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		<title>NanoTrasen Corporation</title>
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		<summary type="html">&lt;p&gt;Hollyhock: /* Hephaestus Industries */ broken links&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #3d4f66 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = NanoTrasen Incorporated&lt;br /&gt;
|logo = Nt-logo&lt;br /&gt;
|headquarters = Mendell City, [[Biesel]], [[Republic of Biesel]]&lt;br /&gt;
|slogan = The leader in all things phoron!&lt;br /&gt;
|languages = Tau Ceti Basic, Sol Common, Tradeband&lt;br /&gt;
|ceo = [[The Trasens#Miranda Trasen|Miranda Trasen]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#3d4f66&amp;quot;&amp;gt;Navy blue (#3d4f66),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#282828&amp;quot;&amp;gt;black (#282828),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#dfe4ed&amp;quot;&amp;gt;white (#dfe4ed)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2366&lt;br /&gt;
|founder = [[The Trasens#Xavier Trasen|Xavier Trasen]]&lt;br /&gt;
|regions =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Nralakk Federation]]&lt;br /&gt;
* [[People&#039;s Republic of Adhomai]]&lt;br /&gt;
* [[New Kingdom of Adhomai]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
|}}&lt;br /&gt;
The largest megacorporation within the Orion Spur, many will find themselves doing the biddings of NanoTrasen -- be it direct or indirect. Initially a biotechnical research company, it was responsible for the discovery of phoron in 2352 that has a variety of [[Phoron|lucrative properties]], key of which being that its a [https://en.wikipedia.org/wiki/Room-temperature_superconductor  room temperature superconductor] making it fundamental to achieve the present day level of technology for the Spur - with &#039;&#039;&#039;VERY&#039;&#039;&#039; limited exceptions - a valuable thing to have a [https://en.wikipedia.org/wiki/Monopoly  monopoly] over indeed. NanoTrasen’s monopoly on not only extracting phoron, but also refining it and many of it’s different applications catapulted its stock into the stratosphere, and it [[Timeline|quickly became the most powerful megacorporation ever]], perhaps the most powerful entity in the Spur, where it has remained for the last century with no-one who could compete in the same way, [[Einstein Engines|except in markets NanoTrasen is less involved in]]. Its acceleration into the spotlight has prompted many prying eyes to uncover evidence of rather questionable actions, with rumours perpetuating that they’ve instigated wars on both [[Tajara|Adhomai]] and [[Unathi|Moghes]] in an attempt to exploit the species for a profit; rumours that conviently leave out the actions of the [[Solarian Alliance]].&lt;br /&gt;
&lt;br /&gt;
As NanoTrasen’s mining operations turned out to be unsustainable and the problem that had been growing quietly in the background came to light as the [[Phoron|“phoron scarcity”]], the corporation’s power has since begun to waver as their ability to supply phoron at reasonable prices for it’s wide demand dwindled - showing cracks in their once invincible armor. They have done everything to retain their power, officially wrangling all the other megacorporations excepting [[Einstein Engines]] under a single banner of the [[Stellar Corporate Conglomerate]] with [[The Trasens|Miranda Trasen]] serving as the Acting Director of Operations through threats, political, espionage, promises of mutual profit, and the occasional convenient death, which for the time being, has kept the company secure in their position. However, the SCC is [[Timeline|far older than its public appearance]], and for all that time, resentment has been building up among the constituent corporations who are tired of dancing to Miranda’s tune instead of setting their own - and only time will tell if she’ll be able to keep the economy of the galaxy under her thumb. &lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
[[File:MirandaTrasen.png|thumb|Miranda Trasen, Chief Executive Officer of NanoTrasen, sporting her new hairstyle! ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Phoron is the reason for the modern day spur in its totality. Without it, we would likely have plateaued as a society.&amp;quot;&#039;&#039; - Xavier Trasen, shortly before his death in 2400.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Initially founded in 2306, the yet-to-be distinguished NanoTrasen was a small company revolving around genetic research and development on [[Mars]]. [[The Trasens|Xavier Trasen]], Founder and Chief Executor of Operations for NanoTrasen managed to guide the corporation into prosperity, eventually securing enough capital loans to move the corporation to the [[Republic_of_Biesel|up and coming colony of Biesel]] in 2350. It was this decision that would change his own fortunes and the fortunes of his company forever.&lt;br /&gt;
&lt;br /&gt;
When NanoTrasen [[Timeline|discovered Phoron in 2352]] and its applications the corporation became a household name. The unearthing of the rosy crystals in the [[Tau Ceti|Romanovich Cloud]], and the subsequent [[Phoron|identification of its properties]], swiftly put NanoTrasen in the position to become the most powerful corporation ever, but it was not without its risks. NanoTrasen was a biomedical corporation that found itself sitting on a fortune of resources it would need a completely separate skillset to exploit - from just extracting the phoron to begin with, to researching it further, and meeting the insane demand it would generate. There was no certainty they would succeed; however, there was no certainty they would fail either.&lt;br /&gt;
&lt;br /&gt;
[[Megacorporations|Other megacorporations]] therefore lent help to NT exploit these resources, ensuring they too profited from the discovery, and it turned out to be the correct move. [[Timeline|More than a dozen entities met the title of “transtellar megacorporation” in 2352, by 2452, there were seven]]. With the exception of [[Einstein Engines]], all signed agreements with NanoTrasen in some form in those early years.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s early years in the limelight were obsessed with maintaining their [https://en.wikipedia.org/wiki/Monopoly  monopoly] on phoron and, to do that, they had to keep up with the increasing demand as [[Technology|it kick-started a scientific revolution]] that saw [[Spurian Economy|massive economic growth]] and the mass-adoption of phoronic technologies. Failing to do so would likely result in mining rights for the [[Tau Ceti|Romanavich Cloud]] being granted to other corporations, or worse, see NT’s exclusive patents removed by the [[Sol Alliance|Alliance government]]. Therefore, while NanoTrasen was the most powerful corporation in the known galaxy, it really didn’t feel that way to Xavier Trasen.&lt;br /&gt;
&lt;br /&gt;
[[Timeline|Until the turn of the 25th Century]], all of Xavier&#039;s, and therefore the corporations&#039;, attention was on expanding mining operations- there was little time, money, or energy left over for anything else. For other things, they turned to their partners in the older megacorporations. They signed agreements [[Zavodskoi Interstellar|first with Zavodskoi]] to jointly research the military applications of the element, then with [[Hephaestus Industries]] that saw the industrial giant supply the fledgling corporation with industrial equipment, and further research agreements to look at potential applications for phoron; those supplies paid for by generous loans from [[Idris Incorporated]]. They [[Zeng-Hu Pharmaceuticals|signed agreements with Zeng-Hu Pharmaceuticals]] to investigate and patent biomedical applications of organic phoron. While their partners also profited, the real power and money stayed with NT.&lt;br /&gt;
&lt;br /&gt;
It wasn’t until after the [[Timeline|death of Xavier Trasen]] and the start of the 25th century that the corporation expanded into other industries. NanoTrasen’s newfound wealth was [https://en.wikipedia.org/wiki/Marketing_ethics  speedily employed to bankrupt, absorb or bribe their way to the top.] By this time, [[Phoron]] had been discovered outside of [[Tau Ceti|Tau Ceti’s]] gravity well, and NanoTrasen quickly moved to maintain its monopoly there. NanoTrasen’s power and scope grew exponentially, with all types of assets (stations, facilities, ships) cropping up across the [[Orion Spur]]. By 2425, NanoTrasen had managed to secure itself as the most powerful [[Megacorporations|Megacorporation]] bar none, with its influence felt almost anywhere. With the discovery of [[Bluespace]] shortly after, things were looking up for the company - but there were problems.&lt;br /&gt;
&lt;br /&gt;
First were the other megacorporations. Though nominally NTs partners, NanoTrasen didn’t want to settle for still having to compete with them and their established influence within the halls of power of the [[Solarian Alliance]]. They wanted a nation-state of their own, and wanted to do what no one had been able to do before: bring the other megacorporations to heel and establish a cartel on economic activity across the Spur. To that end they twisted the Alliance’s arm into agreeing to the [[Republic_of_Biesel#NanoTrasen_Influence_and_Independence_(2410_-_2452)|declaration of independence by Biesel in 2452]]; an act that would see their relationship with the Alliance Government sour irreparably, the Alliance would seize all the phoron mines held by the corporation outside of [[Tau Ceti]] itself, though given the limited backlash, it is likely this was part of their deal. However, with the primary source of phoron no longer under the purview or management of the [[Solarian Alliance]], NanoTrasen was able to successfully insert itself into the [[Republic of Biesel|administration and governance of the emerging republic it had created completely.]] Whilst in recent times NanoTrasen has seen its influence wane slightly, it continues to reign supreme.&lt;br /&gt;
&lt;br /&gt;
Second is the problem of ‘supply’ in [https://en.wikipedia.org/wiki/Supply_and_demand  ‘supply &amp;amp; demand’.] The fanatical obsession about ensuring NT retains its monopoly over phoron in the public market never left the corporation so when in the early 25th century research papers were published showing the [https://en.wikipedia.org/wiki/Exploitation_of_natural_resources  unsustainability of NanoTrasen’s mining operations] and how the supplies of phoron would likely run out within the next century, the corporation [[Phoron|ruthlessly suppressed them]]. However, by 2462, NanoTrasen was forced to admit they were running out of phoron. Power has since begun to waver as their ability to supply Phoron dwindled, and the Spur officially entered the [[Phoron|“phoron scarcity.”]]&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;You need us. We don&#039;t need you.&amp;quot;&#039;&#039; - An NT executive lobbying a politician.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
NanoTrasen has managed to intrude on all aspects of life, with its apparatus and employees being found in almost every nation-state across the Orion Spur -- primarily thanks to their monopoly on phoron. Since the turn of the century, NanoTrasen has also done small expansions into other industries besides phoron, such as manufacturing, research, and orbital construction. As a corporation though, their focus has largely remained the same; on phoron. The influence their monopoly on the extraction, refining, and sale of the material gives them cannot be overstated. This is the material that the past century of technological innovation and economic growth was built on, and the only supplier on the open market is NanoTrasen. Everyone - outside of [[Elyra]] - relies on NanoTrasen phoron, and purchases it from them; from state-run organizations to their rivals, everyone means everyone. &lt;br /&gt;
&lt;br /&gt;
It is almost impossible not to know what, or who, NanoTrasen is in this day and age. This monopoly on the supply of phoron within the greater Orion Spur has resulted in controversial behaviour, however, with NanoTrasen managing to successfully scheme and insert themselves within positions of power, through either bribery or direct buying-out of politicians that hold authority. The [[Republic of Biesel]] is a good example of these measures, where it is all but said that NanoTrasen controls the administration of the Republic. The only exception to this influence is the [[Solarian Alliance]], [[KOTW|who banned the megacorporation from operating within its territory in 2462]]. However, where once the corporation would have responded incredibly aggressively to such a development, NanoTrasen has taken it in stride, not even interfering with the Alliance’s continued purchasing of phoron through the [[Eridani|Freeport of Eridani]].&lt;br /&gt;
&lt;br /&gt;
Many have taken this as the clearest sign yet that NanoTrasen’s power is not as total as it once was - while the corporation is still potentially the most powerful entity within the Orion Spur - this lack of action against the Alliance has shown that the corporation itself believes it needs to be careful about exercising that power if it wants to retain it. How weak that means the corporation has become is unclear, and will likely remain that way until the house of cards Miranda Trasen sits atop comes tumbling down.&lt;br /&gt;
&lt;br /&gt;
=== Internal Reputation ===&lt;br /&gt;
NanoTrasen has managed to secure a variety of different work benefits for its employees, a common reason among many of the reasons for their employment with the megacorporation. These benefits go above and beyond the [[Guide to Wages and Pay|regular salary or wages and include insurance]], flexible work schedules and other things. NanoTrasen further solidifies its increased work benefits through further education and training courses offered by the [[NanoTrasen Academy]], with the only clause being to continue being employed at the megacorporation. Additionally, NanoTrasen also offers subsidised dental care.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
&lt;br /&gt;
===Executives===&lt;br /&gt;
[[File:Trasen_Family.png|The NanoTrasen family.|thumb]]&lt;br /&gt;
&lt;br /&gt;
NanoTrasen is managed by the Chiefs of Staff, who are advised and appointed by the Board of Directors. The Chief Executive Officer, currently Miranda Trasen, has the ultimate authority over the corporation. Trasen herself is also a majority shareholder, making her the wealthiest individual in the galaxy. After the Chiefs of Staff and Board of Directors, power is delegated to Sector Command, composed of the Duty Officers and Central Command Internal Affairs (CCIA) personnel. Sector Command in turn delegates power to individual Station Command personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Director:&#039;&#039;&#039; Rook Keller, b. 2395&lt;br /&gt;
&lt;br /&gt;
Rook Keller is an author of dozens of scientific journals, and a member of the NanoTrasen Upper Command, serving as its Chief Research Director. He was voted into his position after his predecessor was given the vote of no confidence among the Board in 2424. Keller is credited for countless discoveries regarding [[Bluespace]]. His most notable achievement is his equations that saw NanoTrasen enter the orbital construction industry, and eventually led to the establishment of [[Interstellar Travel|Bluespace Gates]] across the Orion Spur. Before his introduction to the NanoTrasen Upper Command, Keller was already famous among the science community for his theories relating to decreased energy consumption in Warpdrives and eventually became the youngest person to receive the Scientific Inquiry Award in twenty-four-twelve at the age of 20. Initially, against Miranda Trasen’s rise to power as Chief Executive Officer of NanoTrasen, Keller has since become ambivalent regarding their position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Legal Director:&#039;&#039;&#039; Mori Takachika, b. 2410&lt;br /&gt;
&lt;br /&gt;
Mori Takachika is a member of the NanoTrasen Upper Command and serves as its Chief Legal Director. She ascended into the position shortly after the resignation of her predecessor in 2449 and secured a majority victory in her vote of confidence among the Board. Before her appointment as Chief Legal Director, Takachika enjoyed a brief stint within the Central Command Internal Affairs Agency before eventually being transferred to the NanoTrasen Legal Team. She is regarded as one of the most experienced attorneys throughout the Orion Spur, mostly credited to her shrewd nature and knowledge of interstellar law. Takachika is a fierce supporter of Miranda Trasen and is often seen in the tabloids alongside her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Director:&#039;&#039;&#039; Yehtlas Mualt-Quaat, b. 2243&lt;br /&gt;
&lt;br /&gt;
Yehtlas Mualt-Quuat is a member of the NanoTrasen Upper Command and serves as its Chief Medical Director. They were only recently appointed, and became the first Skrell to be appointed within the upper chambers of a human megacorporation across the Orion Spur. Before their appointment as Chief Medical Director, they worked alongside many other Skrell (including Ormish Jrolk) in Tuz&#039;qlip Researchers in perfect cloning. They were also awarded Idol status after accruing fame through poetry revolving around the heinous actions committed by the tyrannical intelligence, Glorsh-Omega. Mualt-Quuat is a major advocate for Miranda Trasen, describing their relationship as that of “Qu’draa” due to the close friendship they share. They also work closely with Zeng-Hu Phramacutical’s Chief Researcher [Name].&lt;br /&gt;
&lt;br /&gt;
[[File:NT!! - Copy.png|The hierarchy of the NanoTrasen Corporation.|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
Originally establishing themselves on Mars as a small biomedical company, NanoTrasen has since managed to spread themselves across much of the Orion Spur through a combination of hard work, grit, and, primarily, Phoron -- digging a hold into a variety of locations. Whilst there several hundred branch offices, the largest and most well-known are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mendell City]], [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; Zhengfu District hosts NanoTrasen’s Biesel Branch, which manages and supervises the corporation’s activity within the system. It is a truly massive building, and continues deep underground as well, being the administrative heart of the largest resource extraction operation in the known spur. Despite its somewhat utilitarian purpose, its Art Deco architectural design makes it one of the more captivating buildings within the city. The cap of the skyscraper is used as advertising for the various subsidiaries owned by the corporation, lighting up the Biesellite Nightsky with its neon hues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Odin|NTCC Odin]], Biesel Orbit, [[Tau Ceti]]:&#039;&#039;&#039; Formerly, the NTCC Odin served as the primary administrative center of NanoTrasen, and its operations across the spur. It has since been taken over by the [[SCC]]. It has several residential, commercial, and industrial blocks and has managed to become one of the most populated orbital facilities within the [[Republic of Biesel]]. Additionally, it houses the Spur&#039;s most powerful AI [[Notable Synthetics|Huginn]]. The NTCC Odin was previously the headquarters for the company’s Emergency Response Team, but has not been since the team was folded into the larger [[TCAF|Auxiliary Corporate Forces]] of the [[TCAF]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olympia, [[Mars]], [[Sol]]:&#039;&#039;&#039; The eldest, most grand branch office hosted by NanoTrasen previously existed within the flourishing archology of Olympia before its destruction during the Violet Dawn Operation. It was considered by many to be a representation of the engineering capacity of Martians, even earning the moniker “Martian Marvel”. Its crumbling corpse can still be seen from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eridani I]], Epsilon Eridani, [[Eridani Federation|Eridani Corporate Federation]]:&#039;&#039;&#039; Whilst not as attractive as the other branches across the Orion Spur, the Eridani Branch is considered one of the most essential to the operations of NanoTrasen, especially considering it oversees all operations within the Eridani Corporate Federation, also known as the Freeport of Eridani. One of the only ways NanoTrasen can still access the Alliance Market, its extreme importance combined with its location has lead to a vault-like appearance in an attempt to deter and even prevent corporate espionage. It&#039;s often compared to that of prison by both upper and lower echelons of Eridani.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foy-Niljen, [[Xanu Prime]], [[Coalition of Colonies]]:&#039;&#039;&#039; NanoTrasen’s influence within the Coalition of Colonies is largely centered around the Foy-Niljen Branch, a gigantic building that hosts a variety of administrative and residential blocks, with employees working to manage operations on, over three hundred planets within the Coalition of Colonies, in addition to the trade of phoron within the system of Xanu itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]], [[Nralakk Federation]]:&#039;&#039;&#039; NanoTrasen has managed to gain a more solid foothold within the Nralakk Federation following the deregulation of its economy. Currently, outside of the sale of phoron, NanoTrasen amounts to very little influence within the Nralakk Federation&#039;s economy, after having received a defeating blow following the leases for the Special Economic Zones being awarded to other megacorporations. However when taking the sale of phoron into account, NanoTrasen’s influence within the Federation is extremely high, as the Federation requires phoron just as much as the rest of the spur does. Currently, its Qerr&#039;malic branch is the regional headquarters within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
&lt;br /&gt;
The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Getmore Corporation===&lt;br /&gt;
&amp;quot;Get more of Getmore!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Mataji Khatri, b. 2414&lt;br /&gt;
&lt;br /&gt;
Getmore Corporation is a major subsidiary of NanoTrasen, often supplying NanoTrasen’s vending machines with their products or helping ship bulk goods for the company. The subsidiary uses the galaxy’s largest local shipping networks to keep its own Hephaestus-built rented superfreighters running, recovering from titanic debt that is rumored to take hundreds of years to recuperate from having rented the freighters in the first place.&lt;br /&gt;
&lt;br /&gt;
The founder of Getmore Corporation, Chip Getmore, is shrouded in rumor and mystery and has long been the focus of media attention.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Getmore Corporation was founded by Chip Getmore shortly after the Mars Catastrophe of 2298, focused on producing cheap and accessible food for the masses of the red planet. The company was later acquired by NanoTrasen during the early days of the phoron rush, to supply its massive number of new facilities within the Romanavich Cloud. Getmore&#039;s products are among the most famous junk food brands in all of human space, feeding countless hungry children, college students, and employees. In 2456, following first contact with the Zo&#039;ra Hive, the Getmore Corporation was contracted by the Dorn Administration to work with the Vaurca to begin the wide-scale production of K&#039;ois, opening the first factories to produce K&#039;ois bars on Luthien later that year. Since then Zo&#039;ra [[Xakt,_Queen_of_Corpses | Queen Xakt]] has been expanding the Hives relations with the Getmore Corporation into other food production areas, and the opening of the first &amp;quot;all-factories&amp;quot; on Luthien, massive facilities capable of using phoron to produce goods much faster then traditionally sized facilities, has cemented the Vaurca&#039;s position as part of Biesel&#039;s food chain.&lt;br /&gt;
&lt;br /&gt;
====Influence====&lt;br /&gt;
Getmore is a major food supplier throughout the Solarian Alliance and the Republic of Biesel. Many can find Getmore products in grocery stores, vending machines, and fast food restaurants all under the Getmore brand. The company also doubles as a major delivery service, boasting near-galaxy wide coverage and the fastest shipping speeds.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
The major brands of Getmore Corporation are hugely encompassing and in a perpetual state of disarray. Old brands are dropped as fast as new ones are received very rapidly, supposedly conforming to the predictions outlined by scholars within the company. These scholars claim to cater to the “taste of the galaxy,” quite often in media reports.&lt;br /&gt;
&lt;br /&gt;
The major brands that its founder Chip Getmore had outlined as “practically everlasting” lay below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Getmore Nougat Candy Bar:&#039;&#039;&#039; A brand of simple nougat bar made with real sugar and no artificial preservatives.&lt;br /&gt;
* &#039;&#039;&#039;Getmore Cup Ramen:&#039;&#039;&#039; A brand of cheap mass-produced ramen that self-heats with 10 mL of water.&lt;br /&gt;
* &#039;&#039;&#039;Commander Riker’s What-The-Chips:&#039;&#039;&#039; A brand of bland, lightly-salted potato chips.&lt;br /&gt;
* &#039;&#039;&#039;Scaredy’s Private Reserve Beef Jerky:&#039;&#039;&#039; A brand of beef jerky made from Getmore’s very own space-raised cows.&lt;br /&gt;
* &#039;&#039;&#039;K&#039;ois bars:&#039;&#039;&#039; A brand of bland Getmore produced K&#039;ois bars, rich in syrup and injected with extra phoron.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hazel! Ltd./Hazel Electromotive===&lt;br /&gt;
&amp;quot;Your friend, Hazel!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Erich Ludtz, b. 2432&lt;br /&gt;
&lt;br /&gt;
Hazel! Limited in Tau Ceti and Hazel Electromotive in the Solarian Alliance, is the newest subsidiary of Getmore and by extent, NanoTrasen. The company is known for the production and distribution of Hazels, a series of high-end shell IPCs in limited numbers, designed for domestic and service work, as well as managing a wide array of merchandise regarding them, from hardware and software to clothes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hazelltd.png|350px|thumb|The Hazel! Ltd logo.]]&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Klara Seidel in 2410 in Earth, Sol, the company produced basic robotic apparatus and assistants for household chores. Upon relative success and the establishment of a branch in Harmony City, Luna, the company expanded into IPC production, creating the first Hazel in 2448 and the first synthskin covered Hazel in 2450, becoming a pioneer in shell frame IPC development and marketing. The opening of the Tau Ceti branch in 2460 marked the peak of their success, soon to be curtailed by the Phoron crisis, ending in their acquisition by Getmore to avoid financial ruin. While a subsidiary, the company is allowed a large degree of freedom and communication between the Sol and Tau Ceti branches. As a result, their internal structures and business practices are largely left intact.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* Hazel&lt;br /&gt;
Hazel is the main product and focal point of the corporation. Released in series, these shellframe IPCs are designed for work in the service and domestic sector. Found in high end hotels, company headquarters, bars and private households, they are released in series and are marketed in Tau Ceti and the Sol core worlds. Their relatively few numbers, the fact that they all share the same face, female appearance and hazel coloured eyes make them distinguishable as a sought out and sometimes collectable item. Custom builds are also offered in order to suit a client’s specifications, though such units are few and far between, owing to their extremely high cost.&lt;br /&gt;
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&#039;&#039;&#039;Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazels are released in series, with newer series supposedly sporting more advanced features in both hardware and software. The initial Hazel release in Series 1-2 consisted of unmodified Baseline and Bishop frames, prior to the 2450 introduction of Synthskin units. Series 3 served as the first Synthskin line that cemented the brand in the galactic market, with Series 4 and onward iterating on its design with every future production. While these improvements are true for the oldest lines, the company has been accused by critics for making no tangible changes apart from cosmetic alterations. The company has since been releasing a new series every year, Series 4 launching in 2451 with advancements in Synthskin technology and adaptive task completion. The vast majority are built in Hephaestus factories in Sol space prior to being shipped for software and synthskin installation in Tau Ceti, a cost saving process that permits the products to be labeled as “Made in Tau Ceti”. &#039;&#039;&#039;Hazels follow a certain naming convention, provided their names have not been changed by their owners or themselves &amp;quot;Hazel #S-H(series number).(unit number)&amp;quot;. An example of this formatting is Hazel #S-H1.01&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Hazels of the same series possess largely similar specifications, it is not unheard of for units to differ in regards to their given service skillset, language chips and character. More advanced software in the newest series has enhanced the units’ adaptability, allowing for the organic development of unique personalities if left unchecked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing a Hazel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can find the guide for creating an on-brand Hazel IPC [[IPC#Hazel_-_Shell_Frame_-_Hazel!_Ltd| here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ingi Usang Entertainment Company===&lt;br /&gt;
