swathes of dionae pods, which either get used to absorb the radiation in the surrounding area, or sent to new settlements to give them a headstart on the minute terraforming procedures. The more land get terraformed, the more crops get planted, the more biomass the dionae have available.&lt;br /&gt;
&lt;br /&gt;
They have an attachment to their animals and the dionae, who they regard as pets up until a gestalt forms, who they then regard as fully fledged members of the clan.&lt;br /&gt;
&lt;br /&gt;
Owing to their static lives and traditionalist nature, they have rigid gender roles. The women tend to the crops and animals, and prepare the food. The men deal in commerce, do hard manual labour, such as mining or building, or train to become warriors skilled enough to defend their village from Punished raiders.&lt;br /&gt;
&lt;br /&gt;
Chiefly, they follow the Th’akh religion, though some among them may have different opinions, or even dip into Sk’akhism. There is a firm belief among them that the ancestors wish for them to reclaim the land, and return what was once theirs to its original, beautiful form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis Clans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While players are in no way obligated to play these clans, and are more than welcome to homebrew their own, these clans are known and settled in the wasteland. Choosing to play one of these will allow you to play out their quirks, as well as meet other clanmembers on-station.&lt;br /&gt;
&lt;br /&gt;
=== Clan Dorviza - The Dryads ===&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Is something the matter?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This clan is considered to be Moghes’ leading experts in regards to all things flora. Their ability to twist a plant’s use to fit their own needs is unparalleled. Many times, the injured are brought to the Dorviza, where their unique traditional herbal treatments are used to heal the wounded.&lt;br /&gt;
&lt;br /&gt;
The Punished frequently raid their settlements to get their hands on medical supplies. Often, these raids are fought off by a mixture of Dorviza forces and Reclaimer mercenaries who protect the Dorviza in exchange for discounted medical treatment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Dorviza would generally work in:&#039;&#039; &#039;&#039;&#039;Medical, Hydroponics, Xenobotany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clan Vihnmes - The Negotiators ===&lt;br /&gt;
&#039;&#039;&#039;“We’ll see what we can do.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The survivors of this clan is in no way physically fit, instead surviving the wild wastes by silvered tongue. They run inns and taverns as a way for those roaming the wasteland to get a safe place for rest and respite. Sooner to call upon help or talk those opposing them down, than to grasp at a weapon; the survival of this clan is speculated by many to simply be a miracle by the great Sk’akh.&lt;br /&gt;
[[File:Young_Ozeuoi.png|200px|thumb|A young Unathi, &amp;quot;Rahkr Ozeuoi&amp;quot;, taking a break from repairs.]]&lt;br /&gt;
&lt;br /&gt;
The Reclaimers make extensive use of the Vihnmes, either to rest at, while their Landcrawlers are in for repairs, or as a middleman to ensure that the nobles don’t mislead and underpay them for their services. Owing to the near-permanent presence of the Reclaimers, the Punished steer clear of all Vihnmes settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Vihnmes would generally work in:&#039;&#039; &#039;&#039;&#039;Cargo, Bartending, Counseling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clan Ozeuoi - The Architects ===&lt;br /&gt;
&#039;&#039;&#039;“Whatcha need fixed?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strong and hardy, the Ozeuoi survive by pure ingenuity alone. What they lack in common sense and tact, they more than make up for in ability to cobble together scraps to create formidable creations. They live in relative seclusion from the other wasteland clans, owing to their overuse of turrets, traps and walls spanning miles of irradiated sand.&lt;br /&gt;
&lt;br /&gt;
They make short work of Punished raids, by means of dispatching it before it even reaches their first set of gates. Not quick to make friends, but ultimately wanting to expand eventually, the Ozeuoi grow their numbers by recruiting retired Reclaimers, in exchange for handling the repairs of their massive Landcrawlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Ozeuoi would generally work in:&#039;&#039; &#039;&#039;&#039;Engineering, Science&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
=== Way of Life ===&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
=== Diplomatic Status ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>GreenBoi</name></author>
	</entry>
</feed>