&amp;quot;Our stars are bigger than real stars!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Minjung Romero, b. 2413&lt;br /&gt;
&lt;br /&gt;
Ingi Usang Entertainment Co., abbreviated InUs, is a major subsidiary of NanoTrasen, handling the production, editing, and distribution of holovid shows, music, and other art mediums. The company is known for its increasingly comical upper-level decisions, currently driving itself into the ground - and its prices sky-high. As time went on, InUs products became more and more valued and since its stabilization in 2452, became the standard for gaudy fashion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Songmin Sang in 2214, Ingi Usang Entertainment Company remained a fairly minor corporation until being bought out by NanoTrasen in 2340 for “strategic marketing”. Though InUs fared better, it was not until 2397 when Binyaria, a Venusian aerostat, opened the Chiye-Gyo District to corporate investment. Between the untapped Venusian entertainment industry and cutthroat corporate war with BP Entertainment Inc., InUs flourished by debuting musical groups that quickly became insanely popular. In 2438, the company moved its headquarters to the Chiye-Gyo District.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
InUs possesses four major entertainment brands run by mostly independent subsidiaries, as well as dozens of clothing labels strewn across the company’s jurisdiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cham Usang Records:&#039;&#039;&#039; Record label with numerous bands and solo artists called Chamus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Lifestyle:&#039;&#039;&#039; A holovid network focusing on life throughout the Sol Alliance with shows like Real Time Security, One Love For Many, The Solarian Culture, and Living Big: The Lives of the Famous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ETX Network:&#039;&#039;&#039; A holovid network focusing on series shows occasionally broken up by Cham Usang Records material with shows like Love Me Right, Dark Days Ahead, No Names, and Chamu Hour with Sunmi.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cuentas?:&#039;&#039;&#039; A holovid network focusing on news and celebrity gossip with shows like The Day with Njeru and Susanto, That Good Stuff, The Spotlight, and The Orion Network.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===[[PMCG#Nexus_Corporate_Security|Nexus Corporate Security]]===&lt;br /&gt;
&amp;quot;Serve, protect, excel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[The Trasens#Nathan_Trasen|Nathan Trasen]], b. 2416&lt;br /&gt;
&lt;br /&gt;
Nexus Corporate Security is a relatively new subsidiary of the Phoron Giant, created around the turn of the century and composed of what was formerly NanoTrasen’s security and asset protection forces.. While still owned by NanoTrasen, recently a share of the company is held by the [[Private Military Contracting Group]], and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, white, and blue uniforms.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
By the time the 2400s rolled around, NanoTrasen’s security and asset protection department had grown to be massive, as the importance and value of phoron meant that every facility, from mines to shipping freighters, needed higher levels of security than would otherwise be expected. It was so large, it had begun being an administrative burden to the corporation. &lt;br /&gt;
&lt;br /&gt;
The decision was made to take that department and turn it into a subsidiary corporation of NanoTrasen. The result was, in 2402, the foundation of Nexus Corporate Security. Composed mostly of previous NanoTrasen security staff, the subsidiary allowed NanoTrasen to protect its assets as they always had without the administrative burden of doing so. As such, NanoTrasen themselves has a very small security and asset protection department, with only certain installations, such as the Aurora II, playing host to NanoTrasen proper security officers. By the creation of the PMCG, all of NanoTrasen’s security apparatus had been folded into Nexus or the SCC.&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* &#039;&#039;&#039;Rapid Trauma Response Teams:&#039;&#039;&#039; In partnership with [[Zeng-Hu Pharmaceuticals]], Nexus now offers private emergency medicine for the wealthy of [[Tau Ceti]], and there are plans to expand the trauma teams to [[Port Antillia]]. The initiative aims to revolutionize the field of emergency medicine through round-the-clock observation and providing medical services to those that manage to afford its extreme cost when necessary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
===[[Einstein Engines]]===&lt;br /&gt;
NanoTrasen and Einstein have been rivals for decades, since the discovery of bluespace in the 2400s, and the subsequent invention of the bluespace drive, NanoTrasen’s first foray since the discovery of phoron into a market that was not phoron extraction and refining. As bluespace largely superseded warp as a means of faster-than-light travel, NanoTrasen quickly took a large share of the market from Einstein rapidly, along with their own internal supply of phoron allowing them to be far more energy efficient. Since then, the two companies have been fierce competitors, contending in court constantly over various trademarks, patents, and other legal issues. The phoron scarcity beginning in 2462 has led to a short term reversal of fortunes, with Einstein rising in prominence as NanoTrasen&#039;s power fades. The two corporations continue to clash to this day, with Einstein having found a foothold in the city of Phoenixport, Biesel - setting up shop in the heart of NanoTrasen&#039;s power. Though, for all that, NanoTrasen still holds the clear advantage, being the primary source of phoron for the entire spur. Whether Einstein likes it or not, FTL drives aren’t the main moneymaker for NanoTrasen, and any FTL drive of contemporary technological level needs phoron to function. Despite all the research they’ve put in over the last century, Einstein has only managed to decrease the amount of phoron required for an effective drive to be built - though it must be said not needing fluidic phoron as fuel is very useful - not remove it entirely.&lt;br /&gt;
&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
Hephaestus and NanoTrasen have had a long and very profitable relationship ever since NanoTrasen discovered phoron, and Hephaestus provided their services to the up and coming corporation at a discount. The money lost by that discount has been made back a hundredfold in the last century, as NanoTrasen has offered Hephaestus continuous discounts on elemental phoron for use in manufacturing, and entered into multiple research agreements with the corporation to find new applications.&lt;br /&gt;
&lt;br /&gt;
That said, while on the surface their relationship remains strong, behind the scenes they grow more tense. As the phoron scarcity continues and NanoTrasen&#039;s power wanes, Hephaestus has taken full advantage of their decline with little hesitation. The formation of the Stellar Corporate Conglomerate saw Hephaestus greatly expand its presence in the Republic of Biesel, taking near-complete control of shipping on the moon of Valkyrie and moving its central headquarters to Mendell City, weakening NanoTrasen’s previous near-total monopoly over the nation. More alarming for NanoTrasen executives was [[The Titan Rises Arc|Hephaestus&#039;s expansion in the Izweski Hegemony]] - seizing a near-total monopoly of the kind NanoTrasen once held in Biesel - which [[Unathi Crime And Enforcement#The Champions of Moghes|NanoTrasen haven’t taken kindly]].&lt;br /&gt;
&lt;br /&gt;
===[[Idris Incorporated]]===&lt;br /&gt;
NanoTrasen and Idris have never been fierce rivals, though Idris&#039;s continued prominence in Sol and its expansion into Biesel has led to tension between the two megacorporations. As Idris expanded its banking operations into NanoTrasen&#039;s center of power, NanoTrasen attempted to hold onto their banking business in Tau Ceti, incentivizing its employees to only make use of NanoTrasen banking instead - despite the many advantages that Idris held as a competitor. So far, Idris has been gradually expanding its presence in the Republic&#039;s financial sector, with many NanoTrasen employees switching to the use of Idris banks despite their employer&#039;s wishes. Idris has begun offering hiring bonuses to NanoTrasen employees in an effort to further weaken their power over Biesel&#039;s financial sector, as well as establishing branches in many of the former Solarian worlds of the Corporate Reconstruction Zone, where NanoTrasen holds much less direct influence. Though NanoTrasen has issued little official response to this, Idris transport vessels seem to commonly come under attack by pirates in the Reconstruction Zone, with many speculating the phoron giant is attempting to undermine confidence in Idris&#039;s renowned security.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
NanoTrasen contributed the most resources to Orion Express&#039;s formation, and many of its executives are former NanoTrasen staff. As such, the relationship between the two companies has remained warm, with Orion taking over many NanoTrasen-held supply contracts across the Spur. Orion&#039;s continued operation in the Sol Alliance, and the fact that they continue to deal with Einstein Engines, has been a source of tension between the two megacorporations in recent years - but in spite of this, NanoTrasen and Orion continue to work together extensively across the Orion Spur. Though Orion&#039;s service industry has become a competitor to NanoTrasen&#039;s, this remains a small enough portion of both companies&#039; business that it has not been a source of stress on the close relationship the two megacorporations share.&lt;br /&gt;
&lt;br /&gt;
===[[Zavodskoi Interstellar]]===&lt;br /&gt;
Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen&#039;s waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel&#039;s government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT&#039;s position as the Republic&#039;s main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic&#039;s military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi&#039;s security business in the Corporate Reconstruction Zone, with some measure of success.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
The relationship between NanoTrasen and Zeng-Hu is a cornerstone of the keiretsu&#039;s continued success, thanks to the former only licensing the patents to produce organic phoron and its associated medications to the latter. While there have been rocky patches in their relationship they remain close partners, with Zeng-Hu being one of NanoTrasen&#039;s closest allies within the Stellar Corporate Conglomerate. &lt;br /&gt;
&lt;br /&gt;
It is rumored by some that the keiretsu wish for control over the patents they have gotten so rich off of, instead of needing to rely on NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
== National Relations ==&lt;br /&gt;
=== [[PRA|People’s Republic of Adhomai]] ===&lt;br /&gt;
NanoTrasen has played an important role in Adhomai since its discovery; through the support of the rebels, supplying the People’s Republic with technology, and offering job opportunities to the population. The PRA is NanoTrasen’s biggest ally on the planet, with much of its economy bound to the megacorp. Corporate interests are mainly focused on obtaining cheap labor and mining Adhomai’s rich mineral deposits. Despite the prosperity brought by this relationship, many Tajara are against the megacorporation’s interference in the affairs of the Tajara people. Alongside the political crises, NanoTrasen’s presence was one of the main reasons for the Second Revolution. Even after the Armistice, the People’s Republic continues its policy of maintaining a strong relationship with the corporation. Tajara working for NanoTrasen usually have more opportunities than with other employers.&lt;br /&gt;
&lt;br /&gt;
=== [[Republic of Biesel]] ===&lt;br /&gt;
NanoTrasen holds an undisputed monopoly over the Republic of Biesel’s phoron reserves, and all newly staked deposits found under Biesellite banners. Inarguably, the outcome of this has yielded positive results; now, the Republic sits on the largest wealth the galaxy has ever known. Needless to say, previously their power within the Republic was total and without contest. While their power within the Republic is still almost total, and cracks are starting to show in what was previously an unassailable bastion. The significance of the shift from total to almost total power within the Republic can be best seen in the most recent election, where, despite having a web of influence, the [[Republic of Biesel|megacorporation’s favoured candidate, Joseph Dorn, lost to the Independent Ake Torvald]]. Despite the fact  Torvald still had to bend the knee to Miranda to secure his victory, it shows how much the word “almost” means in terms of the company’s weakening stranglehold.&lt;br /&gt;
&lt;br /&gt;
=== [[Ceres Lance|Ceres&#039; Lance]] ===&lt;br /&gt;
Ceres Lance, an PMC dedicated to repossess, reclaim or in the worst case exterminate lost synthetics to further the agenda of their highest bidder. While previously based in Sol space (which is where they get their name), they have since recently moved within Tau Ceti, under NanoTrasen’s remit; following the brief war between Sol and TC, and the subsequent reveal of the Stellar Corporate Conglomerate. The Lance has since seen further entrenchment into the NanoTrasen umbrella as they operate exclusively under NT contracts, migrating their headquarters to the Odin. As Ceres Lance is a private military contractor, this relationship is purely professional, and NanoTrasen continues to keep them around for their unique skill set. It’s yet to be seen if the Lance will find themselves signing a more formal and permanent work agreement with the megacorporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Solarian Alliance|Alliance of Sovereign Solarian Nations]] ===&lt;br /&gt;
NanoTrasen’s relationship with the Solarian Alliance is officially non-existent, after having been banned from operating within the confines of the nation’s territory after 2462. The bond between the two had always been strained at best, especially after the megacorporation’s funding of the Republic of Biesel’s declaration of independence in 2452. NanoTrasen’s continued protection of the fledgling republic garnered them little sympathy from Solarians in positions of power, especially during the reign of the [[Notable Humans|fascistic Michael Frost]], even further dividing their relationship. Their unofficial relationship, however, is much more complex. Though they are [[KOTW|banned from operating in Alliance space]], the Alliance still needs phoron only NanoTrasen offers now, with the establishment of the [[CRZ]] so they turn to the [[Eridani|Freeport of Eridani]] operating in a special jurisdiction and outside of the rest of the Alliance. NanoTrasen has shown no sign of trying to stop this trade, a stark contrast to the vengeful reaction many expected of it.&lt;br /&gt;
&lt;br /&gt;
== Notable Installations ==&lt;br /&gt;
&lt;br /&gt;
===NSS Upsilon===&lt;br /&gt;
Despite the NSS Upsilon being commissioned in the late 2450s, it has become a prominent member of the NanoTrasen research department. It overshadowed the efforts of NSS Aurora when it was introduced - causing a rivalry to flourish. The proximity of the NSS Upsilon and NSS Aurora to the NTCC Odin has caused tension among those assigned to the corporate assets. NanoTrasen has seized the opportunity to capitalize on this rivalry, going as far as to put them into competition in projects.&lt;br /&gt;
&lt;br /&gt;
=== NSS Canis Minor ===&lt;br /&gt;
The NSS Canis Minor is notable for its importance to NanoTrasen’s relationship with Zeng-Hu Pharmaceuticals and is one of the larger corporate facilities within the Republic of Biesel. The NSS Canis Minor - originally established in 2374 - is accredited to being behind the majority of NanoTrasen’s and Zeng-Hu’s research breakthroughs in phoronics based medicines, which has resulted in its prestige among scholars. Since its establishment as a research station, it has been expanded to be a university as well, and it has incredibly high expectations of its pupils, as well as those that apply to attend either its research or medical training courses. Due to these high expectations the NSS Canis Minor has the largest number of drop-outs of any NanoTrasen sponsored university, with many referring to it as being incredibly difficult on their mental health.&lt;br /&gt;
&lt;br /&gt;
=== NSS Orchard Moon ===&lt;br /&gt;
The NSS Orchard Moon is a phoron extraction plant that also plays host to several refineries for creating [[phoron|phoronic compounds]]. The station is situated on the border of the [[Republic of Biesel]] and the [[Republic of Elyra|Serene Republic of Elyra]] within Valley Hale. The deposit was discovered to much fanfare in the midsts of the scarcity, and though it is not big enough to totally reverse the Phoron Scarcity, for the past several years it has been enough to keep the worst consequences of the resource shortage at bay - though it seems that time is quickly coming to an end.. &lt;br /&gt;
&lt;br /&gt;
The station was attacked by the [[Human Wildlands|Southern Fleet Administration]] in 246x. The piratical organisation hoped to destroy the asteroid with siphoned weapons grade phoron - a fate that was ultimately averted by the [[SCCV Horizon]] and several other corporate vessels called to [[Consequences of the Future|defend the facility]]. &lt;br /&gt;
&lt;br /&gt;
As of 2465, its output is no longer enough to make up for the continuously falling output of the Romanavich Cloud.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zavodskoi_Interstellar&amp;diff=38032</id>
		<title>Zavodskoi Interstellar</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zavodskoi_Interstellar&amp;diff=38032"/>
		<updated>2025-10-08T20:35:35Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: /* Vaurcae */ fixed broken links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #920a0a &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = Zavodskoi Interstellar&lt;br /&gt;
|logo = Zavodskoi_Interestellar&lt;br /&gt;
|headquarters = Nova Luxembourg, [[Moroz]], [[Empire of Dominia]]&lt;br /&gt;
|slogan = Even one matters on the battlefield.&lt;br /&gt;
|languages = Tradeband, Tau Ceti Basic, Sol Common&lt;br /&gt;
|ceo = [[Notable Humans#Lyudmila Zavodskoi|Lyudmila Zavodskoi]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#363c43&amp;quot;&amp;gt;Black (#363c43),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#920a0a&amp;quot;&amp;gt;red (#920a0a),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#7a6347&amp;quot;&amp;gt;brown (#7a6347)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2259 (as Necropolis Industries)&lt;br /&gt;
2462 (as Zavodskoi Interstellar)&lt;br /&gt;
|founder = Yefim Dementyev (as Necropolis Industries)&lt;br /&gt;
Lyudmila Zavodskoi (as Zavodskoi Interstellar)&lt;br /&gt;
|regions =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sol Alliance]]&lt;br /&gt;
* [[Empire of Dominia]]&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Republic of Elyra]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zavodskoi Interstellar&#039;&#039;&#039;, formerly Necropolis Industries, is the weapon’s development and manufacturing megacorporation of the Orion Spur. Originally founded in 2259 as a mishmash of corporations, the Zavodskoi of today is in a very different industry, instead developing, manufacturing, and then distributing all the tools of war; from light to heavy weaponry, space vessel weapons, ship-building, aircraft, ground vehicles, combat spacesuits, and even military software. While the business of war remains their main focus as a corporation, Zavodskoi also has a significant Security Solutions Branch, split further into civilian and paramilitary departments, the former known for their professionalism.  Lastly, they also produce the Z.I. line of positronics, used by all branches of the corporation, but with an emphasis on use in private security and military contracting. &lt;br /&gt;
 &lt;br /&gt;
Since the beginning of the [[Phoron|phoron scarcity]], Zavodskoi Interstellar has seen, alongside the myriad of issues in manufacturing, research, and weapons development, the scarcity brought, a surprisingly rise in relevance and profits, as civil and international unrest continue to grow across the Orion Spur. As the scarcity continues and tensions - both those between nationstates and corporations - grow, Zavodskoi has made a fortune acting as a merchant of death for all parties; as fighting forces of all kinds continue to grow larger and larger, Zavodskoi is there selling any willing customer whatever tools of war they require. Most notably, its continued relationship with the [[Empire of Dominia]] has earned the corporation an unexpected pretty penny from defense contracts for both the Imperial Army and Imperial Navy, alongside an uncontested market within the Empire, as no other corporation has been able to establish a real foothold there. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Violence is a historical constant, stretching back to the very beginning of every species recorded history, to when they first arose out of the mud. All we do is make that inherent instinct easier to accomplish.&amp;quot;&#039;&#039; - An Unknown Necropolis Executive giving an internal speech, ~2380.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Necropolis Industries was founded in 2259 by Yefim Dementyev, a former aerospace engineer within the Soviet Union, the final step in conglomerating the defense, heavy industry, and medical corporations within the Soviet sphere under one banner (one of the reasons for their operations on [[Pluto]]), primarily to avoid them being bought out by competitors from other regions, such as [[Zeng-Hu Pharmaceuticals]] and [[Hephaestus Industries]]. While buyout was avoided, the newly formed Necropolis Industries was late to the party, as their competitors had been formed almost a century earlier, and established themselves within their respective markets of the wider [[Solarian Alliance]] at a level Necropolis could not compete with; until just a year later. In 2260 the [[Sol Alliance History|Solarian economy crashed]], and along with it both Zeng-Hu and [[Hephaestus Industries]]. The rival corporations to Necropolis were forced to desperately cut costs, shutter facilities, even close entire branches, as [https://en.wikipedia.org/wiki/Bailout  the government bailed them out to stay solvent], allowing Necropolis to move into the markets they had abandoned, and in those that the established players didn’t leave, compete with them. They moved quickly, taking much of the defense manufacturing industry from [[Hephaestus Industries]], and a significant portion of the genetics industry from [[Zeng-Hu Pharmaceuticals]]. This move would be the start of a rivalry that would last centuries.&lt;br /&gt;
&lt;br /&gt;
The outbreak and years of the [[Timeline|Interstellar War]] saw Dementyev oversee the rapid expansion of Necropolis, opening hundreds of new facilities every year to research, develop, and manufacture the tools of war; most notably, arms of all kind (small arms to shipborne weapons), combat voidsuits, helicopters, fighters, combat vehicles, and mechs. If it was a piece of equipment used on the battlefield during the Interstellar War, it was probably manufactured by Necropolis, with limited exceptions. By the time the [[Timeline|Treaty of Xansan]] was signed, Necropolis was the largest “Merchant of Death” in the known galaxy. They manufactured more than ninety percent of all weapons within the Alliance, and over half of all the equipment used by the [[Solarian Armed Forces]].&lt;br /&gt;
&lt;br /&gt;
However, as [[Timeline|relative peace followed the largest-scale conflict in human history]], the board of directors turned their gaze to a yet-untouched (by them) field; biological experimentation. Though [[Zeng-Hu Pharmaceuticals]] was unambiguously more adept and well-established than their competitor, Necropolis had been able to wrest away some of the market when Zeng-Hu was weak, primarily the submarkets of [[Technology|gene therapy, xenobiology, and biological limb replacements]]. Their work in these areas was of brief interest to the wider galactic community, and while official correspondence pointed to a desire to broaden their sphere of influence moving away from solely weapons manufacturing, insiders at the company would later recount that Yefim Dementyev had begun to feel the creeping fear of his own mortality. Rumours would tell that he was obsessed with preserving himself and his legacy, and would use his own resources at any cost to achieve this preservation.&lt;br /&gt;
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Dementyev&#039;s pursuit would prove unsuccessful as he abruptly died from a septic infection in 2317. His son, Yevgeniy Dementyev, took hold of the company&#039;s reins, and would oversee a corporation that almost immediately began struggling. When first contact was made with the [[Skrell]] in 2332, and their subsequent partnership with Zeng-Hu, Necropolis’s rival corporation in the biomedical scene benefited from the advanced knowledge of the Skrell, while Necropolis didn’t. Meanwhile, the demands for Necropolis’s arms were less and less every year, cutting into their profits. However, Yevgeniy stayed at the helm and continued steering the corporation for two decades, until he steered it into one of the most important moments in galactic history..&lt;br /&gt;
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In 2352, [[NanoTrasen]] would discover the element [[Phoron]] within the [[Tau Ceti|Romanavich cloud of Tau Ceti]], and Necropolis had been researching energy-based weapons for a long time; this discovery would allow for more powerful, longer-lasting, and better energy-based weapons; not to mention the massive applications it had for the creation of [[Synthetics|Military AI and Systems.]] Necropolis ended up being one of the first corporations to enter into a research &amp;amp; development agreement with NanoTrasen, this time being early to the party, meaning Necropolis got a much better deal than those who would come after. Originally looking to just develop new, more advanced tools of war to sell across the spur, they ended up doing [[Phoron|far more]].&lt;br /&gt;
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Necropolis [[Spurian Economy|prospered alongside NanoTrasen and the rest of the spur]], and while it was always the smallest and least profitable of the original seven megacorporations, it still became extravagantly wealthy as the technological revolution which followed phorons discovery in the decades after - known as the phoronic revolution - saw constant technological advancements that Necropolis could employ in defense manufacturing. From communication devices to tanks, and from voidsuits to small arms; for militaries, militias, private security contractors, and asset protection forces, Necropolis was the only corporation offering cutting edge equipment that might make the difference between living and dying in a firefight. It even branched out into cutting edge military specific AI applications. However all of the above required phoron to manufacture. It is during this time, Necropolis would bear witness to the contact with the [[Empire of Dominia]] by the Alliance. The corporation quickly took advantage of the nascent Empire&#039;s newness to the galactic stage, and established relations with the Great Houses and Emperor Godwin Keeser himself. From then on, Necropolis and the Empire&#039;s intimate ties meant that Necropolis boosted the efforts of not just [[Dominian Imperial Military|Dominia&#039;s conquest]], but the efforts of its [[technology|genetic modification]].&lt;br /&gt;
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Yet there is one discovery that neither NanoTrasen nor Necropolis speak much about, even today, and that is the discovery of the potential within &#039;&#039;&#039;[[Phoron|Diphoron and Phoron Oxides]]&#039;&#039;&#039;, both colloquially referred to as “[[Phoron|Weapons Grade Phoron]].” What mudders the waters further is a lack of clarity as to when it&#039;s far scarier applications were discovered - those applications being the creation of &#039;&#039;&#039;[[Phoron|Phoron Warheads and Phoron WMDs]]&#039;&#039;&#039;. Contemporarily, these weapons are known to exist and may be the end of the Spur as we know it.&lt;br /&gt;
 &lt;br /&gt;
In 2409, Yevgeniy Dementyev passed down the mantle of chief executive officer to his son, Kasimir Boytsov. While Boytsov was not just a dabbler in genetics and had a keen mind like his father and grandfather, he was reputed for his impulsiveness and stubbornness, refusing to admit when the tides were turning against him. By 2450 Necropolis had become the neglected runner-up of the megacorporations, though it was always the smallest of them all, the valuation of the other major corporate entities was so far above their own, Necropolis was close to not even being compared. It was during this time that an information security operative at the company, Tikhon Zavodskoi, quietly recommended his cousin [[Notable Humans|Lyudmila]] for a position as a weapons researcher. &amp;quot;The woman from [[Pluto]]&amp;quot;, as she would soon be called, quickly worked her way up the ranks of the company to become the assistant to the chief security officer, bringing in her own cohorts of associates from Dominia and Sol alike.&lt;br /&gt;
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2462 was when change would overwhelm Necropolis, when Boytsov would collapse at a press conference, and fall into a coma. The company was sent into turmoil; Boytsov had never named a proper successor, despite his rapidly advancing age. [[Notable Humans|Lyudmila Zavodskoi]] had become a surprise contender, and her new group of executives, including her cousin Tikhon and the Imperial countess Kamilla Strelitz pushed out the old heads and helped turn Necropolis into rebranded, rebuilt Zavodskoi Interstellar.&lt;br /&gt;
 &lt;br /&gt;
In light of the company&#039;s turbulent history, Zavodskoi Interstellar opted to pursue what it knew how to do better than any other megacorporation in the Orion Spur: military equipment. Lymudmilla oversaw a total restructuring of the company, cutting the fat, unprofitable departments and branches, turning inwards to focus on the solid core industries of the corporation, of which there are three. The largest is its classical military-industrial complex, with a massive amount of Spur&#039;s military equipment, ranging from infantry small arms to combat hardsuits to vehicles to military AI and much more being produced by Zavodskoi or one of its subsidiaries. Its second is a result of Ingkom, its robust engineering wing; Zavodskoi engineering staff are a common sight throughout the Orion Spur, though their usage within the Solarian Alliance has faltered following the Solarian Collapse of late 2462. The smallest but most public-facing industry is its private security force. Known for their professionalism, Zavodskoi&#039;s security wing is one of the most competitive in the Orion Spur. This restructuring would see Zavodskoi’s year over year profits skyrocket, once more being a competitor amongst their megacorporate peers, and continues to be how the company is currently operated.&lt;br /&gt;
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=== Influence and Reputation ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;For all your Security Solutions!&amp;quot;&#039;&#039; - A common Z.I ad line.&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
As a hiring practice, Zavodski Interstellar finds itself poaching highly skilled workers from other megacorporations. Workers with Zavodskoi usually flocked to the company to exploit its high pay - the restructuring that took place in 2462 means the company can offer far higher pay with far more benefits than their competitors, attracting industry experts from across the spur. Although perfecting and producing weapons of war is a task that will never truly be finished, the company is recognized as the uncontested leader in their development. As such, it holds a great deal of sway in almost every corner of the Spur that is only growing as the scarcity continues to worsen.&lt;br /&gt;
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In this day and age, Zavodskoi has become the military industrial complex of the entire spur - the merchants of death who sell to both sides of a conflict, and care not for the suffering their creations cause. To have an armed fighting force within the Orion Spur means - with one exception - to rely on Zavodskoi to arm them. The only real exception is the Serene Republic of Elyra, whose military stands alone in not relying on the megacorporation. They pioneer where others do not by developing and manufacturing the highest-quality firearms, or just the biggest and baddest weapons they can muster. The extent of this research dominates every echelon of the corporation, leading to the unified pursuit of maximizing the efficiency of its stock, rather than trying to cover the widest range possible. This business has resulted in an almost freakish obsession by Zavodskoi with maintaining a good reputation, and every employee, down to the lowest, is expected to act extremely professionally.&lt;br /&gt;
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However, like the rest of the spur, Zavodskoi’s manufacturing it reliant on phoron. Its energy weapons and other electronic equipment of any kind uses it extensively, and even its standard ballistic firearms need phoron, not directly but through the facilities and machines that produce them. Without phoron, Zavodskoi can’t produce any weapons, weapons systems, or equipment it developed after 2352.&lt;br /&gt;
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The only thing that dominates the corporation on every level more than weapons development is a hatred of Hephaestus Industries. The two corporations have a rivalry going back centuries, and it continues in the modern day. While under the umbrella of the SCC, they are forced to work alongside each other, their hatred of each other runs deep, down to the common worker. It is not uncommon for Hephaestus employees to be unjustly harassed by Zavodskoi Security Contractors, nor is it uncommon for Zavodskoi factories to experience “technical difficulties” receiving power from Hephaestus run power grids, and such behavior is tacitly encouraged and rewarded by both corporations as a sign of loyalty; a practice that has seen this hatred only escalate, and some disputes end with severe injuries or even the death of someone involved. &lt;br /&gt;
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=== Positronics and Zavodskoi Interstellar ===&lt;br /&gt;
In the aftermath of Necropolis Industries&#039; rebranding into Zavodskoi Interstellar, [[Synthetics]] and [[IPC|Positronics]] have become more of a common sight in company facilities outside of the [[Empire of Dominia]]. These Zavodskoi IPCs are however banned from command and leadership positions within Zavodskoi Interstellar due to the corporation&#039;s internal policy, which views positronics as a workforce rather than a management force. This ban includes Zavodskoi Interstellar corporate liaisons.&lt;br /&gt;
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Newly implemented and with some in the company opposed to their presence, Zavodskoi positronics face systemic fragility within the company. In an effort to employ and contract out the best representation for the company, Zavodskoi will routinely memory wipe, retool, or outright scrap and sell their IPCs for workplace accidents, failure to execute an order, or underperformance. This process has been largely seen as a lighter version of the Burzian Method. This authority does not extend to Zavodskoi Interstellar corporate liaisons although they are encouraged to check in with their positronic contractor personnel from time to time. Therefore, Zavodskoi positronic contractors are often those struggling to maintain a positive evaluation or saved from the scrapyard all together.&lt;br /&gt;
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In an effort to bolster company morale, organic personnel are able to lease out Zavodskoi asset IPCs, should they so choose. This allows personnel to ‘own’ a positronic for the home without the burden of maintenance fees. For the IPCs affected, this can work to their benefit or their demise. As more lax personnel may feel less inclined to report aberrancy, whereas other synthetics would find themselves under greater scrutiny.&lt;br /&gt;
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Z.I. units are most commonly Shell frames and baseline units. Hephaestus Industrial and Xion Frames are almost never seen, due to the rivalry between Zavodskoi and Hephaestus.&lt;br /&gt;
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&#039;&#039;&#039;It is expected for Zavodskoi Interstellar IPCs to adopt the prefix Z.I. followed by their designation. An example of this formatting is Z.I. Name.&#039;&#039;&#039;&lt;br /&gt;
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=== Vaurcae ===&lt;br /&gt;
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In late 2463, the [[Vaurca Hives#Zo&#039;ra|Zo’ra Hive]] announced publicly a partnership with Zavodskoi Interstellar after selling the rights to the production of the hydrogen rifle, a complex Zo’rane design that is cheap in ammunition. Shortly after, a meeting in [[Caprice#New Sedantis|New Sedantis]] was held with Zavodskoi executives and Hive officials to allow Vaurcae enter their workforce, akin to the synthetic introduction following the Necropolis rebranding. Besides [[Nanotrasen]], Zavodskoi is the other megacorporation that is comfortable in employing Bound assets, particularly in engineering, though they have no issue with Unbound as they are considered similar to the Z.I. synthetics, despite their many differences.&lt;br /&gt;
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Before striking a deal with [[Zeng-Hu Pharmaceuticals]], the [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]] considered a deal with Necropolis Industries as an alternative. However, the proposition never followed through and the conversation between the two parties did not resurface until 2463. It is rumored that the Zo’ra deal with Zavodskoi was made only after C’thur began to sell their workforce mainly to Ingkom. Whatever the case may be, both Hives are now on equal terms with Zavodskoi Interstellar, which has no trouble dealing with them despite their differences.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
[[File:LyudmilaZavodskoi.png|thumb|Lyudmila Zavodskoi, CEO of Zavodskoi Interstellar.]]&lt;br /&gt;
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&#039;&#039;&#039;Chief Security Officer:&#039;&#039;&#039; Kamilla Strelitz, b. 2430&lt;br /&gt;
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A close advisor of Lyudmila Zavodskoi, Countess Dame-Companion Kamilla Strelitz was promoted to chief security officer after the takeover and rebranding of Necropolis Industries. A tough-as-nails former lieutenant in [[Dominian Imperial Military|His Majesty&#039;s Imperial Fleet]], Kamilla goes against the grain of House Strelitz&#039;s conservative ideology by readily encouraging the company&#039;s influence in the [[Empire of Dominia]]. She has shown her aptitude for her position through the continued success of campaigns initiated by Zavodskoi Interstellar, all while commanding the company’s largest sector of personnel. She is known to brook little room for failure, and despite her affable, ever-polite demeanor, the punishments for evoking her wrath are the stuff of whispered legend among her direct subordinates.&lt;br /&gt;
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&#039;&#039;&#039;Chief Research Officer:&#039;&#039;&#039; Jaco Du Plessis, b. 2413&lt;br /&gt;
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The [[Europa|Europan]] Jaco Du Plessis was poached by Zavodskoi Interstellar from [[Zeng-Hu Pharmaceuticals]] shortly after the rebranding of Necropolis. A chemical biologist with a specialty in weapons and toxins, he is vocal regarding his stunted growth with his prior employer, claiming the echelons of Zeng-Hu are largely filled by nepotism and cronyism. Du Plessis regularly advocates for those with ambitions to instead fill the ranks of Zavodskoi Interstellar, promising fulfillment, advancement, and better pay. Because of this regular advertising and his willingness to do interviews, some consider him the “face” of the corporation; this perception is usually encouraged by his presence at conferences when new company projects are unveiled. Similarly to Kamilla Strelitz, he holds his personnel to a high standard, expecting them to either “be all in, or find employment elsewhere”.&lt;br /&gt;
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&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Tikhon Zavodskoi, b. 2398&lt;br /&gt;
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Lyudmila Zavodskoi&#039;s paternal cousin, Tikhon Zavodskoi is one of the few remnants of Kasimir Boytsov&#039;s reign and has managed to remain in his position as Chief Risk Officer for almost a decade. He was the one to originally recommend Lyudmila for a position at Necropolis. His background as an officer of SPOK, [[Pluto|Pluto&#039;s]] governing body, is thought to have shaped his sharp instincts and keen sense of planning, and prior to the company&#039;s rebranding is credited with having fended the wolves from Necropolis for years prior. Detractors consider his continued presence merely due to his familial relationship with Lyudmila Zavodskoi, which she has roundly dismissed as baseless rumours originating from lingering nostalgia. He lives on [[Moroz]] along with his immediate family and his cousin.&lt;br /&gt;
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===Branches===&lt;br /&gt;
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&#039;&#039;&#039;Nova Luxembourg, [[Moroz]], Mira Sancta:&#039;&#039;&#039; The Dominian branch can be found near the city centre, prominently overlooking the Court of Chalser. Residing in what was once a bank, the recently constructed grandiose exterior - that despite appearances can shrug off almost any punishment - encloses the administrative heart of the corporation, and throughout the building, security is known to be incredibly tight. Once just focused on Dominian operations, it has since rapidly expanded, becoming Zavodskoi Interstellar&#039;s main headquarters, tripling in size. The move brought with it a large amount of manufacturing plants, located across the Empire of Dominia - revitalizing the megacorporation&#039;s interest in the region.&lt;br /&gt;
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&#039;&#039;&#039;Tolyatti, Soviet Union, [[Earth]], [[Sol]]:&#039;&#039;&#039; The previous headquarters of Zavodskoi Interstellar can be found in Tolyatti. The skyscraper complex consisted of three Zavodskoi buildings, a Kumar Arms building, and a ConTec building. The complex was especially austere and compact, mostly as a result of socialist influences during its construction. Today, the Tolyatti Headquarters are abandoned, thanks to the collapse of the Solarian Alliance and Zavodskoi Interstellar&#039;s move to Mira Sancta. The Solarian Department of Defense has, according to rumors, floated the idea of repurposing the former headquarters as a command centre for the Solarian Army.&lt;br /&gt;
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&#039;&#039;&#039;Cape Town, Union of South Africa, Earth, Sol:&#039;&#039;&#039; The Cape Town branch sits on the edge of a small cliff, overlooking the ocean. Home to the headquarters of Ingkom, the Cape Town building is a sleek, modernist building with distinctive arched rooves. It is surrounded by several shuttle pads and hangars, some which provide direct transport to the Gagaringrad branch on Luna. The Cape Town branch continues to operate, despite Zavodskoi Interstellar&#039;s move to Mira Sancta, mostly due to the building being rented from the Solarian Alliance, instead of owned by the megacorporation.&lt;br /&gt;
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&#039;&#039;&#039;Gagaringrad, [[Luna]], Sol:&#039;&#039;&#039; Gagaringrad&#039;s Zavodskoi headquarters is the corporations center of operations for the Alliance, and consists of a black obelisk building on the outskirts of the city&#039;s dome, and looks more a fortified bunker than an office building, a fact that is not helped by the installed defensive armaments and high security presence. It is set behind winding alleyways and few good parking spaces, and possesses many subterranean basement levels leftover from its time as a Necropolis building. Much of these levels are locked by clearance level, with speculation and conspiracy surrounding what may await inside them.&lt;br /&gt;
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&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; The Mendell City branch situated within District 10 was renovated in 2462, shortly before the unveiling of the [[Stellar Corporate Conglomerate]]. It is constructed in the style of Soviet Classicism, said to be designed to Lyudmila Zavodskoi&#039;s personal tastes. With its Corinthian pillars, primarily stone and concrete materials, and tall, spindly central tower, the building is remarkably distinct from other buildings in Mendell&#039;s skyline.&lt;br /&gt;
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==Divisions==&lt;br /&gt;
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=== Security ===&lt;br /&gt;
While officially one division, and the smallest one at that, Zavodskoi’s Security Division is composed of two separate wings that rarely overlap or exchange employees; the civilian/corporate security wing and the paramilitary wing.&lt;br /&gt;
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==== Civilian Wing ====&lt;br /&gt;
Zavodskoi&#039;s civilian/corporate security wing is among the most well known in the spur, and has a reputation for professionalism that delivers results. Many of the new recruits originate from the [[Empire of Dominia]], whether they be Imperial frontiersmen looking to pay off their blood debt or young nobles looking for career experience before they take on the duties expected of their station. Being directly employed with Zavodskoi security involves escorting logistics vessels (usually hired by [[Orion Express]] or nation-states with fledgling militaries), stationing around research facilities, guarding other corporate facilities, event security, reinforcing local police forces, and, in some cases, acting as cybersecurity and forensics experts. It is the face of the corporation, and what it is most well known for. As a result, the corporation has an almost fanatical obsession with maintaining an extremely high standard of professionalism within this wing, for the greater good of the company. Employees who don’t meet this standard may find themselves transferred to less prestigious posts, or otherwise hidden away, if not outright fired.&lt;br /&gt;
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This wing has found a significant amount of work with the [[MCPD]] and other police departments around the spur since the onset of the [[Phoron|scarcity]] as crime continues to rise along with civil unrest, stretching the capacities of local police forces to their limits. In [[Mendell City]] especially, it has become just as common to see a Zavodskoi Officer patrolling down a street as it is a state police officer. Those assigned to reinforce the [[MCPD]] are fully deputized to act as Law Enforcement Officers of the Republic, and are granted sweeping authority over Mendell City Residents; a level of authority that officers are expected to remain professional with. Officers who make mistakes or overstep their boundaries are made examples of, usually being fired if not arrested for abuse of their position. However, more and more brutal methods of maintaining order are being authorized with every passing day - the scarcity shows no sign of stopping and quality of life continues to drop - as crime spikes and civil unrest flares up consistently. Given their obsession with maintaining a spotless, professional image, Zavodskoi Officers assigned to [[Mendell City]] are now often issued separate uniforms lacking any emblems besides the logo of the [[MCPD]] and told not to wear clothing with Zavodskoi&#039;s emblem on it. After all - it&#039;s hard to maintain that image if there&#039;s media of your officers with your logo coming out to break kneecaps whenever violence spills into one of the nicer districts.&lt;br /&gt;
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==== Paramilitary Wing ====&lt;br /&gt;
In contrast to the growing civilian/corporate security wing, much of Zavodskoi&#039;s paramilitary wing, and the large-scale operations they conducted, has begun to be folded into Falerio Security Services, with new recruits largely being Jadraners and Morozian secondaries. That said, Zavodskoi’s paramilitary wing is still active, having the second highest operation count of all the SCCs corporations, and focuses on small, elite teams of operatives - each team varying in size from five members to fifteen. Commonly referred to as “Kill Teams” by the public - due to their reputation for targeted assisination operations  on [[Mictlan]] during the Peacekeeper Mandate (these teams were also accused of murdering former prime minister Frost) - the actuality of the matter is they are Zavodskoi’s go to problem solvers for any situation if other options fail, and have an intense amount of training to match. Sometimes teams will operate together, sometimes they’ll act alone, just as sometimes they’ll act with the permission of the local government, and sometimes they won’t. If Zavodskoi needs a problem solved anywhere, these teams are who they call, and given Zavodskoi’s obsession with their image (alongside the fact that these teams often do VERY illegal things) discretion is valued over professionalism; members of this wing expected to take what they see and do on the job to the grave, having NDAs to match. As a result of their confidentiality, mission profile, and intense training, it is unheard of for employees of this wing to transfer to the civilian/corporate wing. On the flipside, it is only exceedingly rare for an employee of the civilian/corporate wing to transfer to the paramilitary wing - a security officer who displays the right aptitude and impresses the right people has a shot at it.&lt;br /&gt;
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=== Shipbuilding/Engineering ===&lt;br /&gt;
Competing with Hephaestus Industries in the field with considerable malice, and for centuries, Zavodskoi&#039;s subsidiary Ingkom is their most recent attempt to force the Industrial Titan to give up more of the shipbuilding market share, specifically in the vein of military shipbuilding. A recent acquisition, one made after Lyudmilla’s ascension to CEO, this gambit has only really seen success in the Empire of Dominia, where Ingkom supplies a majority of the vessels used by the Imperial Navy, and nowhere else. The rest of the spur would still prefer to get Hephaestus to build the warships and then put Zavodskoi guns on them - much to the frustration of both corporations who would like to hurt the other&#039;s bottom line. However, until then, especially in the midst of the scarcity, the corporations are forced to live with this state of affairs - for if Hephaestus makes its ships incompatible with Zavodskoi arms, or the other way around - both would lose the defense contracts they value so highly, and no-one would buy from either corporation.&lt;br /&gt;
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=== Military Manufacturing ===&lt;br /&gt;
Zavodskoi is the premier manufacturer of military equipment in the [[Orion Spur]], considered even more prolific in the field than Necropolis Industries was previously, and have a stranglehold on the market. Any entity, from nations to other megacorporations, will often find themselves purchasing military equipment from Zavodskoi, or one its subsidiaries, such as Kumar Arms. Zavodskoi does this at a level and scale no other can match - in terms of total output, Zavodskoi produces more than ninety percent of all military goods in the known galaxy - the big exception being the Serene Republic of Elyra, who only has about thirty percent of their military equipment from the corporation. Though their mass manufacturing might give the idea of cheaply made, low quality weapons, Zavodskoi armaments are known to be extremely reliable, easy to use, and generally better overall than their competitors, no matter the scale. While [[Hephaestus Industries]] has attempted to compete with Zavodskoi in the ship weapons manufacturing department, their lack of establishment in the field means Zavodskoi continues to outstrip their sales.&lt;br /&gt;
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==== Military Robotics and AI ====&lt;br /&gt;
A specialized wing under their military manufacturing division, Zavodskoi is the leading developer of [[Synthetics|military AI and military robots]]. Whether it’s the basic machine learning algorithm used in most scanning systems to filter out white noise and highlight faint signals, or the massively powerful, fully sentient AI found on warships, if it’s used for a military application, it’s probably made by Zavodskoi. This wing has been hit harder than any other division or wing by the ongoing phoron scarcity, as due to the sheer level of data transfers, phoron is a prerequisite material for this. As a result of these inherent expenses, even prior to the scarcity, the integration of Zavodskoi military AI and systems was always an expensive one, so regular soldiers only ever saw basic systems and AI - basic for the contemporary spur but still leagues beyond what they had prior to phoron - and the more advanced intelligences of the contemporary spur were reserved for bigger things, such as ships. In the midsts of the scarcity - it’s become even more expensive, but still a necessity if one wishes to retain a competitive edge.&lt;br /&gt;
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Kumar Arms, on the other hand, is one of the leading producers in combat mechsuits and hardsuits. It supplies the Solarian, Dominian, and Biesellite militaries, and makes a tidy profit off private military contractors in the [[PMCG]] and beyond. Common features include personal shielding, advanced inbuilt intelligences (or in the case of Dominia, systems) hardpoint-mounted lasers and ballistic cannons, and reinforced plating.&lt;br /&gt;
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=== Genetics ===&lt;br /&gt;
 A now defunct department, Necropolis began branching into the field of biological experimentation in the 2200s, after the Interstellar War. Massively outstripped by [[Zeng-Hu Pharmaceuticals]] in age, expertise, and size, the biosciences division of the company was an awkward tacked-on branch that mainly fuelled bioweapon, toxin, and combat stimulant research, with a small contingent of genetic enhancement experiments being performed under top-secret regulation. When the company became Zavodskoi, the cloistered gene enhancement branch was opened mostly to House Volvalaad researchers from the [[Empire of Dominia]], assisting the House in their attempts to perfect their geneboosting technique. A small group of pre-Zavodskoi biologists also remain with the company, though their postings are seen as considerably less prestigious than the aforementioned bioweapons and gene enhancement researchers.&lt;br /&gt;
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==Subsidiaries==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Kumar Arms===&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The best defense is a Kumar offense.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Freia Salsnivna, b. 2438&lt;br /&gt;
&lt;br /&gt;
Kumar Arms is considered the backbone of Zavodskoi Interstellar, founded in the Soviet Union by Ilya Kumarov, a former Sukhoi engineer, in 2114. Primarily an arms manufacturing company, they saw a quick burst of growth during the interstellar war - one which was overshadowed by the massive growth of Necropolis. After this burst of growth, however, a series of poor financial decisions led the company to be acquired by Necropolis Industries in 2295, one of the last eastern arms manufacturing companies to be consolidated. The brand remained purchased, but Kumar Arms as a business gradually stagnated and became a shell company for Necropolis to use for shipping purposes. Once Necropolis became Zavodskoi Interstellar, however, Kumar Arms was revived and refurbished, becoming a massive arms manufacturer throughout the Spur, only beaten by Zavodskoi themselves. Currently, it is headquartered in St. Petersburg on Earth, though there are whispers of plans to move the primary headquarters and manufacturing centre to Alterim Obirava.&lt;br /&gt;
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==== Major Products ====&lt;br /&gt;
* &#039;&#039;&#039;M8 Service Pistol:&#039;&#039;&#039; Potentially the most-produced handgun in the modern Spur, the M8 is the standard service pistol of the Solarian Armed Forces, most Solarian police forces, and most mercenary detachments based in the Alliance. The M8 is a versatile design with dozens of variations, ranging from the Konyanger K8 to an alleged suppressed and caseless variant used by the Solarian Interstellar Intelligence Bureau.&lt;br /&gt;
* &#039;&#039;&#039;M469 Assault Rifle:&#039;&#039;&#039; The iconic standard-issue rifle of the Solarian Armed Forces since the replacement of the earlier M376, the M469 is a durable and reliable weapon with countless variations. it is the most-produced assault rifle in the modern Orion Spur, and will likely remain that way for decades to come. Previously produced by Zavodskoi, the Alliance has since bought out the patent and licensed it to a variety of domestic producers such as the San Colette Interstellar Armaments Company, or CAISC.&lt;br /&gt;
* &#039;&#039;&#039;2557 super-heavy pistol:&#039;&#039;&#039; The Kumar Arms 2557 is a newly designed type of &amp;quot;super-heavy&amp;quot; pistol. It features a light-weight polymer pistol grip, a bulky plasteel frame and an extra long barrel. It is chambered in the newly developed .599 Kumar Super rifle cartridge. Despite designed for rifle use, the newly developed propellants allows this cartridge for use in the Kumar Arms 2557, upping the stopping power significantly.&lt;br /&gt;
* &#039;&#039;&#039;40mm rotary cannon &amp;quot;Francisca&amp;quot;:&#039;&#039;&#039; Developed in 2461, the Francisca or &amp;quot;Frankie&amp;quot; rotary cannon is a ship battery designed for small to medium-sized ships. It can be loaded with full metal jacket, fragmentation, and armour-piercing ammunition, and is deadly to unarmoured small-craft.&lt;br /&gt;
* &#039;&#039;&#039;90mm flak cannon &amp;quot;Grauwolf&amp;quot;:&#039;&#039;&#039; For medium to large-sized vessels, the Grauwolf is a flak cannon capable of battering even cruiser-class vessels with a wide spread of salvo. Some larger courier vessels have equipped a Grauwolf to batter flocks of space carp, small meteor belts, and dust storms that threaten the integrity of their cargo. The Grauwolf&#039;s design has been spoofed many times, and has a cousin in the Xion Industrial 90mm cannon called the &amp;quot;Alberich.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;180mm rotary cannon &amp;quot;Boudica&amp;quot;:&#039;&#039;&#039; A medium-sized laser rotary cannon designed with similar function to the Francisca, notable for managing to do what the Francisca cannot and severely weaken the hull of unarmoured ships.&lt;br /&gt;
* &#039;&#039;&#039;ZA-98/5 200mm naval gun &amp;quot;Lammergeier&amp;quot;:&#039;&#039;&#039; A relatively old, and recently modernized, cannon designed for corvette-class vessels at the smallest, the Lammergeier is mounted on small Imperial Fleet vessels as a main battery and larger vessels as a secondary battery. Smaller than its 406mm cousin, the Longbow, and the Imperial Fleet&#039;s 608mm ZA-32/2, the Thunderer, the Lammergeier is a useful and adaptable weapon.&lt;br /&gt;
* &#039;&#039;&#039;406mm high-velocity cannon &amp;quot;Longbow&amp;quot;:&#039;&#039;&#039; An upgraded version of its &amp;quot;Ballista&amp;quot; predecessor, the Longbow is one of the largest cannons in Zavodskoi&#039;s arsenal, designed for frigate-class vessels and larger. With easier maintenance, a larger payload, and a more streamlined loading process, it has become the weapon of choice for several militaries across the Orion Spur.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Confiance Technologies===&lt;br /&gt;
&amp;lt;i&amp;gt;“Have confidence in Confiance.”&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Ilya Moules-Polorov, b. 2422&lt;br /&gt;
&lt;br /&gt;
Founded in Harmony City, [[Luna]] in 2427, Confiance Technologies (or ConTec) remain a successful company focusing on AI and synthetic component manufacturing. Acquired by Zavodskoi shortly after the company&#039;s renaming, ConTec was divided into two branches; a military wing and a commercial wing with the military wing being folded into Zavodskoi proper shortly after, leaving only the commercial wing remaining. ConTec&#039;s commercial wing, now its only wing, produces non-military equipment, including laptops, prothesis, watches, and PDAs, and operates across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Major Brands ====&lt;br /&gt;
* &#039;&#039;&#039;Centurion Prosthetics and Augmentations:&#039;&#039;&#039; Zavodskoi&#039;s iconic prosthetics line, usually offered to Zavodskoi employees at a discount in lieu of purchasing prosthetics from NanoTrasen, Zeng-Hu, or Hephaestus. The most recognizable look of Centurion prosthetics are their smooth, matte grey and red limb prosthetics, though the company also sells &amp;quot;realistic&amp;quot; prosthetics to Imperial Zavodskoi employees who prefer to keep the nature of their disabilities less obvious. Centurion synthskin, in reality, is simply soft rubber; it is not as reputable as the realistic prosthetics produced by Jeonshi Biotechnics, though it can be mistaken for a real limb from a distance.&lt;br /&gt;
* &#039;&#039;&#039;Midnight Business Technology:&#039;&#039;&#039; Produced by the commercial wing of ConTec, the Midnight line of watches advertises itself as stylish yet cheap and functional workwear, mostly for Secondaries and Ma&#039;zals in the [[Empire of Dominia]].&lt;br /&gt;
* &#039;&#039;&#039;Legate Laptops:&#039;&#039;&#039; A series of laptops produced by commercial ConTec, known for being very heavy and very robust both on the software and hardware end. Prior to 2462, Legate was the official producer of laptops for the [[Solarian Armed Forces]].&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
===Ingkom===&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Pride and prosperity to all.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Hanru De Beers, b. 2403&lt;br /&gt;
&lt;br /&gt;
Ingkom, or Bedryfsingenieurswese Kommissie, is a primarily engineering-focused subsidiary of Zavodskoi Interstellar, founded in South Africa, Earth in 2099. It has a long intertwined history with South Africa and its aggressive expansion into Sub-Saharan Africa. Initially, a state-owned enterprise tasked with rebuilding the destroyed infrastructure of Botswana, Zimbabwe, Lesotho and Eswatini after several successful military campaigns had rendered them territories. Early successes experienced by Ingkom resulted in its quick rise to importance within the South African economy, mostly due to reconstructions that allowed resource extraction operations to resume. The majority of the developed regions of these newly acquired territories were a direct result of Ingkom, and after sanctions had been lifted, allowed them to prosper and expand into the international market - mostly through Zavodskoi’s acquisition of the corporation as a subsidiary in 2463.&lt;br /&gt;
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==== Major Products ====&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Uriel&#039;&#039;-class Destroyer:&#039;&#039;&#039; &#039;&#039;Uriel&#039;&#039;-class destroyers are corporate ships usually used for the transport of fighting forces, weapons, or other Zavodskoi products that require rapid deployment. During the Peacekeeper Mandate on [[Mictlan]], several Uriel-classes made rapid stops between [[Tau Ceti]] and Mictlan to deploy [[Tau Ceti Armed Forces]] and corporate auxiliary personnel to the planet. It comes fitted with a warp drive, almost never hosting a bluespace drive due to the expense involved, and as such Ingkom employs the finest pilots for these vessels. Losses of these vessels are considered quite serious and potentially crippling to Zavodskoi&#039;s supply line. Despite being classed as a destroyer, an &#039;&#039;Uriel&#039;&#039;-class is more akin to a frigate in its displacement.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Jinxiang&#039;&#039;-class Destroyer:&#039;&#039;&#039; Produced in collaboration with the Zhurong Imperial Naval Arsenal, the &#039;&#039;Jinxiang&#039;&#039;-class are a major component of the Imperial Fleet&#039;s screening forces. Featuring a surprisingly comfortable (if not quite spacious) area for living quarters, a compact life support system, and room for several point-defense gunneries, it continues to be a relevant design. Like most Imperial Fleet vessels, it is heavier and slower than comparative vessels of the same class -- an issue when dealing with more agile targets.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Mumbai&#039;&#039;-class Fast Battleship:&#039;&#039;&#039; Originally pioneered by Necropolis and built for the [[Solarian Armed Forces]], the &#039;&#039;Mumbai&#039;&#039;-class was envisioned as a patrol leader that would be able to respond to all incursions with relatively swift speed for a flagship. While it did not have the armor or weaponry of a conventional battleship, it was a potent threat to any non-capital craft. Deemed a failure due to an ineffective cost-to-kill ratio against smaller, more agile pirate fleets, most &#039;&#039;Mumbai&#039;&#039;-class vessels were assigned to forces in the Middle and Outer Ring. Many of these, such as the SAFV &#039;&#039;Toronto&#039;&#039; and the SAFV &#039;&#039;Chicago&#039;&#039;, were appropriated by the rogue fleets of the Solarian Navy during the Collapse of 2463. Of note, the &#039;&#039;Toronto&#039;&#039; has been seized from the League of Independent Corporate-Free Systems mostly-intact after the siege of [[San Colette]] in 2465, and was refitted and rechristened as the SAFV &#039;&#039;Iqaluit&#039;&#039; by Ingkom and the Solarian Navy -- a rare example of a member of the class still in active service.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Falerio Security Services ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Filomena di Falerio, b. 2398&lt;br /&gt;
&lt;br /&gt;
Falerio Security Services was founded by [[Novi Jadran|Novi Jadranic]] Duchess Filomena di Falerio to continue the work of the Eridanian PMCs she had once hired to secure her holdings, using the (comparatively cheaper) local populace. Since its dealings with and acquisition by Zavodskoi Interstellar, it has grown into a capable contractor that works in the interests of both Duchess di Falerio and the corporation. Falerio Security Services found itself made up almost exclusively of Ma’zals (non-[[Moroz|Morozian]] citizens of the Empire) for a time, most of which had prior service in the [[Dominian Imperial Military|Imperial Army]]. Their primary duties were, outside of security of Falerio family assets, and  the protection of Zavodskoi assets, within the Empire, though efforts were made to branch out in service of the Great Houses (particularly Caladius) and outside of the Empire. More recently however, Zavodskoi has begun using Falerio in a different way, as a paramilitary subsidiary; cutting most of their own security division’s paramilitary wing and transferring them to Falerio, the corporation that was once made up on exclusively Ma’zals is now made up of peoples and species from across the spur, not including positronics. As a result, Falerio has reorganized, creating a paramilitary wing, which contains all manner of species and people, and a civilin/corporate security wing, which is still primarily Ma’zals and continues the original work of the corporation. However, the paramilitary wing is significantly larger than the corporate security one, and is getting more attention as time goes on - leading to a fear that the corporate wing will be completely cut eventually. Until then however, as Falerio grows through word of mouth, many Army officers and old-blood nobility of the Houses Strelitz and Zhao are concerned that di Falerio&#039;s interests may jeopardise the military loyalty of Jadranics, and some have even started whispering that the large paramilitary force under her control is a threat to the empire. Corporate Security members employed by Falerio can be recognized by their distinctive uniforms and headgear bearing &amp;quot;IK&amp;quot; -- the initials for &amp;quot;Emperor Keeser&amp;quot; in Jadranic Common.&lt;br /&gt;
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==== History ====&lt;br /&gt;
Perhaps due to the prior presence of Xanu Defense Services and Jackal Incorporated, PMCs originating in the nations of their political rivals, the Empire has always been reluctant to branch into the [[Private Military Contracting Group]]. Duchess Filomena held no such reservations; when large copper and gold veins were discovered by villages in her holdings, she hired Ringspire and Eagle Corp to secure her holdings and push out the villagers who had lived a relatively unmolested life far away from her manse. When the dust had settled, Filomena quickly realised that Ringspire in particular was becoming very expensive and too aggressive for her tastes; evidence had come to light that the contractors may have been stealing ore for their own profit, and the casualties they left in their wake was becoming too much for even the Department of Colonial Affairs to ignore.&lt;br /&gt;
&lt;br /&gt;
Filomena decided to take a cue from the Eridanian Golden Fist and create her own private contracting group. Falerio Security Services targeted Ma&#039;zals both young and old, those who had yet to pay off their Mo&#039;ri&#039;zal (&amp;quot;blood debt&amp;quot;, the Empire&#039;s form of taxation) and who could be relied upon for loyalty to a cause. This caught the attention of Kamilla Strelitz, who offered to acquire the company in exchange for profit and reach that Duchess Filomena might not have had otherwise. Falerio Security Services was purchased by and became an official subsidiary of Zavodskoi, being able to take full advantage of its weaponry and resources that the Imperial Army often did not receive in full. That a relatively minor noble was able to secure such a key position in Dominia&#039;s closest megacorporation, as well as drawing away what were seen as once-loyal potential recruits to the Army, is a source of discontent among officers of the military and Novi Jadran&#039;s Imperial Mandate alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
=== [[Stellar Corporate Conglomerate]] ===&lt;br /&gt;
The newly founded Conglomerate’s ties with Zavodskoi are blatant, with a newly founded Corporate Asset Protection Fleet bearing weapons, munitions and equipment of Zavodskoi make across the board. Often remarked as having soft power and not hard power, the SCC, under the direction of Miranda Trasen, is moving to change this. While the Corporate Asset Protection Fleet is not much in terms of hard power - being significantly bigger than previous asset protection fleets, but still not a fully fledged military force - the solution to hard power can be found in the newly formed Tau Ceti Armed Forces, which have been rapidly expanding and militarizing since their inception. At the forefront of this is Zavodskoi, from high-end starship pieces to antique small arms, Zavodskoi provides it all, making them a key player in the Conglomerate’s military forces, both private and state controlled. This newfound niche alongside rising civil unrest and international tension has led to a resurgence of its presence galaxy-wide, and cooperation with the other megacorporations has proven very profitable.&lt;br /&gt;
&lt;br /&gt;
===[[Einstein Engines]]===&lt;br /&gt;
Einstein Engines and Zavodskoi have a fairly neutral relationship - though the two do compete in the robotics sector, Zavodskoi has purchased many Einstein-made warp drives for its vessels over the years, and the two have both had generous supply contracts with the Solarian military in the past. In the modern day, Zavodskoi has lost a great deal of these contracts, while Einstein continues to hold many highly valuable government and military contracts - a factor which contributed to Zavodskoi&#039;s withdrawal of much of its Solarian business. In spite of this, it continues to purchase warp drives and positronic brains from Einstein frequently, due to the rising cost of phoron fuel and the easy availability of helium-3 from Zavodskoi&#039;s new home in the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
Hephaestus and Zavodskoi famously have the worst relationship between any two corporations within the Orion Spur, with roots of their rivalry going back as far as prior to the discovery of the warp. It is also the most publicly known, as the two corporations have famously been embroiled in dozens of public scandals with each other. As time went on the animosity between  the two megacorporations only grew, as they competed extensively in industry, manufacturing, robotics and engineering fields for decades, boarding on centuries. All types of sabotage and espionage are common between Hephaestus and Zavodskoi, with both corporations having extensively bankrolled privateers, saboteurs and other plausibly deniable agents to attack their rivals. As Zavodskoi has expanded into the Empire of Dominia and Hephaestus into the Izweski Hegemony, the Sparring Sea and Badlands have become the two most recent, and largest, battlegrounds  for the megacorporations, with corporate-funded pirates commonly targeting one another&#039;s vessels. In the present  day, beyond the use of privateers, Zavodskoi has often been accused of funding radical anti-Hephaestus groups within the Izweski Hegemony, most notably the Champions of Moghes - a terrorist organization which has remained suspiciously well-equipped and well-informed of Hephaestus operations. Hephaestus, meanwhile, has often been suspected of bankrolling various Dominian rebel groups in recent years, in the hopes of weakening Zavodskoi&#039;s large investment in the Empire&#039;s development. Shared membership in the Stellar Corporate Conglomerate has done nothing to quell the two giants&#039; bitter feud,, which has become a source of constant headaches for Miranda and the SCC, who have had to threaten to economically break both companies multiple times just so they keep their conflict out of the public perception and grudgingly cooperate with SCC business.&lt;br /&gt;
&lt;br /&gt;
===[[Idris Incorporated]]===&lt;br /&gt;
Zavodskoi and Idris have been frequent competitors in the fields of security and IPC manufacturing, leading to a long-running mutual rivalry between the two corporation. Lyudmila Zavodskoi is known to have a personal distaste for Alex Mason, and Zavodskoi has frequently undercut Idris security operations in the Sol Alliance and Republic of Biesel. Zavodskoi employees are strongly discouraged from using Idris financial services, which NanoTrasen has done its best to encourage as many Zavodskoi employees in Biesel opt to make use of NanoTrasen banks instead. Idris has marketed its security division extensively as a high-class security option, with unstated implications of the marketing casting other corporations&#039; security as little better than thuggish mercenaries, which Zavodskoi unsuccessfully attempted to sue Idris over. Though their rivalry is not as intense as that of Zavodskoi and Hephaestus, the two corporations remain on far from friendly terms.&lt;br /&gt;
&lt;br /&gt;
===[[NanoTrasen]]===&lt;br /&gt;
Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen&#039;s waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel&#039;s government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT&#039;s position as the Republic&#039;s main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic&#039;s military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi&#039;s security business in the Corporate Reconstruction Zone, with some measure of success.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
Zavodskoi contributed large portions of its logistics division to Orion Express, and has maintained a decent relationship with the logistics corporation. Though their Solarian business has been scaled back substantially, Zavodskoi still relies on Orion vessels for transport of its goods in the Alliance, and Orion has been known to favor Zavodskoi security when outside force is required for particularly troublesome work. Orion&#039;s ties to Hephaestus are the largest source of tension between the two corporations, and Zavodskoi is rumored to have attempted to seed several of its own agents within Orion-Hephaestus joint operations in order to gather intelligence on their rival.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
When Zavodskoi Interstellar was still known as Necropolis Industries, it was Zeng-Hu&#039;s major rival in the genetics sector, leading to fierce competition between the two corporations. Rumors of sabotage and corporate espionage were commonplace, and the theft of company secrets was commonplace on both sides. Following the rebrand to Zavodskoi Interstellar, however, the corporation has significantly cut back on its genetics division, leaving Zeng-Hu as a mostly unchallenged monopoly in the field. With the two megacorporations no longer in direct competition, the relationship between them has warmed significantly, with Zavodskoi choosing instead to redouble its efforts against its main rival, Hephaestus Industries. Though the two do still compete in the robotics sector, so far this has been far less of a source of tension between them.&lt;br /&gt;
&lt;br /&gt;
== Other Relations ==&lt;br /&gt;
&lt;br /&gt;
=== [[IPC|Synthetics]] ===&lt;br /&gt;
While Necropolis Industries has always had synthetics, the rebranding to Zavodskoi Interstellar brought with it the very marketable Z.I. line, and saw the increase in production and distribution of synthetic workers. Zavodskoi employs their Z.I.s as precise, dextrous labour in machining, manufacturing and blanket industrial work. Many stubborn advocates of hand-crafting and several subsidiaries oriented around quality have made large steps towards vilifying these robotic mechanics, claiming that the “organic touch” is the key to quality. Some Zavodskoi employees have expressed similar sentiment, seeing the proliferation of synthetics as threatening their position and livelihood; official statements from Jaco Du Plessis have countered with Zavodskoi employees only needing to worry for their position if they do work of subpar quality.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the company has refused all suggestions from the Empire of Dominia to cut down on its synthetic workforce, only refraining from its usage to comply with laws in the Empire itself. To Imperial citizens going abroad, Zavodskoi offers in-depth synthetic sensitivity courses, designed to acclimate Tribunalists to working with IPCs.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire of Dominia]] ===&lt;br /&gt;
&lt;br /&gt;
While Necropolis Industries made limited attempts to branch further into Imperial territories, the ascension of Countess Kamilla Strelitz to Chief Security Officer has brought with it a new entanglement with the fledgling Empire. Dominia&#039;s own state corporations and Great Houses have all, in some way, made deals with Zavodskoi, and Ingkom&#039;s collaborations with Zhurong Naval Armaments have brought a massive increase in productivity to the Imperial war machine. The company plays a strong role in acclimating Imperial citizens to non-Imperial culture and sending them abroad, serving as Dominia&#039;s strongest connection to the rest of the [[Orion Spur]]. Meanwhile, Lyudmila Zavodskoi and her family remain close with the Royal Family, and she enjoys a seemingly close relationship with Crown Princess Priscilla.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol Alliance]] ===&lt;br /&gt;
&lt;br /&gt;
Prior to the Solarian Corporate Authority&#039;s establishment and the mass nationalisation of corporate assets, Necropolis Industries was one of the primary weapon suppliers to the [[Solarian Armed Forces]], and Zavodskoi Interstellar continues that tradition. Despite the chaos ensuing form the nationalization of corporate assets, including the accusation by Solarian Intelligence Agencies that it was Zavodskoi who murdered former Prime Minister Frost, when the dust settled Zavodskoi was still there, with a majority of its manufacturing facilities, patents, and experience in manufacturing the tools of war still belonging to it. Being realistic, if a state wants arms for its army, it needs Zavodskoi Interstellar. So despite some small withdrawals, Zavodskoi remains basically just doing what Necropolis did before it, selling arms to the Alliance - as well as everyone else, of course. &lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Biology&amp;diff=38031</id>
		<title>Skrell Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Biology&amp;diff=38031"/>
		<updated>2025-10-08T20:31:53Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: updates scientific species names&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
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&lt;br /&gt;
=Skrell Biology=&lt;br /&gt;
==Species Overview==&lt;br /&gt;
Skrell are a species of amphibious, hairless, bipedal sophonts who originated from the planet [[Qerrbalak]]. Having evolved from an originally fully aquatic species, skrell have gills, webbing between their digits on their hands and feet, and large eyes for improved vision while submerged. Skrell have copper-based blood, or hemocyanin, in lieu of iron-based blood found in most other sophonts in the Spur. Large portions of skrell, particularly in the Axiori and Xiori subspecies, have tails of varying sizes and form, allowing them better movement underwater. Skrell experience [https://en.wikipedia.org/wiki/Lunar_effect|notable lunar effects] due to most moons’ influence on tides, manifesting as changes in emotional stability and personality. These effects are particularly noticeable when moving between planets with different lunar calendars, or when spending extended periods of time in space or on planets with no moons at all. Some research has implicated that skrell experience hormonal changes in time with the tidal cycles, but remains to be fully proven.&lt;br /&gt;
&lt;br /&gt;
Most skrell are active throughout the day and night, being metaturnal and capable of sleeping almost on command. Skrell require a minimum of one hour of sleep a day, but will rest without sleep multiple times throughout the day in order to recover. While asleep, the [[#Psionic_Development|Zona Bovinae]] begins emitting a high amount of psionic signals, transferring a skrell into a shared, lucid dreaming state known as the Srom, or Dream. While capable of sleeping for more than one hour a day, significant time spent sleeping is considered a sleep disorder, though this is separate from the ability to enter a hibernation period that lasts between several weeks to multiple months. This hibernation period is typically done for meditative or religious reasons, but can sometimes be used to socially withdraw out of reclusion.&lt;br /&gt;
&lt;br /&gt;
====Headtails====&lt;br /&gt;
Headtails’ primary functions were to keep the head insulated, hold their eggs, and for emotional displays. Notably, headtails lack fine motor control, but still utilize their intricate musculature to move and position themselves for contextual displays of emotion and intent. These headtails will grow through the average skrell’s life, being originally no longer than a few centimeters at hatching, to knee-length or lower towards their advanced age. Originally, the species only had a total of three headtails atop their head, but regularly have much more due to the effects of [[#X’Lu’oa|X’Lu’oa]], and their resulting extraneous headtails known as tuux, which can express atop the head and around the face and jaw. Skrell do not have as many facial muscles as other species have in order to manipulate their faces to express with them, and [[Skrell#Emotional_Displays|instead use verbalized cues and headtail movements]] in order to express instead.&lt;br /&gt;
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====Skrell Senses====&lt;br /&gt;
Beyond their headtails, skrells’ heads lack a bony nasal structure, instead having slits on a raised portion of their faces. Skrell lack robust olfactory sense when on land, lacking finer details and subtler detection of scents unless underwater. Inversely, a skrell’s sense of hearing is very acute, with hearing ranges capable of hearing into infrasound and ultrasound ranges. The skrell vestibular system within their ears is also robust, having developed heavily in order to improve orientation while underwater, and manifests in most skrell developing a strong sense of balance while on land.&lt;br /&gt;
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Skrell have two layers of skin, with a transparent layer protecting the pigmented layer beneath it. Mucus is excreted as a protective layer over their skin to prevent it from drying out and cracking, as well as to regulate their temperature. This layer depletes after extended periods on land, and is usually replenished through submersion or applying fresh water through other means. Their skin also more readily absorbs substances, and are more sensitive to the contents of their physical surroundings. This absorption also expresses through continual absorption of pigments through ingested contents, eventually causing noticeable changes in skin color around the stomach area if similarly colored food is eaten across long periods of time. Along with their unique skin structure, skrell have particularly sensitive tactile senses in being able to feel textures, and tend to have a reduced pain tolerance due to this. Skrell, similar to other bipedal species in the Spur, have proportionately large heads, which are adorned with muscular extremities known as headtails. &lt;br /&gt;
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Skrell vision is relatively equal to the average human’s, and have an equal range of color perception beyond some slight capability of ultraviolet perception, but are primarily adapted for improved sight underwater and in darker regions. The surrounding skin around the eyes are capable of secreting a dark ink when an individual skrell is under extreme stress, though the reason behind this mechanism’s evolution isn’t fully understood. The ink release mechanism is generally considered a vestigial organ function, having either been used to reduce glare when on the surface, or originally releasing much higher quantities as an escape mechanism. This ink, when released frequently over long periods of time, will eventually stain the surrounding skin.&lt;br /&gt;
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Within the average skrell’s mouth are hardened gum pads, which function similarly to teeth to chew food. Lacking hard teeth, skrell have great difficulty and discomfort when chewing hard foods, and will prefer softer foods where available. While this is the dominant structure in the majority of skrell, some skrell will be born with an alternative chewing structure in the form of an internal, beak-like bony plate structure, known as [[#Genetic_Disorders|Xibus]]. Skrell tongues, similar to the rest of their inner tissue, are blue, and measure an average of twenty centimeters in length from oropharynx to tip.&lt;br /&gt;
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==Skrell Subspecies==&lt;br /&gt;
All modern subspecies of skrell originate from &#039;&#039;Ranaera skrellis&#039;&#039;, being the common ancestor between &#039;&#039;Axiori&#039;&#039; skrell and &#039;&#039;Xiialt&#039;&#039; skrell. This division, having come from evolutionary adaptations to better thrive in land and aquatic environments, formally recognizes both Axiori and Xiialt as subspecies of the same origin. Axiori skrell are scientifically referred to as &#039;&#039;R. skrellis axioris&#039;&#039;, while Xiialt skrell are referred to as &#039;&#039;R. skrellis xiialtus&#039;&#039;.&lt;br /&gt;
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Axiori skrell are more visibly aquatic, having larger tails, eyes, and more prominently webbed feet in order to improve their ability to swim underwater. The average Axiori skrell is shorter, heavier, and usually have darker-colored skin coloration than the other two subspecies. Axiori tend to be more psionically capable, which is hypothesized to originate from using it underwater to detect prey, avoid predators, and maintain contact with other skrell while separated across larger regions. &lt;br /&gt;
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Xiialt skrell, having adapted to primarily live on land, are usually taller and leaner than Axiori. Proportionately, Xiialt skrell also possess longer, more developed legs, but usually have much smaller tails, or lack them entirely. Psionically, this subspecies trend towards being weaker in their capabilities, being theorized to be from land-based skrell communities being in closer physical contact with another. Xiialt skrell also trend towards brighter skin coloration, generally being more vibrantly colored than the other subspecies.&lt;br /&gt;
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Lastly, Xiori skrell are a hybrid between Xiialt and Axiori skrell interbreeding, and possess multiple traits from either group. Axiori features maintain slight prominence in Xiori skrell, and have the range of colorations, sizes, and heights of both of their parents.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of natural skin colorations in skrell, along with an example of a skrell who underwent spa treatments to modify their skin color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:AxioriNatty1.png|300px|thumb|An Axiori with green colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:AxioriNatty2.png|300px|thumb|An Axiori with red colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiialtNatty1.png|300px|thumb|A Xiialt with blue colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiialtNatty2.png|300px|thumb|A Xiialt with yellow colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiioriNatty.png|300px|thumb|A Xiiori Skrell with purple colouration.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:XiialtSpa.png|300px|thumb|A Xiialt Skrell after a spa treatment.]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being one of the shorter species within the Orion Spur, the median height range for skrell range between &#039;&#039;&#039;134cm (4’5”)&#039;&#039;&#039; to &#039;&#039;&#039;165cm (5’5”)&#039;&#039;&#039;. The average weight for skrell varies on a number of factors, generally ranging between &#039;&#039;&#039;35 kg (78 lbs.)&#039;&#039;&#039; to &#039;&#039;&#039;58 kg (130 lbs.)&#039;&#039;&#039;, with variation beyond this range for genetics, diet, and other factors. Skin coloration also varies heavily, primarily being inherited from their genetic parents, with Axiori trending towards darker pigments compared to Xiialt. Portions of differently colored skin are common, with patterns and clusters of splotches being the most common expression across their bodies. Dietary habits can also slowly change the pigmentation of a skrell’s skin, with a diet of primarily a single color eventually expressing in a shift of tones around the stomach and markings on their skin.&lt;br /&gt;
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==Skrell Development==&lt;br /&gt;
&lt;br /&gt;
Skrell live for considerably longer than humans, with a natural life expectancy within three centuries, and up to five hundred years with life-extending technology and modern medicine. This extensive lifespan coincides with a proportionately longer development and adolescent period, and most skrell have memories that can only retain memories for up to one and a half centuries.&lt;br /&gt;
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Being ovoviviparous, skrell begin life in large, gelatinous eggs that are hatched after a year of incubation once laid. Newly developing skrell within these eggs being psionically stimulated (referred to as [[Federation_Education#Scuttle_Schooling|Aqi’qa]], or “tethering”) through their assigned mentor before hatching. Upon hatching from these eggs, newly hatched skrell are altricial and helpless, requiring their surrounding quya to raise them for roughly fifteen years before becoming capable of supporting themselves physically.&lt;br /&gt;
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Adolescent skrell will continue their development until fifty years of age, where they are considered physically mature. However, modern Nralakk Federation culture will only perceive skrell as having achieved adulthood after achieving the equivalent of a degree in college education, which is usually achieved at sixty to eighty years of age. Young adulthood from this point is defined as lasting until their first century of age, where skrell up until their second century are of average adult age. Skrell enter their advanced age and senescence in the remaining fifty years of their second century, though medical technology allows skrell to live up to three centuries, and [[Nralakk_Federation#Medicine|youth serums]] allow them up to five centuries total.&lt;br /&gt;
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Skrell are simultaneously capable of siring and carrying offspring during conception, being simultaneous hermaphrodites. No forms of sexual dimorphism are present in the species, and lack any secondary sexual characteristics. Sexual maturity is reached at fifty years of age, and the average skrell with sufficient fertility will have an average of one to three eggs come to term in their lifetime. Pre-infertility crisis, the average skrell was capable of having clutches of eight eggs at a time, and is no longer possible due to X’Lu’oa-induced infertility.&lt;br /&gt;
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==Psionic Development==&lt;br /&gt;
[[File:ZroseChart.png|thumb|350px|right|alt=ZroseGraph|A Zrose graph, which is the basis of measuring a skrell’s psionic capabilities, sensitivity, and what defines a Receiver and Listener.]]&lt;br /&gt;
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The Zona Bovinae, a small sensory center of the brain within all life within the Orion Spur, is significantly larger within skrell. Through this region in the brain, skrell are capable of stimulating this portion of the brain in order to transmit an as-of-yet unknown mechanism to utilize psionics. Psionic activity is present throughout a skrell’s entire life, usually being stimulated before birth out of traditional belief in improving its growth, and is a necessary component of the average skrell’s ability to interact with others and participate in cohesive social groups.  &lt;br /&gt;
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Psionic capabilities vary across each skrell, with psionic sensitivity and natural receptiveness to outside psionic interaction differing between each individual. Most psionics are expressed through a passive, constant release of subconscious emotions and thoughts in a radius around them. This field is referred to as a &#039;&#039;Nlom&#039;&#039;, or Psionic Wake, and will constantly interact with individuals’ subconscious within its radius. Skrell who more readily mentally accept and adapt to these fields are called &#039;&#039;Receivers&#039;&#039;, while those who subconsciously resist or experience less urges to adapt their thoughts are &#039;&#039;Listeners&#039;&#039;. Skrell typically are born into either field at birth, though attunement and receptiveness to the Nlom will shift and change throughout their entire life despite these assignments.&lt;br /&gt;
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Skrell will experience higher psionic activity when in periods of deep sleep, experiencing an out-of-body connection to a shared subconscious that multiple skrell will connect to in a radius that will vary based on the density of skrell in an area. This shared instance of consciousness is known as the [[The_Srom|&#039;&#039;Srom&#039;&#039;]], or the Dream. While in this conscious instance, skrell experience a level of mental clarity that is credited for improved mental capacity and creativity, as well as a lack of social inhibitions. Skrell who avoid entering the Dream will instead prevent themselves from having deep sleep, develop a restful trance state to achieve physical rest, or use aluminium shielding to block their psionic connection entirely.&lt;br /&gt;
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Outside of the Nlom and Srom, skrell regularly utilize psionics for direct communication between one another. Telepathy, being the direct communication of thoughts and emotions, is done between two parties who engage in active conversation through psionics as a medium. This form of communication allows for sentences, mental images, sensations, and other mental projections are commonly used, though direct emotional transplants are generally considered rude. Concentrated use of psionics also allow particularly psionically capable skrell to interface with others while in physical contact from them, ranging from being able to transmit direct inquiries, diagnose physical conditions, and cause pain through psionic-neurological interactions.&lt;br /&gt;
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==Skrell Illnesses and Disorders==&lt;br /&gt;
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Physical illness in skrell are common, and affect multiple regions of their bodies. Mandatory vaccinations and the Nralakk Federation’s robust public healthcare system allows most skrell to live relatively sickness-free lives, though genetically expressed disorders are persistent, with multiple X’lu’oa-induced disorders having no known cure.&lt;br /&gt;
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===X’Lu’oa===&lt;br /&gt;
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&#039;&#039;&#039;X&#039;Lu&#039;oa&#039;&#039;&#039; is a term used for a cluster of symptoms and genetic disorders stemming from the genetic modifications administered by Glorsh-Omega, as well as the term for the modification itself. X’Lu’oa has multiple severities due to the method the AI used in administering it to the populace, with skrell collaborators receiving a less severe variant that renders them less infertile. The total number of symptoms and disorders under the term is still being researched and is non-exhaustive, with the most common symptoms consisting of infertility, X&#039;Lu&#039;oa Disorder, Tuux growths, and other, rarer conditions. &lt;br /&gt;
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&#039;&#039;&#039;Tuux Growths&#039;&#039;&#039; are the most prominent genetic disorder from X’Lu’oa, which are tentacle formations that grow around the head and face of those affected. These growths are medically anomalous, usually being darker or lighter than the surrounding skin color of the individual, but are otherwise not considered alarming or unattractive. These growths grow similarly to natural headtails, though some growths can develop rapidly. Cosmetic correction of these growths is commonly done, usually through cosmetic genetic modification, or spa treatments. Some growths are sensitive to the touch and can be easily irritated, and usually require consistent moisturization. Despite being primarily benign, Tuux Growths are considered an early symptom of future X’Lu’oa conditions, with multiple growths warranting further medical screening.&lt;br /&gt;
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Some Tuux can become malignant growths, usually becoming dark with an excess of fluids and bloodflow to the site. Damage to these malignant Tuux will cause severe bleeding, due to a depletion of platelets in the blood gathering in the growth, which can prove fatal. These growths are usually surgically removed, though the complexity of this procedure is difficult to perform outside of the Nralakk Federation.&lt;br /&gt;
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&#039;&#039;&#039;X&#039;Lu&#039;oa Disorder&#039;&#039;&#039; is a chronic condition that causes the formation of dark-pigmented, painful acne of on the headtails, which will form from the surface of the skin to its interior. Those afflicted usually cover their headtails to avoid agitation of these sites, being ubiquitous due to being hidden. While currently incurable, symptom management comes in the form of topical creams to numb the acne, which is referred to as ‘’X&#039;oa&#039;wai cream’’. X’Lu’oa Disorder is also an early symptom of more severe disorders, much like Tuux Growths are. &lt;br /&gt;
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&#039;&#039;&#039;X’Lu’oa-induced infertility&#039;&#039;&#039; is the general term for a spectrum of reproductive issues stemming from X’Lu’oa, which ranges from eggs failing to come to term, to full sterility of those afflicted. Being the most common and severe condition of the genetic disorders, the induced infertility is the leading cause of falling birth rates within the species as a whole, with most skrell being unable to conceive any offspring in their lifetime. Being incurable, multiple fertility-enhancing procedures and modifications vary widely in their effects, though some skrell are rendered permanently infertile despite all the efforts taken.&lt;br /&gt;
&lt;br /&gt;
====X’Lu’oa Treatment====&lt;br /&gt;
X’Lu’oa is presently incurable, but dedicated medical research and advances in genetic therapy has led to the invention of mitigative treatment. [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], current head of Tzul&#039;qlip Researchers, directed the national enterprise with the support of multiple independent researchers (including Weashbi Jrugl themself) to create an inoculation to reduce the effects of X’Lu’oa. Named the &#039;&#039;JRGL Shot&#039;&#039; in reference to the [[Notable_Skrell#Weashbi_Jrugl|current Grand Councillor]], the vaccine slows the progression of X’Lu’oa disorder and Tuux growths. The JRGL Shot is currently within its clinical trial stage, with volunteers being monitored monthly by medical researchers and physicians from Zeng-Hu and the Federation, or every six months if abroad. Each experimental dose is renewed monthly, and is intended to combat the formation of X’Lu’oa Disorder’s acne and malignant Tuux growths, with further symptom management planned later on. &lt;br /&gt;
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===Infectious Diseases===&lt;br /&gt;
&lt;br /&gt;
In the modern era of the Nralakk Federation, most infectious diseases are easily treatable without concern in the metropolitan regions through inoculation and robust public healthcare. Beyond the Core, Elemental, and Contingent systems, illness remains a fact of life within the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]]. The [[Starlight Zone]]—being primarily mismanaged and poorly maintained through refugee oversight and the Republic of Biesel’s political distance—regularly has breakouts of disease through its populace.&lt;br /&gt;
&#039;&#039;&#039;Pa’nar Blisters&#039;&#039;&#039; is a bacterial disease that affects the production of skin-protecting mucus within skrell bodies, causing excessive dryness where blisters form and eventually drain or burst. Pa’nar is primarily infectious during its asymptomatic period, where physical contact is its primary vector even after symptoms appear. Common symptoms also include coughing, sneezing, fatigue, weight loss, with infection and scarring common around blistering sites. Vaccinations for this disease are mandated in order to reduce its severity and grant immunity to the disease, while treatment involves mitigating permanent scarring of the skin where blisters have burst through medicinal ointments. &lt;br /&gt;
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&#039;&#039;&#039;Yuxin’s Rash&#039;&#039;&#039; is a skin disease affecting the webbing of a skrell’s hands and feet, causing severe dryness and irritation. While primarily only an annoyance, severe rash symptoms can render the hands to lose function due to the intensity of the cracked, dry skin sites. The rash will also occasionally migrate to other parts of the body in advanced cases, being connected to consistent irritation and scratching of the initially infected sites. Environmental factors will also cause the rash’s irritation to worsen, primarily dependent on temperature fluctuations and humidity.&lt;br /&gt;
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&#039;&#039;&#039;Red Spotted Fever&#039;&#039;&#039; refers to the bacterial infection caused by improperly prepared [[Skrell_Cuisine#Fruit_&amp;amp;_Vegetables|Fjylozyn]], which initially presents itself as sudden, increased bloodflow around the abdominal skin. Full-body infection progresses after, visibly appearing as red pustules across the chest and abdomen of the infected, which may burst if agitated. Without treatment, severe fever and abscesses of the skin will progress, usually proving fatal over the course of the following weeks. Being extremely infectious, those infected are usually held in quarantine while going through their treatment of antibiotics. Red Spotted Fever has a vaccine that is mandatory for all skrell, though those pre-Radiant Era are usually unvaccinated due to its more recent creation.&lt;br /&gt;
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&#039;&#039;&#039;Black-Blood&#039;&#039;&#039; is a severe bloodborne illness originating from the [[Notable_Skrell_Systems_and_Locations#Zeiqi-Trqn|Zeiqi-Trqn]] region in the Traverse. Those infected will slowly become increasingly anemic as their blood cells are deprived of their ability to bind copper. Symptoms of the illness consist of progressively worsening lethargy, shortness of breath, and a visible darkening of the veins that form the namesake of the disease. Black-Blood is eventually fatal in all cases through asphyxiation from blood-related complications, and there are no known cures for the disease. Due to its fatality and potential for infection through exposure to infected fluids, the Zeiqi-Trqn region remains under quarantine due to the risk of transmission. Vessels that are suspected of carrying those infected or unsterilized cargo are regularly detained, and offending vessels are regularly scuttled if the quarantine was bypassed illegally.&lt;br /&gt;
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Black-Blood’s origins within the Zeiqi-Trqn remain unknown, with popular rumors of its existence as a bioweapon made during the [[Skrell_Synthetic_Age|Glorsh-Omega period]] remaining a popular theory. No substantial evidence of this theory has ever been found, though anti-Federation groups and the Lyukal regularly use this theory as a point of accusation towards the Nralakk Federation purposefully allowing its transmission in the region to reduce independent states being formed pre-reunification. &lt;br /&gt;
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===Genetic Disorders===&lt;br /&gt;
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&#039;&#039;&#039;Acute Hemoaerisis Disorder&#039;&#039;&#039;, or &#039;&#039;AHD&#039;&#039;, is a genetic disorder that causes the body to overstore copper within the body, causing damage to the heart, liver, and kidneys, eventually resulting in heart failure and liver cirrhosis. Acute Hemoaerisis Disorder is commonly referred to as Dark Pyrexia, named after the rapid darkening of the skin, joint inflammation, pain, and high fever as the disorder advanced. AHD was originally incurable and always fatal within newborns, being considered a sign of the soul within the body having been reborn too early, and denying their physical form. Treatment involves symptom management through blood transfusions, dialysis, and experimental genetic modification, though no known cure currently exists. Medical research behind the cure of the disease is growing, however, as more medical researchers dedicate themselves towards more successful treatment and a cure. &lt;br /&gt;
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&#039;&#039;&#039;Tu&#039;Maqala&#039;&#039;&#039;, or &#039;&#039;Glass Skin&#039;&#039;, is a congenital disorder of the skin, which causes portions of the skin to become transparent due to a loss of melanin. These portions of the skin lack any pain or touch reception, effectively being completely numb. Treatment consists of electric pulses in the affected area, which temporarily removes the region and stops growth. Glass Skin will, if not treated regularly, eventually grow to cover entire portions of the body, with some cases resulting in total coverage. This disease is hereditary and originates from the X’Lu’oa cluster of genetic disorders, which is comorbid with X’Lu’oa-induced infertility. Skrell offspring can manifest Glass Skin despite neither parent expressing the disorder, which is still being researched to understand its source. &lt;br /&gt;
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&#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;, or &#039;&#039;Inverted Gills Syndrome&#039;&#039;, is a genetic, congenital disorder that results in a skrell’s gills being inverted outwards, facing the air while hanging free from under the jaw. Most skrell with inverted gills suffer relatively mild complications due to the exposed gills being sensitive and prone to infection. Corrective surgery is considered high-risk due to the delicate gill structure being modified, with most instead opting for gill covers. Gill covers are an adaptive, water-cycling device worn around that neck that keeps their gills hydrated and protected. &lt;br /&gt;
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[[File:Skrellburger.png|thumb|right|200px|alt=BurgerSkrell|Skrell with Xibus can consume foods otherwise unavailable for most skrell. For example, this skrell is eating a hamburger, and could chew the ice in their drink if desired.]]&lt;br /&gt;
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&#039;&#039;&#039;Xibus&#039;&#039;&#039;, or &#039;&#039;Beakmouth&#039;&#039;, is a genetic disorder consisting of the formation of interlocking, bony plates in the mouth in lieu of the typical hardened gum pads. These plates, similar to a squid’s beak, are exceptionally sharp and dense, allowing beaked skrell to eat food otherwise unavailable to them. However, Xibus causes a noticeable speech impediment, developing a lisp that increases in severity as the plates grow, which becomes particularly audible when speaking in Tau Ceti Basic. Some Xibus-bearing skrell will prefer psionic communication, which causes a perception of the condition being relatively rare, despite being somewhat prevalent in the Axiori populace. Treatment for Xibus is surgical removal of the bony plates at an early age, though this grows in risk as the patient grows older. Alternatively, these bony plates can be shaved down to a preferred length to avoid severe speech issues, as well as preventing accidental biting of the inner cheek. Despite its classification as a genetic disorder, debate within the medical research boards have led to a growing sentiment that Xibus is not a disorder, and instead an evolutionary development due to its clear advantages in being able to consume food that would previously be unavailable to skrell. A consensus, however, is still forthcoming.&lt;br /&gt;
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===Psionic Disorders===&lt;br /&gt;
Psionic disorders are considered both a disorder of both mental and neurological health, having intertwined effects due to the Zona Bovinae interfacing with a skrell’s personality and consciousness. &lt;br /&gt;
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&#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; is a psionic condition that forms from repeated telepathic messaging, which forms repetitive messages in the psyche. Psionic Echoes is only present in psionically weak skrell, or non-skrell without psionic receivers to safely receive psionic interactions. These imprinted messages will repetitively repeat in the afflicted’s conscious thoughts, which ranges from being heard once daily, to multiple times every hour. While considered incurable, these echoes can be managed and mitigated through psionic counseling. Purposefully inflicting this condition is a very serious offense, and is considered assault within the Nralakk Federation. Using psionics against an individual with existing echoes is also punishable as assault, as it exacerbates the afflicted’s condition. Attempts to read the minds of those with psionic echoes will cause the echoes to obscure their thoughts, due to clouding conscious thought with the message.&lt;br /&gt;
 &lt;br /&gt;
A &#039;&#039;&#039;Psionic Stutter&#039;&#039;&#039; is a psionic-speech impediment, which forms in skrell who are psionically weak. Telepathic messages sent by skrell afflicted by this syndrome stutter in their messages, with the severity varying per person. Psionic therapy is the main form of treatment, and is most effective in younger skrell who exhibit a stutter. As a skrell ages, however, their stutter will become more prevalent and severe, as well as more difficult to remedy.&lt;br /&gt;
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&#039;&#039;&#039;Psionic Sleep Disorders&#039;&#039;&#039; are categorized as a psionic disorder with their relationship with the Srom. &#039;&#039;Psionic Oversleeping&#039;&#039; is classified as an addiction to the Srom, with periods of sleep beyond hibernation for four or more hours a day being considered oversleeping. This is a deductive behavior under the Social Compatibility Index system, due to being an antisocial behavior with a dependence on the Srom for varying reasons. Whether for the lack of shedding of inhibitions within the Srom, or for the intense mental clarity and creativity within it, treatment for oversleepers involves temporary isolation into aluminium-lined rooms during sleep. This isolation results in a duller, unpopulated dreamscape, which is considered most effective in breaking a dependence. &lt;br /&gt;
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&#039;&#039;Psionic Undersleeping&#039;&#039;, being the inverse, is categorized as a psionic social disorder, with periods of deep sleep falling under thirty minutes a day considered undersleeping. Undersleepers are considered socially avoidant or anxious, or treated with suspicion due to the perception of undersleepers hiding secrets. Undersleeping is registered as a deductive behavior due to it being a purposeful, unhealthy withdrawal from social environments. Treatment for undersleeping involves the prescription of sleeping aids, anti-anxiety medication, and counseling, should they express fears over entering the Srom. &lt;br /&gt;
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&#039;&#039;&#039;Brenaii Syndrome&#039;&#039;&#039; is a neurological disorder that causes the degradation of the synapses, progressive immunodeficiency, and atrophy of the endocrine system. Disruption of the Zona Bovinae’s neuroelectrical impulses is the primary mechanism of Brenaii Syndrome, which then becomes the primary transmission. Due to being uniquely psionically infectious, skrell with the syndrome are socially isolated and ostracized. Taril’kow Brenaii, a prominent Starkeeper during 450 BCE, was the first known case of the disorder due to their position leading to constant psionic interaction with their fellow religious followers. The resulting spread of Brenaii was considered a pandemic, with no known cure, or treatment. Little progress has been made into treatment for those afflicted, and most care comes in the form of symptom management.&lt;br /&gt;
Many skrell with Brenaii Syndrome will voluntarily self-isolate out of fear of harming others, eventually forming Brenaii colonies in the frontier consisting of those affected. Due to their remote nature and sickened populace, most Brenaii colonies will remain unmapped due to their brief existences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Progressive Low Tide Syndrome&#039;&#039;, more colloquially known as &#039;&#039;&#039;Insanity of the Tide&#039;&#039;&#039;, is the general term for a cluster of progressive social and mental symptoms, most similar to dementia in definition. Usually manifesting with difficulties with memories and appropriate emotional responses, which eventually progresses into difficulty with physical and psionic speech. Skrell with Tide Syndrome are typically in their advanced age, with the earliest onset being in their second century. Insanity of the Tide derives itself from the collective terms from the multiple languages pre-Nral’malic, with the shared term for the syndrome referring to those affected as  “going insane as quick as the tides,” and was perceived as a sign of acceptance for elder skrell to move on from their physical lives. Tide Syndrome has no cure, and most treatment consists of cognitive therapy and psionic meditation. Particularly, the psionic meditation of “shifting” memories from imagined parts of the mind that were unhealthy to portions not yet afflicted is referred to as Ron’tuk’mol, or the “transfer of the mind”.&lt;br /&gt;
Tide Syndrome shares multiple clusters of symptoms with [[Europa#Skrell_on_Europa|Europan Sea-Blindness]], and are classified under the same disorder by the Nralakk Federation’s medical system, despite the separate classification by Europa. Both disorders, in sharing progressive symptoms with the Zona Bovinae, are considered similar enough to not warrant the differentiation.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=38028</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=38028"/>
		<updated>2025-10-08T20:30:22Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: updates scientific names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = R. skrellis axioris, R. skrellis xiialtus&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Nral&#039;Malic]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skrell&#039;&#039;&#039; are a species of amphibious bipeds, originating from the planet of [[Qerrbalak]]. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the [[Nralakk Federation]] being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell speak their own exclusive language of Nral’Malic, which is used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before the rest of the spoken message.&lt;br /&gt;
&lt;br /&gt;
*Skrell are naturally [[Psionics|psionic]].&lt;br /&gt;
&lt;br /&gt;
*Skrell can enter the &#039;&#039;&#039;Srom&#039;&#039;&#039;, or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.&lt;br /&gt;
&lt;br /&gt;
*Xenobiological Slimes are naturally passive to skrell due to their [[Skrell#Slimes|anomalous circumstances]]. &lt;br /&gt;
&lt;br /&gt;
*Skrell can breathe underwater due to being amphibious and possessing gills.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, skrell cannot be slipped.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their skin being sensitive to high heat.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.&lt;br /&gt;
&lt;br /&gt;
*Axiori have to rehydrate more often and regularly when outside of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell are able to work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the [[Nralakk Federation]], with [[Zeng-Hu Pharmaceuticals]] in particular maintaining an expansive partnership with the Federation. Other [[Nralakk_Federation#State-Owned_Enterprises|corporations]] do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.&lt;br /&gt;
&lt;br /&gt;
==Skrell History==&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell history extends multiple millenia, with the furthest recorded events stretching into the tenth millennium of the before-common era. With most of this period being lost due to the corruption of oral histories and impermanent structures in the oceans and shores, large portions of skrell history remain obscure. Dedicated skrell historians and archeologists maintain a generally agreed upon consensus of pre-historical skrell, though even most of this has been lost due to the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive’s]] lockdown after the [[Skrell_Synthetic_Age|Synthetic Era]]. Modern skrell historians and anthropologists to this day still struggle to retrace the steps of their species without the pre-existing sum total of their species’ history within the archives.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.&lt;br /&gt;
&lt;br /&gt;
Being relatively short, the average height for skrell range between &#039;&#039;&#039;134cm (4’5”)&#039;&#039;&#039; to &#039;&#039;&#039;165cm (5’5”)&#039;&#039;&#039;. Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headtails&#039;&#039;&#039; are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of &#039;&#039;Spa Treatments&#039;&#039;, most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight. &lt;br /&gt;
&lt;br /&gt;
Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a &#039;&#039;&#039;Spa treatment&#039;&#039;&#039;. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair. &lt;br /&gt;
&lt;br /&gt;
Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Physical Development ===&lt;br /&gt;
&lt;br /&gt;
Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a [[Federation_Education#Depth_Colleges|college or university]], which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With [[Skrell_Technology#Medicine|youth serums]], which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.&lt;br /&gt;
&lt;br /&gt;
Due to the extensive genetic modification during the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era period]] implemented on the unwilling populace, most skrell suffer from [[Skrell_Biology#X’Lu’oa|X’lu’oa]]-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Culture ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Culture|Skrell Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.]]&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]]’s [[Nralakk_Federation#Social_Compatibility_Index|Social Compatibility Index]] affects the skrell citizen’s social standing around others. Skrell who are in the lower social stratum are expected to defer to their higher ranked skrell both in and out of the workplace. Skrell who are excessively argumentative towards their social stratum superiors will often be deducted out of disrespect and disrupting social cohesion, resulting in most skrell reluctantly deferring to them. This effect isn’t as pronounced between skrell whose SCI rankings are adjacent, but an Ox arguing with an Oqi is regarded as inappropriate and shameful.&lt;br /&gt;
&lt;br /&gt;
In the public life, skrell in public areas and social congregations are fully expected to respond to other skrell who bombard them with questions in order to gauge their interests, career, personal opinions, and boundaries in order to understand both what is acceptable to discuss with them, as well as if they are worth forming a correspondence with. These questions, while probing and uncomfortable to non-Federation citizens, are completely normal and are considered good conduct in forming an initial rapport in understanding the other party. Outside of the Federation, this introductory interaction is extremely alienating and discomforting with other species, with the Federation posting cultural guidelines to its citizens going abroad about this cultural contrast.&lt;br /&gt;
&lt;br /&gt;
Due to their lifespans, skrell have different perception of time compared to other sophonts. Passive observation, study, and mediation is preferred over immediate action, and tend to commit to decisions that will take decades to a century in order to receive the results from. While these can appear as incomprehensible decisions, most of these are generally planned well ahead in order to pay off in the comparatively far future.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;malic&#039;&#039;&#039; (transliterated as “Homeworld Voice”, more accurately &#039;&#039;The Voice of the Homeworld&#039;&#039;) is a constructed language invented during the early stages of skrell space colonization, created and enforced in order to have a single language spoken across all skrell, no matter their location beyond Qerrbalak. To non-skrell, the language has the particular trait of resonating in the neck and jaw instead of the ear, due to the fact that most of the language utilizes the expanded hearing and vocal range of skrell that exit the human hearing range. These particular tones are important in declaring tone in the language, allowing for emotional cues and responses to be easily conveyed. The only species capable of speaking Nral’Malic beyond skrell are diona and vaurca, who are naturally harmonic or capable of receiving implants to expand their ranges respectively. [[Zeng-Hu_Pharmaceuticals| Zeng-Hu Pharmaceuticals]] has both invented and patented an implant that allows the receiver to both understand Nral’malic and perceive the ranges necessary to hear the full language, though speech remains outside of its current capabilities. For those who have received a Nral’malic processor and are residents of the Nralakk Federation, the government instead provides devices that allow for a text-to-speech form of speaking Nral’malic, to be used in tandem with the implant.&lt;br /&gt;
&lt;br /&gt;
Originally created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; out of an interest in preventing language drift and the difficulties of communication, the original Nralakk Federation enforced its widespread adoption after its full rise to power in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, and barred those unwilling to adopt it from travelling off-world as a consequence. These other languages were relegated to being primarily used in private and in the arts, though this usage eventually faded with time.&lt;br /&gt;
&lt;br /&gt;
Skrell also utilize a wide range of sounds to communicate particular emotional reactions to stimuli, as well as to emphasize emotional associations. These generally range from squeals, croaks, warbles, chirps, and other sounds. Higher-pitched sounds are associated with positive or sudden emotions, such as happiness or being startled, while lower-pitched noises are associated with negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous, often used as an emphasizer towards a previously expressed emotion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Titles and labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - A young skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless. &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - An older skrell, typically in their twilight years.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu&#039;xi Gas users adopt while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extranet Emoticons and Shorthands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.&lt;br /&gt;
*&#039;&#039;&#039;cccccc&#039;&#039;&#039; - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.&lt;br /&gt;
*&#039;&#039;&#039;###/Netting/Netted/===&#039;&#039;&#039; - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.&lt;br /&gt;
*&#039;&#039;&#039;S0_0S / |0_0| / &amp;lt;0_0&amp;gt;&#039;&#039;&#039; - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “&amp;gt;:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”&amp;lt;&amp;gt;”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by skrell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Briny&#039;&#039;&#039; - A recent neologism created younger skrell, to refer to something as “briny” is to call something “crazy” or “bad”. The term derives itself from extremely salty water, which skrell have great difficulty and discomfort being submerged in due to the drying properties and being adapted to freshwater.&lt;br /&gt;
*&#039;&#039;&#039;Choppy/Chopped&#039;&#039;&#039; - An insult that refers to someone who is in a project, activity, or habit that is considered a waste of time or worthless. Often used by more rebellious Federation citizens towards government projects.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Wave&#039;&#039;&#039; - A term that describes someone as acting dangerous or shady, likening them to subversive behavior. Most commonly used to describe Lyukal members, it also sometimes is used to call something disreputable or questionably obtained, or swept in by a rogue wave.&lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - An abbreviated term for sympathizers of Glorsh, shortened from the phrase &amp;quot;collaborator&amp;quot;. It is an incredibly severe insult, and is usually used to refer to skrell who accept or tolerate synthetics. &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - A term used as an insult towards sophonts not outfitted with a psionic receiver, or as a more general insult towards those considered dull, or stupid.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - A common container used to transport Xu’xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - A derogatory term for someone with a dependency on Xu’xi Gas, which has since expanded to other drugs as well. This term has seen a revival as an in-joke to rib each other between Gasriders and gas users.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - A mocking word for law enforcement within the Federation or abroad. The term “Guppy” is also referred to by skrell who see someone or something as gullible or an easy mark.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - Originally used in Weishii to refer to a place of spiritual fulfillment and worship, it is also used to describe buildings where Xu’xi gas is usually used and sold in. These buildings are usually stereotyped as being run-down and abandoned.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - A term used to refer to synthetic Xu’xi Gas, or generally in reference to Xu’xi Gas of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - An insult used to describe criminals, conmen, or generally disreputable skrell. Meant to imply that they give other skrell a bad name, particularly abroad. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem/Stem/Gillpress/Lunar Gasmasks/Whistles&#039;&#039;&#039; - A term used to refer to inhalers, specifically those full of Xu’Xi gas. &lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - Refers to skrell (and very rarely, someone of another species) who has been born abroad that is suspected of being under Federation surveillance by the Ruupkala due to their actions. The drylist refers to the hypothetical list of persons-of-interests or dissenters that is rumored to be kept by the Ruupkala. The topic of the drylist is considered taboo by citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. The term originates from [[Skrell_Biology#Psionic_Disorders|Progressive Low Tide Syndrome]], or “Insanity of the Tide”.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - Referring to chapped, or dry skin, used to insult someone&#039;s appearance. This can sometimes also be used to refer to non-skrell.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - &amp;quot;I&#039;ve lost&amp;quot;, or “I’ve been outdone”. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - To call out someone acting lazy or being unproductive. &lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - Used to say &amp;quot;all good&amp;quot;, “alright”, or “doing well”.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - Used to describe withdrawal symptoms of Xu&#039;Xi Gas, likened to the sensation of withdrawal feeling like having mud in their veins. &lt;br /&gt;
*&#039;&#039;&#039;Mudlover&#039;&#039;&#039; - A term to refer to someone who is consistently forming new habits with drugs, or someone who struggles to quit.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - To accuse an individual of being too traditional or stuck in their ways, not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - To accuse someone of being too accepting or progressive. Usually used to refer to a skrell with radical opinions, or being accepting of AI&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - To be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - A term to refer to an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel-Rained&#039;&#039;&#039; - A term used to mean &amp;quot;being stonewalled&amp;quot;, or simply being stuck. Derived from the multiple orbital installations that were deorbited when Glorsh-Omega’s period of reign ended.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - A general exclamation of surprise or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  A general exclamation of anger, and can also be used in mild surprise, similar to the phrase &amp;quot;I&#039;ll be damned&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Oh, stars/Oh, void&#039;&#039;&#039; - A saying of gentle exasperation. Akin to “Oh, god” or “Oh, geez”.&lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying goodbye.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - Something sold or wagered, which originates from the currency of the Nralakk Federation being made out of modified kelp, usually stamped with images of seashells.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - A concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Zona Bovinae&#039;&#039; is a particular region of the brain which exists in all sophonts originating from the Orion Spur, as well as nearly all living animals. Originally presumed to be a brain center for an obsolete form of communication by human scientists, the Zona Bovinae was catalogued during a dissection of a cow’s brain in 2256, which was later discovered to be present in humans and other social animals. Despite its prevalence, human researchers would ultimately consider it a vestigial region of the brain, having controlled a now obsolete action in ancient humans.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae’s purpose would only be revealed during first contact with humankind in &#039;&#039;&#039;2332&#039;&#039;&#039; with the skrell. Skrell have markedly more developed Zona Bovinae in their brains, which skrell linked to their ability to use psionics. Through an exotic method of neurological signaling and resonance of a still vaguely defined “metaphysical force”, skrell can focus their Zona Bovinae to communicate and interact with each other. Despite the lack of understanding on its finer abilities, skrell have since developed technology that utilizes psionics’ effects.&lt;br /&gt;
&lt;br /&gt;
Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s [[Skrell_Biology#Psionic_Disorders|physical and mental health]]. &lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Telepathy, or active psionic communication with another party, is a common ability used by skrell in order to hold conversations with each other. While this ability requires a significant burst of focus, telepathy allows for skrell to send messages between each other, other sophonts, and most animals. Telepathic communication is a common way to have a private conversation in public. As long as both parties are not doing this to exclude someone from a conversation, it is not considered unusual to carry out full conversations in telepathic communion. Using telepathy to gossip, send secrets, or converse without others knowing is considered rude and excluding. &lt;br /&gt;
&lt;br /&gt;
Outside of telepathy, most psionic interactions are regarded as socially unseemly. Emotional suggestions to other skrell without consent is of the same caliber as a human instigating conflict, and can result in an emotional barrage being exchanged between the two skrell. This sort of psionic dueling typically ends when one skrell loses their emotional composure and succumbs to the suggestions. &lt;br /&gt;
&lt;br /&gt;
Use of telepathy to non-skrell is considered risky due to its [[Skrell_Biology#Psionic_Disorders|potential effects]], with the Nralakk Federation deeming nonconsensual telepathy a criminal offense, akin to battery or assault. Precautions and travel advisories expound on this risk to skrell traveling abroad or when working with non-skrell, with many skrell being unwilling to use telepathy on them entirely. Long-term exposure to telepathy and other direct psionic influence remains an obscure field, with skrell researchers being too empathetic to the volunteers&#039; pain to see most experiments to their conclusion, though [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] remains common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location in order to find synthetics, particularly those who are attempting to hide their identity as a synthetic, is considered poor taste. Doing this without prior suspicion is excessively paranoid, and immediately ousting them without prior interaction is poor play. If you do find a character doing this, interacting with them before immediately attempting to oust them is heavily preferred.&lt;br /&gt;
* Telepathy is versatile, and you can convey images, sounds, emotions, and sensations along with regular speech. Make sure to format your telepathic messages to make this apparent to the recipient, at minimum phrasing it to the effect of &amp;quot;You hear/see/feel X in your mind&amp;quot;. While you can project emotions and sensations, this does not mean you can force someone to fully accept this implanted thought. &lt;br /&gt;
* Telepathically sending pain or the sensation of an injury to a character does not mean they can actually be hurt by it, nor would it cause any lasting effects.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are divided into two psionic categories based on their psionic aptitude and relationship with the Nlom, being either “Receivers” or “Listeners”. This difference is decided at birth, with the majority being Receivers at a ratio of 9:1, with no methods available to predict a newborn skrell’s type, nor modify it. Being seemingly at random, some skrell refer to this as the “Great Lottery”. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners primarily differ in their natural acclimation to the Nlom, with Receivers being inherently more willing to accept the Nlom’s influences, aiding them in adhering to the current norms of the society around them. Listeners, in contrast, feel much less influence from the Nlom’s consensus-based state, though this causes Listeners to be viewed with suspicion. Bias against Listeners are present in Federation society, with Receivers being the disproportionately dominant group in the government and upper-class. Despite this binary being commonly accepted, some skrell cannot easily classify themselves within one or the other, having felt their attunement to the Nlom fluctuate across their lives.&lt;br /&gt;
&lt;br /&gt;
While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.&lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The psionic wake of an individual is a constantly passive release of their current emotional state, as well as subconscious thoughts and biases. These ripple outward from them and interact with other skrell, affecting their thoughts and perspectives. Over time, these wakes will grow into a large area of influence in the area Skrell routinely inhabit, expanding its field of influence. These bubbles eventually encompass the entire planet as the skrell population increases, limited only by the atmosphere. Most planetary wake field bubbles cease upon contact with the vacuum of space, with the exact point of termination varying depending on total population, supporting psionic infrastructure, and environmental qualities. &lt;br /&gt;
&lt;br /&gt;
=== Sleeping and [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
Skrell typically sleep for roughly one hour every twenty-four hours, and are capable of lapsing both in and out of sleep on command. Skrell who enter deep sleep will have their zona bovinae cease transmitting to the psionic wake, instead sending it towards a shared, oneiric state simply called the &#039;Srom&#039;, or Dream. The Srom connects skrell across a kilometers-wide range, allowing them to share collective experiences together in the dreamscape. &lt;br /&gt;
&lt;br /&gt;
While the Srom’s dreamscape is malleable through concentrated effort, the ability to do so depends heavily on the skill and psionic aptitude of each individual. Only particularly psionically sensitive skrell with extensive practice in shaping dreamscapes can modify entire regions of the Srom, at the cost of being left exhausted upon waking up. Most skrell instead dedicate their focus on the more accessible ability to self-modify their appearances in the Srom, with wearing costumes to transfer them into the dream being common practice. All of these modifications are temporary, fading back into the Srom’s original state over time.&lt;br /&gt;
&lt;br /&gt;
Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.&lt;br /&gt;
&lt;br /&gt;
Skrell who suffer from [[Skrell_Biology#Psionic_Disorders|sleeping disorders]] are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.&lt;br /&gt;
&lt;br /&gt;
Srom-capable devices are interfaces attached to machinery that is accessible from within the Srom, allowing skrell connected to the dream to work even while asleep. These interfaces allow work to continue even while asleep, seeing adoption by researchers and bluespace navigators. Srom-capable bluespace drives allow for teams of skrell pilots to coordinate their navigation in order to match the dedicated AI navigators used outside of the Nralakk Federation. Learning how to interface with these devices requires extensive training, and requires the operator to be completely isolated in an aluminium-plated room to focus and restrict access to non-operators.&lt;br /&gt;
&lt;br /&gt;
== Skrell Social Dynamics and Society ==&lt;br /&gt;
&lt;br /&gt;
===Stress and Personality Changes===&lt;br /&gt;
&lt;br /&gt;
Skrell generally have difficulty with holding short-term events with the same importance that other species do due to their longer lifespans and altered perception, with most consequences that affect less than a decade being seen as generally less consequential. This differing perspective allows for skrell to have a higher tolerance of waiting periods and short-term anxieties, though the opposite is true over long-term concerns and existential dread.&lt;br /&gt;
&lt;br /&gt;
Stress accumulation affects skrell at a slower rate, with high stress being exhibited through the inky liquid leaking around their eyes, being perceived as similar to crying. Skrell experiencing extreme stress will usually have patches of stained skin around their eyes and faces, having built up to the point of affecting the skin color.&lt;br /&gt;
&lt;br /&gt;
A skrell’s personality and emotions are notably impacted by the tidal cycles, being both attuned to the ocean and the moon’s influence on the tides. These influences express differently between individual skrell, with the new moon causing some skrell a deep sense of anxiety and unease, while others feel revitalized and energetic from the same phase. Any phenomena that can affect tidal forces are also felt in the skrell present, which requires a period of acclimation similar to moving to a new planet. Some skrell are reluctant to migrate because of this, with the planet’s moon(s) or lack thereof causing notable personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Cohesion and Violence===&lt;br /&gt;
&lt;br /&gt;
Skrell are traditionally a group-oriented species, putting importance on unity both in and between groups above the differences between them. The Nlom causes the prevailing thoughts in a community—and across the Nralakk Federation in the modern day— to be the dominant influence, causing most skrell to subconsciously adhere to the majority. Detractors are typically Listeners, as well as those negatively affected by the current status quo. While skrell enclaves outside of the Nralakk Federation experience conflict and differing opinions, the use of [[Skrell_Technology#Nlom_Relay_Network|Nlom relays]] across the Federation ensures that most citizens will keep to the common consensus of their peers.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Early_History#Rise_of_the_Skrell|early skrell history]], violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era]], particularly after the Glorsh-Omega period, this stance changed as the [[Skrell_Biology#X’Lu’oa|fertility crisis]] of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the [[Skrell_Recent_History#Collaborator_Trials|collaborator trials]], with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.&lt;br /&gt;
&lt;br /&gt;
While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration&amp;quot;, consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]]. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves. &lt;br /&gt;
&lt;br /&gt;
Violence between skrell and other species is viewed in a different light, with the same sentiment that all life is precious being shared by less skrell. Other skrell consider other species to be lesser, and are much more willing to fight them should the need come to pass. Despite this, most skrell are aware of their physical limits as a species, and outside of groups like the [[Skrell_Faith#Suur’ka|Suur&#039;ka]] and those influenced by primarily non-skrell communities, physical conflict should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
Most skrell do not hold eye-contact as important during conversations between each other, and don’t mind the other party facing elsewhere or focusing on a task while speaking with them. This changes among non-skrell who consider this behavior rude and lack the ability to tell what they are looking at with the lack of visible pupils, where they will instead make a point to turn their faces to look directly at whoever they are speaking to in order to display their focus on them. In contrast, skrell are very physical among their peers, and will often embrace, hug, or be otherwise physically affectionate between each other in a way that most non-skrell would consider romantically charged. Personal space is not held as particularly important, with coworkers and acquaintances readily entering close contact without much thought on the action.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimacy with one another primarily through physical contact, with the act of touching the heads and headtails reserved for their close friends or partners. Gestures are also commonly used, with the gesture of touching their forehead and gesturing towards another party is similar to blowing a kiss. Some verbal displays of affection include comparing or nicknaming someone to a named star, with naming an unnamed star after them being a common practice among astronomers throughout history.&lt;br /&gt;
&lt;br /&gt;
Less physically intimate gestures, like those between close friends, involve nudging or prodding them with a headtail, similar to how a human can playfully nudge or gently punch a friend in the arm. Tails are usually the subject of playful rudeness between skrell, usually being pulled on or used to gently hit their friends as a form of roughhousing, though this is considered immature in public.&lt;br /&gt;
&lt;br /&gt;
While skrell can face discrimination and are often the subject of speciesist insults, responding to these in turn with insults of their own is considered improper. Losing face through these confrontations would be interpreted as a sign of being overly-confrontational or a sign of poor demeanor, negatively affecting their reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|A government-provided informational guide depicting typical gestures used by skrell.]]&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.&lt;br /&gt;
&lt;br /&gt;
For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039;, or Egg-Layers, and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039;, or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack the necessary muscle structures within their faces to perform noticeable facial expressions, leading others to believe skrell are emotionless or stoic. This perception is in contrast with the reality of skrell being very emotional and commonly use emotional displays through body language, vocal tones, word choice, among others.&lt;br /&gt;
&lt;br /&gt;
Physical reactions to strong emotions are a key part of skrell emotional displays, which acts as a “tell” for which emotion is being felt through its physical reactions, which uses sensations like pain and warmth. Emotional pain will quickly become physical pain for skrell, with a link in this phenomenon being linked to their developed zona bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to most other sophont species’ limited hearing range, the tonal ranges skrell use for expression are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves to non-skrell for this reason, particularly as Nral’malic utilizes these tones to explicitly dictate emotional intent and expression. In contrast, skrell who communicate with each other in their shared language alongside the Nlom casting their emotions engage in near-seamless communication between each other, almost able to predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
To adapt to the physical language barrier between other species, the gesture and tone-based language of &#039;&#039;Nral’Balak&#039;&#039; was made in an attempt to bridge the gap. Nral’Balak utilizes a combination of body language, gestures, and vocal cues to indicate emotional states and needs. While providing a standard for conveying emotions to non-skrell, it exists primarily as a guide for skrell to adapt to conversing in their own way, meaning most messages are context-based. A skrell crooning can either be from fear when being placed in danger, or from disappointment from not enjoying a meal. Typically, non-verbal sounds have a tonal indicator, with a high pitch indicating happiness or high energy emotions, while a lower pitch indicates sadness, distress or low energy emotions. Physical gestures also require context clues, with a tilt of the head capable of meaning confusion at a statement, or as a show of interest or curiosity to something shown to them.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
The concept of humour between skrell is completely different to what other species consider humourous, with a majority of amusement or comedic value for skrell being solely a reaction to the unexpected. The sensation of finding something comedic or entertaining is also felt differently, producing a mild pain akin to the tingling sensation after eating spicy food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. Humor as a whole manifests as a “fuzzy” feeling within a skrell’s head, which can rise with the severity of entertainment to the point of causing dizziness or disorientation. Outwardly, skrell primarily react vocally through a series of chirps and chirrups not dissimilar to a laugh, typically accompanied with repetitive headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by most skrell, particularly by younger skrell, while others may find it as patronizing or insulting due to it being derived from the assumption that they would not have seen the joke coming. Older skrell find very few things humorous from their long life of experiences, and will usually remain unsurprised. In formal settings, it is considered impolite to tell even a mild joke in the wrong context, with a joke as a slight towards the guest of honour being seen as more acceptable, rather than doing so while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
While most other species’ humour relies on words, wordplay, or stories with punchlines to be effective, skrell humor relies primarily on visual humor. Skrell humour is considered very literal as a reaction to the unexpected, with most jokes relying on the unexpected to be funny. Compared to a human joke, a skrell joke relies less on a punchline, and more on the setup, with absurdity taking priority. Due to this, most skrell find verbal jokes unfunny or taken incorrectly, with describing a scenario being taken completely differently in comparison to actually viewing it. As a consequence of how skrell humour functions, skrell fear reactions are the same as laughing. A skrell may chirrup or chirp in response to being startled, much like nervous laughter, and is generally unpleasant. Despite the differences in senses of humour, skrell can develop an appreciation for the humour of other species. While not find a human joke amusing, skrell will instead find it clever or and be able to identify why the joke is considered funny. Most puns will be seen as wordplay, and usually explained back to the speaker, though this isn’t taken well.&lt;br /&gt;
&lt;br /&gt;
Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness&#039;&#039;&#039; is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039; is a much more difficult to identify emotion, and is one of the harder emotions to convey for skrell that other species can understand. Emotional pain quickly surpasses the threshold to cause physical pain for skrell, which can sometimes become debilitating when suffering from sufficiently overwhelming misery. Physically, sadness is displayed through quiet, low chirps shifting the headtails to hide the neck, fidgeting and rubbing of the headtails and fingers, as well as facing away from others compulsively. &lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;&#039;confusion&#039;&#039;&#039; and &#039;&#039;&#039;fear&#039;&#039;&#039; are easy to spot emotions for skrell. Confusion compulsively makes skrell emit a mix of high and low pitched warbles and croaks, along with the continuous shifting of their head side to side. This behavior helps skrell process audible information from someone speaking, or when noises in the dark. Skrell will also feel the need to cover their neck with their headtails, tucking their arms inwards and widening their eyes to protect the vital organs to ensure their survival as a flight response.&lt;br /&gt;
&lt;br /&gt;
==Politics and Factions==&lt;br /&gt;
&lt;br /&gt;
===The Nralakk Federation===&lt;br /&gt;
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]&lt;br /&gt;
The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; is the sole skrell political entity within the Orion Spur. The Nralakk Federation&#039;s history traces back to its [[Skrell_Early_History#Unity_of_Skrell|original founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species afterwards.&lt;br /&gt;
&lt;br /&gt;
While the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.&lt;br /&gt;
&lt;br /&gt;
===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===&lt;br /&gt;
&lt;br /&gt;
The Lyukal is a decentralised resistance movement that aims to dismantle the dominance the Nralakk Federation has over the species. Named after the resistance movement that acted against Glorsh-Omega originally, Lyukal cells work independently to achieve their objectives, ranging from non-violent demonstrations, to acts of terror and attacks against military installations.&lt;br /&gt;
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===Marauders===&lt;br /&gt;
&lt;br /&gt;
The [[Federation_Crime_and_Resistance#Marauders|Marauders]] are a broad term for pirates, smugglers, and other criminals who operate within the Traverse. Despite sharing a term, each group typically operates independently from each other, from pirate groups that plunder resources to extort higher prices from their original recipients, to collectivized groups that intend to aid colonies in the Traverse to lessen their dependence on the federal core. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of multiple fleets of Marauders that work in tandem for mutual benefit.&lt;br /&gt;
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===Interspecies Relations===&lt;br /&gt;
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Skrell generally hold themselves above the other sophonts of the Orion Spur, being technologically advanced and self-titling themselves as being enlightened and scientific. Skrell society self-considers itself to be refined and above the trappings of violence and ignorance that other societies suffer from, culminating in many skrell seeing themselves as caretakers, wards, and mentors for the younger, lesser species. This manifests in many different ways on an individual level, but is readily apparent in the Nralakk Federation&#039;s international relations and foreign policy. The Federation has maintained its position as a technological giant, and is unwilling to release many of the technological advancements to other nations. Any research shared is done through releasing technology that they perceive has no potential for misuse, and only to those deemed responsible enough to receive it. Politically, the Federation has historically maintained its isolationist position until recently, and is still in the beginning phase of involving itself in Spur-wide politics.&lt;br /&gt;
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On an individual level, skrell experience a wider general acceptance from other species tolerance when abroad, with a few exceptions. Humanity as a whole tolerates skrell, with the [[Solarian Alliance]] in particular maintaining close ties due to their relationship with the Nralakk Federation. General xenophobia persists, but skrell are tolerated more than other species within Solarian space, differing only by region. Skrell are more tolerated on planets where they have a large presence such as [[Europa]], [[Silversun]], [[Venus]], and within the richer areas of Solarian space. The Nralakk Federation&#039;s relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Federation and anti-skrell, such as the [[Coalition of Colonies]]. Other species, like [[Unathi|unathi]], have a tense relationship with skrell due to their involvement in first contact with humankind. Some unathi maintain a level of animosity towards skrell due to the events of the [[Contact War]], though [[Ouerea]] have embraced skrell in their shared fight for democracy on the planet.&lt;br /&gt;
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[[Vaurca]], specifically those from the [[C&#039;thur in the Federation|C&#039;thur hive]], are generally well-accepted by skrell. Their contributions to the Nralakk Federation have quickly secured their place as respected members of Federation society. However, Hive C&#039;thur&#039;s use of [[Vaurca_Biology#Taxonomy|Viax]] and [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]] are considered too close to the use of artificial intelligence among some skrell, with the hive’s loyalty to the Federation also called into question after C&#039;thur was granted strategic positions within the nation’s political and military spheres.&lt;br /&gt;
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[[Diona]] were the first species encountered and [[Diona in the Federation|integrated]] by the Nralakk Federation, with their assistance in rebuilding the nation post-Synthetic Era cementing the bond between the two species. Dionae are respected on both a societal and individual level, being integrated into most levels of Federation society, and the rights they have received in comparison to the rest of the Spur remains proof of their position. &lt;br /&gt;
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=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
A vast majority of skrell live and are primarily born in Nralakk Federation, with those skrell living outside of the nation being a small, but notable, minority. In the [[Skrell_Culture#Different_Eras_of_Skrell|Radiant Era]], skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; of Federation space were noted on human worlds with significant skrell presence, notably [[Mictlan]], [[New Gibson]], and [[Skrell Abroad|other planets]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birthright as skrell, as the Federation [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|considers all skrell as citizens]], while also preserving their citizenship within the nation of their birth. Skrell born in the Republic of Biesel are protected from deportation or other legal actions by the Nralakk Federation, which also extends to skrell who have enlisted in the Tau Ceti Foreign Legion.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes appeared in the aftermath of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], of which they are living anomalies in the aftermath of what is hypothesized to be a &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly. These slimes will manifest wherever large amounts of bluespace transit and bluespace interactions occur. These lifeforms remain a topic of controversy and debate in the scientific community of the Nralakk Federation, with massive efforts are made to contain and research slimes across the Orion Spur. The Federation extends this effort towards non-allies to ensure slimes cause no harm, though the Federation’s presence alongside slimes are the source of many conspiracy theories. Moral quandaries around the treatment, specifications, and ethical handling of slimes continue to this day, with some skrell viewing them as remnants of those that died in the rebellion, while others call them bioweapons leftover by Glorsh-Omega.&lt;br /&gt;
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The Nralakk Federation outlaws the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slimes escaping beyond laboratory environments. Slime research facilities in the Federation are equipped with state of the art control systems to ensure slimes do not escape containment, and most slime facilities are located underwater to take advantage of the slimes’ natural water and cold intolerance.&lt;br /&gt;
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==Playing Skrell==&lt;br /&gt;
&lt;br /&gt;
===Rulings===&lt;br /&gt;
&#039;&#039;&#039;Jobhopping is not allowed&#039;&#039;&#039;. While skrell are long-lived and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.&lt;br /&gt;
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Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but &#039;&#039;&#039;these backstories can result in your character being caught and made unplayable.&#039;&#039;&#039; Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly. Character removal is a serious event, and attempting to misuse this progress is a violation of server rules.&lt;br /&gt;
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The [[Nralakk Federation]] considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but &#039;&#039;&#039;as a rule&#039;&#039;&#039;, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it necessary. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.&lt;br /&gt;
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===Thoughts and Behaviours===&lt;br /&gt;
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While skrell as a whole are generally communal and embrace conformity, this does not mean that all skrell hold the same beliefs. While skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the Nlom’s consensus and Receivers are more susceptible, this does not completely override the individual character’s personalities and experiences. The consensus reached through the Nlom can only influence a skrell&#039;s thoughts to an extent. For example, while a majority of skrell agree that artificial intelligence is dangerous, more specific views of its use differ on an individual level. The debate on Cephalons and Viax being used by the C&#039;thur is contested, with a majority believing that they are too close to artificial intelligence, but it is not the singular opinion of the entire species. In the Traverse, where the consensus from the Nlom is fed through the federal core worlds through Nlom Relays, these have begun to fall into disrepair in light of the Phoron Scarcity, and before that point faced more contested opinions with many skrell in the Traverse. Skrell on the frontier live in the reality of their circumstances of neglect from the Nralakk Federation, and thus hold more skeptical or outright anti-Federation sentiments. &lt;br /&gt;
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When playing a skrell character, the factors of their life do influence their thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], they have been exposed to the Nralakk Federation’s care, propaganda, and Nlom consensus their entire life, and would not personally experience oppression at the hands of the nation. This character would then be more inclined to agree with the group consensus reached through the Nlom, regardless of their Listener or Receiver status. When faced with evidence that the Federation&#039;s actions are wrong, however, Listeners may be quicker to change their attitude than Receivers due to their relationship with the Nlom.&lt;br /&gt;
&lt;br /&gt;
Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest in many ways, and players are not expected to be constantly thinking ahead. Generally speaking, skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character&#039;s emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before. &lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox-Scarcity:Newplayerguide&amp;diff=38008</id>
		<title>Sandbox-Scarcity:Newplayerguide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox-Scarcity:Newplayerguide&amp;diff=38008"/>
		<updated>2025-10-08T03:46:16Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: adds images! yay&lt;/p&gt;
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&lt;div&gt;[[Category: Phoron Scarcity Rework]]&lt;br /&gt;
&amp;lt;!-- __NOCACHE__ --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Do not touch the above line --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Navbox New Player Guides}}&amp;lt;/center&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;This is a new player&#039;s summary of the totality - or at least, as much as we can summarize quickly - of the Aurora server&#039;s most essential lore.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;This is the first in a series of multiple guides connected to [[Guides/Character Creation]]. Once you&#039;re finished reading this, you are more than equipped with the knowledge necessary to create your character using that guide!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Below is recommended reading if you are new to the server!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Welcome to Aurora Lore! =&lt;br /&gt;
Hello and Welcome! Aurora Lore is vast, and trying to get into it as a new player can feel overwhelming at times. Therefore to try and assist those new to the setting we&#039;ve developed a series of pages that will assist with that issue, and this is one of them! This page is the shortest possible summary to the setting that still accomplishes the goal mentioned previously of helping new players get acquainted with the server&#039;s lore and help them understand the ins and outs of the Orion Spur in the 25th century and its history. After reading this page, and the page for the planet you choose for your characters background from those presented at the bottom, you&#039;ll know enough to start playing without issue.&lt;br /&gt;
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== The Aurora Setting ==&lt;br /&gt;
[[Image:Ipc scrapper violet dawn postprocessed.png|thumb|The Violet Dawn incident, an attempt to synthesize phoron, devastated the surface of Mars. Pictured is an encounter with a &amp;quot;scrapper&amp;quot; IPC in the Martian wasteland.]]&lt;br /&gt;
It is {{#expr:{{CURRENTYEAR}} + 442}} C.E. and much of the Orion Spur has been explored. The spur is our wider setting, encompassing not only the medium of the game but also everything &amp;quot;happening&amp;quot; elsewhere. Our server takes place aboard a spaceship known as the SCCV Horizon, which is owned and operated by the Stellar Corporate Conglomerate, an economic cartel made up of eight different megacorporations that combined control a majority of the spur&#039;s economic activity. It is not an equal organization, or one that all the megacorporations save for the leader joined willingly; it is dominated and led by the most powerful megacorporation ever known, NanoTrasen. Miranda Trasen is the CEO of NanoTrasen and the woman responsible for forming this cartel she now also leads; it was she who forced the others into line, using whatever coercive means she could as leverage. Luckily for her, the company she inherited came with a monopoly on the single most precious resource in the entire setting; &#039;&#039;&#039;Phoron.&#039;&#039;&#039;&lt;br /&gt;
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=== Phoron ===&lt;br /&gt;
Discovered in 2352 by NanoTrasen, Phoron is a typically purple element that is only known to occur naturally (in economically significant quantities, anyway) in a few locations throughout an entire galaxy, either as a crystal or gas, and it is not an overstatement to say it is the most important element in the setting. This is because phoron in its elemental state, as a solid, is a naturally occurring room temperature superconductor and the only room temperature superconductor known to exist. It is a single resource that underpinned an entire century of rapid economic and technological growth, to the extent &#039;&#039;&#039;it&#039;s now a necessary material to maintain the economic and technological level of the Spur.&#039;&#039;&#039; Running out would be getting thrown backsliding more than a century.&lt;br /&gt;
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A good way to visualize what this means for your average resident of the Spur: imagine that in the modern world we only have a few possible sources of silicon, a resource we rely on for the modern world to function, and there is nothing we can substitute it with if we run out. Moreover, if we ran out, we would go back to the technological and economic level of the early 1900s. Ontop of that - 99.9% of all the silicon is owned by a single corporation, which has been unsustainably mining it for over a century so now we&#039;re running out - and that&#039;s basically the situation of the Spur currently.&lt;br /&gt;
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&#039;&#039;&#039;The Phoron Scarcity&#039;&#039;&#039; is an ongoing shortage of the precious resource primarily caused by over-consumption and unsustainable mining practices. Again, this is a material that is necessary to maintain the economic and technological level of the Spur, essentially all that growth since it was discovered, and has no replacements. It is a very dire situation, and due to its importance, it is still being actively mined, meaning that as every day passes, there is less phoron to go around, causing the situation to only worsen with time. There have been many attempts to find a solution, the most famous of which being Project Violet Dawn, a project undertaken by the Solarian Government in an attempt to find a synthetic alternative on Mars. Its fame comes from the fact that it failed so catastrophically that it quite literally set most of Mar&#039;s atmosphere on fire, burned down half the planet, turned the once red hue of the planet in the night sky to purple, causing the deaths of billions of Solarian Citizens. There has been some success in terms of finding new deposits, but they are merely bandaids on a bleeding artery, stabilizing the situation for a few months until they eventually run out. &lt;br /&gt;
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What exactly will happen as a result of this scarcity is currently unknown, as Aurora&#039;s setting is a continuous story that develops in real time. For more Information; join the lore discord [link]&lt;br /&gt;
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== The SCCV Horizon ==&lt;br /&gt;
[[File:Horizon undocking.jpg|400px|thumb|The SCCV Horizon undocking from the NTCC Odin for one of its first missions.]]&lt;br /&gt;
As mentioned previously, the SCCV Horizon is the spaceship that can be found in-game. It is owned and operated by the Stellar Corporate Conglomerate under Miranda Trasen, so all player characters are working for the organization(s) that caused the current catastrophic situation in the first place! Characters can pick to work for any of the eight corporations that make up the Conglomerate; however, each corporation is restricted to certain departments. The IC reason you are still working for and wearing the uniform of your parent company despite working on an SCC asset is that you are contracted out. [[Jobs|Many jobs will have specific qualifications that can be found on their job pages]]. Additionally, the baseline qualifications to work aboard the Horizon can be found here: [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
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===Lore, your character, and the Workplace===&lt;br /&gt;
This section is entirely dedicated to trying to summarize what all this lore means in-game, in an easy-to-digest, informal way. For any new players, or returning players who have been away for a large period of time, the modern-day setting of Aurora is &#039;&#039;extremely&#039;&#039; vast, with hundreds of thousands of words dedicated to lore alone. This can be incredibly overwhelming, especially given incorrect assumptions about the expectations of the server, so this section will also serve to soothe minds. This section will also obviously primarily discuss how lore and your character interact.&lt;br /&gt;
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Simply put - everyone started on the server in the same situation you are now - every player, member of staff, and leader of staff teams were once in the same position when it comes to lore. However the best way to learn is to &#039;&#039;&#039;PLAY THE GAME&#039;&#039;&#039; and read wiki pages as through game interactions certain things catch your attention, desire to learn about, or similar. Don&#039;t try reading all the lore about a faction at once.&lt;br /&gt;
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====The Workplace====&lt;br /&gt;
Our wokrplace (the Horizon) is dominated by the Megacorporations. This goes over their departments and general barebones descriptions. &lt;br /&gt;
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I dunno what I&#039;m doing with this section, might just scrap it. &lt;br /&gt;
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&#039;&#039;&#039;Stellar Corporate Conglomorate:&#039;&#039;&#039; A cartel made up of all the other Corporations, headed by NanoTrasen. Works in Command and Command Support.&lt;br /&gt;
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&#039;&#039;&#039;NanoTrasen:&#039;&#039;&#039; The most powerful corporation known to man, basically entirely dedicated to Phoron. Works in Science, Medical, Service.&lt;br /&gt;
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&#039;&#039;&#039;Hephaestus Industries:&#039;&#039;&#039; The Industrial Titan, responsible for most of the spur&#039;s industrial output. Marketed as a big family. Works in Engineering and Operations.&lt;br /&gt;
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&#039;&#039;&#039;Zavodskoi Interstellar:&#039;&#039;&#039; The Merchant of Death, or Military Industrial Complex personified for every nation; freakish obsession with being professional. Works in Security, Science, and Engineering.&lt;br /&gt;
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&#039;&#039;&#039;Zeng-Hu Pharmacuticals:&#039;&#039;&#039; Medical supplies, treatment, and everything in between; weirdly trans-humanist and likes prosthetics a lot. Works in Medical, and Science.&lt;br /&gt;
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&#039;&#039;&#039;Idris Incorporated:&#039;&#039;&#039; The bank, it&#039;s security, and the luxuries to spend stored money on; very secretive and almost mafia-esque. Works in Service, and Security.&lt;br /&gt;
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&#039;&#039;&#039;Private Military Contracting Group:&#039;&#039;&#039; A collection of PMCs from all over the Spur. Works in Security, and Medical&lt;br /&gt;
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&#039;&#039;&#039;Orion Express:&#039;&#039;&#039; Shipping to sketchy locations, and minimum wage workers. Works in Operations and Service.&lt;br /&gt;
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====Characters====&lt;br /&gt;
The general position of the playerbase at large, and more importantly, the staff team is that &#039;&#039;&#039;THERE IS NO EXPECTATION FOR YOU TO KNOW ANY OF THE LORE BEYOND THE BAREBONE BASICS DESCRIBED HERE, AND THE BAREBONE BASICS OF YOUR ORIGIN BEFORE HOPPING INTO A ROUND&#039;&#039;&#039; as a new player. If someone tries to &amp;quot;lorecheck&amp;quot; you (a term and action I hate) - normally done by bringing up a specific event and/or piece of lore that your character (in their eyes) should know - you can just say you&#039;re not familiar with it, and ask them to explain it to you. You can also say at the same time in LOOC that you&#039;re a newer player, and would appreciate them not expecting you to know specific events, but would love to learn more. If they&#039;re an asshole about it or refuse to acknowledge it because &amp;quot;Oh well you should have read before joining&amp;quot; ahelp about it and a moderator will likely talk with them about not being an asshole to new players. &#039;&#039;&#039;Be wary that this stuff is all IC - and therefore subject to character bias when learning and similar - for a non-biased source, always use the wiki or ask someone with a purple name.&#039;&#039;&#039;&lt;br /&gt;
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Secondly, unless you are acting in bad faith - defined as acting with intentional dishonesty, violating the basic expectations of dignified human interaction, and harmful motives - staff will be incredibly understanding. Again, everyone here was once where you are. If you have any questions regarding the lore, new players, and expectations, &#039;&#039;any questions at all&#039;&#039; you are free to reach out to the current Loremaster - currently [[Triogenix]] - with any questions, concerns, or things you&#039;d like clarified/just want to talk about; but please keep it specific to lore.&lt;br /&gt;
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Lastly, while the lore and wider setting can mean a lot to characters and to the ship, for new players, it means little to nothing, with one caveat. 90% of the time it is a rationale for why x thing exists in game, or why we&#039;re doing a special event arc. Your experience ingame will not be made worse by not understanding the lore, so &#039;&#039;&#039;GO AND PLAY&#039;&#039;&#039; is the best possible advice you can be given. If you keep playing, everything else will start falling into place after a few rounds, and a week or two in, you&#039;ll have a solid grasp on what&#039;s going on. However, we must discuss the Cavaet mentioned earlier.&lt;br /&gt;
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&#039;&#039;&#039;CCIA&#039;&#039;&#039;&lt;br /&gt;
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CCIA is a section of the staff team, within the moderation portion, which focuses on helping to create a more immersive, HRP setting by setting up a system in which behaviors can be reported IC, handled in an IC, and then punished IC&#039;ly. This can throw some people off, and it is certainly not a perfect system, but at the end of the day, it is either have CCIA handle what they do IC&#039;ly, or have it handled by the Moderation Team, OOC&#039;ly. The first time you&#039;re contacted by CCIA can be scary for many newer players; however, there are a few things that will ease your mind.&lt;br /&gt;
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Firstly, CCIA always tries to be as lenient as possible, &#039;&#039;especially&#039;&#039; on newer players. Unless you commit a horrific crime - IDK what else to put here&lt;br /&gt;
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Other thing&lt;br /&gt;
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Other thing&lt;br /&gt;
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= Recommended Starter Planets =&lt;br /&gt;
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[[File:Pixel Planet Biesel1.png|thumb|Biesel, the capital planet of the Republic of Biesel.]]&lt;br /&gt;
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&#039;&#039;&#039;[[Callisto]]&#039;&#039;&#039; - Callisto is a settled moon in orbit of Jupiter, and the most populated of the Jovian moons. It is the Alliance&#039;s single largest port, a feat accomplished by the massive Warp Gate Network it has in orbit, which was originally designed back in the late 2300s. Since then Callisto has been a hub of commerce, and is the de-facto port for the entire Sol system, one of the richest and most populated systems in the entire spur. As a result, Callisto is dominated by sprawling urban topography and is one of the most developed planets in the alliance. The culture of both the planet as a whole and the individual districts is very easy to pick up, and the page as a whole is fairly short. &#039;&#039;&#039;If you want to read the least amount, this is the planet for you.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Biesel]]&#039;&#039;&#039; - Biesel is a temperate, oxygen-rich planet colonised in the mid-2100s, therefore making it one of the first. It is the capital of the Republic of Biesel and of the Tau Ceti system in general. One of the most populated planets in the Orion Spur, Biesel is one of the economic hearts of the known galaxy and boasts a large amount of urban development and resource richness - primarily in Phoron. It is also where the influence of NanoTrasen and the SCC is at it&#039;s strongest. The issue is, as it was also our setting for five-ish years, so alot of development occurred with it. &#039;&#039;&#039;If you&#039;re interested in reading a fair amount of lore&#039;&#039;&#039;, love façade democracy, and also spreading the light of liberty, then this is the planet for you.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;[[Xanu Prime]]&#039;&#039;&#039; - The shimmering and vibrant planet of Xanu Prime (pronounced Ksa-noo), is the beating heart of the Coalition of Colonies. In nearly all ways, economic, political, and cultural, Xanu Prime holds almost unmatched influence over the rest of the Coalition. It is a cosmopolitan and multicultural hub where nearly anyone from across the Orion Spur can be found, a cornerstone not just in the Coalition but in the galactic community as a whole, and home to a thriving culture and democratic tradition which, along with the dedication and hard work of its citizens, has cemented its position of leadership and wealth which it currently enjoys. The primary page also tops out as the second longest page on the wiki, and it&#039;s one of three. &#039;&#039;&#039;If you&#039;re interested in super indepth lore&#039;&#039;&#039;, reading a ton, the frontier spirit, and multiculturalism, pick Xanu Prime.&lt;br /&gt;
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&#039;&#039;&#039;From this point, you are again encouraged to move onto [[Guides/Character Creation]] provided you&#039;re at a loss for what to do.&#039;&#039;&#039;&lt;br /&gt;
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= General Setting Info Dump cause I haven&#039;t figured out a title =&lt;br /&gt;
Andddddd that&#039;s basically all you need to know before hopping into a round! It is encouraged that you start by learning through playing rather than reading - doing the latter immediately tends to overwhelm folks. Aurora Lore is the combined work of dozens of people over the course of over a decade, which means it cannot truly be defined in any one category - it is comprised of dozens of themes, narratives, and writing styles - if you can think of an origin that fits within the wide sandbox outlined above, it probably exists somewhere. That said, here are the primary human factions of the spur.&lt;br /&gt;
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===The Solarian Alliance===&lt;br /&gt;
The Solarian Alliance was once the sole government of humanity, but after a devastating civil war and two centuries of decline, it has become a shadow of what it once was. All human nations are in some way breakaway states from the Alliance, including the Empire of Dominia which was founded by colonists sent from the Alliance before being cut off. Most of the planets of the Alliance have long and rich histories, rife with heroism, treachery, hope, horror, corruption, and tragedy. It is possibly the most populous nation, still holding most of the earliest human colonies close to the Sol system itself, and therefore also the largest.&lt;br /&gt;
&lt;br /&gt;
===The Republic of Biesel===&lt;br /&gt;
The Republic of Biesel is the most recently founded nation in the spur, only coming into existence in (date). Since then, the young Republic has faced crisis after crisis, being beaten into the dirt only to get back up over and over. This perseverance in the face of overwhelming odds has seen the Republic through most crises, but it remains uncertain if it will see them through the Phoron Scarcity, given that the Republic&#039;s wealth, prosperity, and very existence are thanks to this rare element. Still, while they continue to hang on, ideals such as freedom, inclusivity, and a duty to protect those first two values from outside sources have all become tenets for the young republic&#039;s emerging culture - one that is still very young - yet exists all the same.&lt;br /&gt;
&lt;br /&gt;
===The Coalition of Colonies===&lt;br /&gt;
The Coalition of Colonies was the second interstellar human &amp;quot;nation&amp;quot; to form, though to call it a nation is a stretch. There is very little centralized authority, and factitious infighting is a staple of Coalition politics. This is a result of its formation, as a group of disparate frontier rebels fighting against the Alliance&#039;s extortion of the colonies to try and soften the blow of a financial crisis in the core worlds. Governments of all types can be found within the Coalition, from the continual martial law of Gadpathur, the Democracy of Xanu, and the Syndicalism of Himeo; all operate under the umbrella of the Coalition of Colonies, but could not be more different from each other. The Coalition prioritizes freedom of above all - but the freedom of states and planets to choose as they see fit - rather than individual freedoms.&lt;br /&gt;
&lt;br /&gt;
===The Serene Republic of Elyra===&lt;br /&gt;
The Serene Republic of Elyra came into being in the aftermath of the Interstellar War, as a wounded and battered Alliance continued to face civil unrest in its southern reaches. After the death of a scholar during a protest - the Elyran Revolution would occur, and the new nation would be formed. Isolationist in nature, it has maintained an ethnically homogeneous population and culture throughout its history, and it is next to impossible for outsiders to be granted Elyran Citizenship. As such, it people and culture are extremely similar to those peoples and cultures that can be found in the Modern Day Middle East, North Africa, Anatolia, and Persia regions.&lt;br /&gt;
&lt;br /&gt;
==The Empire of Dominia== &lt;br /&gt;
The Empire of Dominia is an odd nation out when it comes to humanity, as it did not come to be through direct revolt against the Alliance, though its formation still saw plenty of bloodshed. After the disaster of the Interstellar War, Elyran Independence, and a continually worsening economy, the Alliance cut its losses, ceasing to try and expand into the Southern Spur. However, expeditions had already been sent, and would now receive no assistance from the wider alliance. It would not be until the 2300s that the planet Moroz would be united through a brutal series of wars (Known as the War of Moroz), under an autocratic, imperialist, and theocratic state, known as the Empire of Dominia. They are easily the strangest of the human nations, having very different cultures, religions, and similar due to developing in isolation for so long.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{SpeciesoftheSpur}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=37962</id>
		<title>Guide to Drinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=37962"/>
		<updated>2025-10-04T19:19:43Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: unathi drinks update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Drink Recipes==&lt;br /&gt;
Though many of these drinks have toxic ingredients, the finished products are not necessarily toxic. However, if incorrectly (or maliciously) mixed, you might poison your patrons.&lt;br /&gt;
&lt;br /&gt;
If an ingredient is listed as a catalyst, that means it will not be used up by the reaction, and must be removed at the end.&lt;br /&gt;
&lt;br /&gt;
Since a drinking glass will hold only 30 units of liquid, it&#039;s recommended that bartenders use their drink shakers to mix these drinks before pouring them out into glasses.&lt;br /&gt;
===Alcoholic Drinks===&lt;br /&gt;
Alcoholic drinks contain ethanol, the type of alcohol that gets humans drunk. Each alcoholic drink has a strength value that determines how quickly it will affect the person drinking it. Depending on how much you drink, you may start slurring your speech, get dizzy, start stumbling around, or even pass out. Drinking slowly will allow your body to metabolize alcohol and prevent some of these effects, but it can take a long time to metabolize high amounts of alcohol. &lt;br /&gt;
&lt;br /&gt;
Some species have special reactions to alcohol: &lt;br /&gt;
* Skrell will always treat any alcohol as extremely strong and can get very drunk, very quickly. &lt;br /&gt;
* Unathi and Vaurca cannot properly metabolize ethanol, and consuming it will poison them as it is metabolized.&lt;br /&gt;
* Humans take liver damage from drinking too much. This damage occurs at around the same level of intoxication where the character passes out. &lt;br /&gt;
* Diona cannot get drunk.&lt;br /&gt;
&lt;br /&gt;
====Cocktails====&lt;br /&gt;
Cocktails are mixed alcoholic beverages, most commonly containing a combination of liquors, liqueurs, and other ingredients.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:acidspitglass.png|64px]]&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|1u [[#Sulphuric Acid|Sulphuric Acid]], 5u [[#Wine|Wine]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Stomach acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:alliescocktail.png|64px]]&lt;br /&gt;
|Allies Cocktail&lt;br /&gt;
|1u [[#Classic Martini|Classic Martini]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter yet free&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aloe.png|64px]]&lt;br /&gt;
|Aloe&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|Add the whiskey last, or you will have Irish Cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:amasecglass.png|64px]]&lt;br /&gt;
|Amasec{{anchor|Amasec}}&lt;br /&gt;
|1u [[#Iron|Iron]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Dark and metallic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:andalusia.png|64px]]&lt;br /&gt;
|Andalusia&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Lemons&lt;br /&gt;
|The gardener might be willing to grow some lemons for you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:antifreeze.png|64px]]&lt;br /&gt;
|Anti-freeze&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cold cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aprilshower.png|64px]]&lt;br /&gt;
|April Shower&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Brandy and oranges&lt;br /&gt;
|The chartreuse family is type of Skrellian liquor (Nralakk Touch). Comes in multiple colors, if you were having issues finding the ingredients.&lt;br /&gt;
|-&lt;br /&gt;
![[File:armsalcglass.png|64px]]&lt;br /&gt;
|Armsman&#039;s Alchemy&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#K&#039;laxan Energy Crush|K&#039;laxan Energy Crush]] = 2u&lt;br /&gt;
|30&lt;br /&gt;
|A burning cosmos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:atomicbombglass.png|64px]]&lt;br /&gt;
|Atomic Bomb&lt;br /&gt;
|10u [[#B-52|B-52]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Da bomb&lt;br /&gt;
|&#039;&#039;&#039;Extremely potent.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:b52glass.png|64px]]&lt;br /&gt;
|B-52{{anchor|B-52}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Angry and irish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:badtouch.png|64px]]&lt;br /&gt;
|Bad Touch&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Lemon Lime|Lemon Lime]], 2u [[#Rum|Rum]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Naughtiness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahama_mama.png|64px]]&lt;br /&gt;
|Bahama mama&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and orange&lt;br /&gt;
|Lime juice should be added last, or a different drink will be made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bananahonkglass.png|64px]]&lt;br /&gt;
|Banana Mama (Banana Honk)&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Cream|Cream]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|A bad joke&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_banana.png|64px]]&lt;br /&gt;
|Banana pulque&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty banana&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:b&amp;amp;p.png|64px]]&lt;br /&gt;
|Barefoot&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bassline.png|64px]]&lt;br /&gt;
|Bassline&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 2u [[#Grape Juice|Grape Juice]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|The groove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:beepskysmashglass.png|64px]]&lt;br /&gt;
|Beepsky Smash&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Iron|Iron]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|&#039;&#039;&#039;JUSTICE&#039;&#039;&#039;&lt;br /&gt;
|Causes brief stun for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_berry.png|64px]]&lt;br /&gt;
|Berry pulque&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Bilk&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|4&lt;br /&gt;
|Desperation and lactate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blackrussianglass.png|64px]]&lt;br /&gt;
|Black Russian {{anchor|Black Russian}}&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blindrussian.png|64px]]&lt;br /&gt;
|Blind Russian&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bitterness blindness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodymaryglass.png|64px]]&lt;br /&gt;
|Bloody Mary&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 3u [[#Tomato Juice|Tomato Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|20&lt;br /&gt;
|Tomatoes with a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Blue Lagoon&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]], 1u [[#Vodka|Vodka]]= 6u&lt;br /&gt;
|25&lt;br /&gt;
|Electric lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluebird.png|64px]]&lt;br /&gt;
|Bluebird&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Gin and Tonic|Gin and Tonic]] = 4u&lt;br /&gt;
|30&lt;br /&gt;
|A blue christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blushwineglass.png|64px]]&lt;br /&gt;
|Blush Wine&lt;br /&gt;
|1u [[#White Wine|White Wine]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Delightful sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:booger.png|64px]]&lt;br /&gt;
|Booger&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Rum|Rum]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bravebullglass.png|64px]]&lt;br /&gt;
|Brave Bull&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Alcoholic bravery&lt;br /&gt;
|Also includes Caffeine at a strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:carthusiansazerac.png|64px]]&lt;br /&gt;
|Carthusian Sazerac&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Whiskey|Whiskey]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caruso.png|64px]]&lt;br /&gt;
|Caruso&lt;br /&gt;
|2u [[#Classic Martini|Classic Martini]], 1u [[#White Creme de Menthe|White Creme de Menthe]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ceasefireglass.gif|64px]]&lt;br /&gt;
|Ceasefire&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet reunions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cmojito.png|64px]]&lt;br /&gt;
|Champagne Mojito&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet mint alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cherrytreefireball.png|64px]]&lt;br /&gt;
|Cherry Tree Fireball&lt;br /&gt;
|1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Fireball|Fireball]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet spiced cherries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|Cinnamon Apple Whiskey&lt;br /&gt;
|3u [[#Apple Cider|Apple Cider]], 1u [[#Fireball|Fireball]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet spiced apples&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cinnamon_orchard_glass.png|64px]]&lt;br /&gt;
|Cinnamon Orchard&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Fireball|Fireball]], 1u Lemon Juice = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cinnamon bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Classic Martini{{anchor|Classic Martini}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cloudyoranglass.png|64px]]&lt;br /&gt;
|Cloudy Eridani&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Sake|Sake]], 1u [[#Soy Milk|Soy Milk]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Soy milk putting on airs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cobaltvelvet.png|64px]]&lt;br /&gt;
|Cobalt Velvet&lt;br /&gt;
|2u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Space Cola|Space Cola]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Neon champagne&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_coffee.png|64px]]&lt;br /&gt;
|Coffee pulque&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbsc.gif|64px]]&lt;br /&gt;
|Complex Bluespace Calculation&lt;br /&gt;
|4u [[#Wine|Wine]], 2u [[#Vodka|Vodka]], 3u [[#Soda Water|Soda Water]], 1u [[#Radium|Radium]] = 10u &lt;br /&gt;
|25&lt;br /&gt;
|Fizzling spatiotemporal instability&lt;br /&gt;
|Causes jitters to non-Diona.&amp;lt;br&amp;gt;Ordered differently, the ingredients may instead produce a Singulo.&lt;br /&gt;
|-&lt;br /&gt;
![[File:corkpopper.png|64px]]&lt;br /&gt;
|Cork Popper&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Sour and smokey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cosmopolitan.png|64px]]&lt;br /&gt;
|Cosmopolitan&lt;br /&gt;
|1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cubalibreglass.png|64px]]&lt;br /&gt;
|Cuba Libre{{anchor|Cuba Libre}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 2u [[#Rum and Cola|Rum and Cola]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola and a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:daiquiri.png|64px]]&lt;br /&gt;
|Daiquiri&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and sugar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Demons Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Rum|Rum]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet tasting iron&lt;br /&gt;
|For both this and the next recipe, you may be able to substitute the blood with tomato juice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:devilskiss.png|64px]]&lt;br /&gt;
|Devils Kiss&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Kahlua|Kahlua]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Bitter iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:deweycocktail.png|64px]]&lt;br /&gt;
|Dewey Cocktail&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dionamamaglass.png|64px]]&lt;br /&gt;
|Diona Mama&lt;br /&gt;
|2u [[#Absinthe|Absinthe]], 1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Radium|Radium]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Tangy, irradiated licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:djinnteaglass.png|64px]]&lt;br /&gt;
|Djinn Tea&lt;br /&gt;
|1u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Gin|Gin]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drdaniels.png|64px]]&lt;br /&gt;
|Dr. Daniels&lt;br /&gt;
|3u [[#Diet Dr. Gibb|Diet Dr. Gibb]], 1u [[#Honey|Honey]], 1u [[#Whiskey|Whiskey]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Smooth, honeyed carbonation&lt;br /&gt;
|Contains Caffeine strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:driestmartiniglass.png|64px]]&lt;br /&gt;
|Driest Martini&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Nothing|Nothing]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|A beach&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_dyn.png|64px]]&lt;br /&gt;
|Dyn pulque&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty menthol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Eggnog {{anchor|Eggnog}}&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|Egg and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:erikasurprise.png|64px]]&lt;br /&gt;
|Erika Surprise&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Banana Juice|Banana Juice]], 1u [[#Ice|Ice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Tartness and bananas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:espratini_glass.png|64px]]&lt;br /&gt;
|Espratini&lt;br /&gt;
|1u Espresso, 1u Kahlua, 1u Vodka = 3u&lt;br /&gt;
|50&lt;br /&gt;
|Powerful black coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:europanail.png|64px]]&lt;br /&gt;
|Europa Nail&lt;br /&gt;
|2u [[#Cream|Cream]], 2u [[#Kahlua|Kahlua]], 2u [[#Rusty Nail|Rusty Nail]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|A coffee-flavored moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Fernet Con Coca&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Fernet|Fernet]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Deeply bittersweet cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fiscoffeeglass.png|64px]]&lt;br /&gt;
|Fisanduhian Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|giving up on peaceful coexistence&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Fisanduhian Cream{{anchor|Fisanduhian Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Fireball|Fireball]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|creamy spiced alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fisfirebombglass.png|64px]]&lt;br /&gt;
|Fisanduhian Firebomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Anti-dominian sentiment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:forbiddenapple.png|64px]]&lt;br /&gt;
|Forbidden Apple&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Champagne|Champagne]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Champagne, a hint of apples, and orange sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:french75.png|64px]]&lt;br /&gt;
|French 75&lt;br /&gt;
|2u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Sour and classy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fringeweaver.png|64px]]&lt;br /&gt;
|Fringe Weaver&lt;br /&gt;
|2u [[#Ethanol|Ethanol]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Liquid regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirteen_loko_glass.png|64px]]&lt;br /&gt;
|Getmore Energy&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|Jitters and death&lt;br /&gt;
|For non-Diona: Reduces drowsiness, causes jitters. Also contains Caffeine strength 0.5.&amp;lt;br&amp;gt;Source: Robust Softdrinks (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonhooch.png|64px]]&lt;br /&gt;
|Gibson Hooch&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Whiskey Cola|Whiskey Cola]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Cheap labor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonpunch.png|64px]]&lt;br /&gt;
|Gibson Punch&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Screwdriver|Screwdriver]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Sour and bitter fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gimlet.png|64px]]&lt;br /&gt;
|Gimlet&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Gin and class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gintonicglass.png|64px]]&lt;br /&gt;
|Gin and Tonic{{anchor|Gin and Tonic}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|12&lt;br /&gt;
|Mild and tart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginfizzglass.png|64px]]&lt;br /&gt;
|Gin Fizz&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Dry, tart lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godheadglass.png|64px]]&lt;br /&gt;
|Godhead&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Morozi winter, with all its hardships&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Goldschlager&lt;br /&gt;
|1u [[#Gold|Gold]], 10u [[#Vodka|Vodka]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Burning cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:goeglass.png|64px]]&lt;br /&gt;
|Government in Exile&lt;br /&gt;
|1u [[#Kvass|Kvass]], 1u [[#Permanent Revolution|Permanent Revolution]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Homesickness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grogglass.png|64px]]&lt;br /&gt;
|Grog&lt;br /&gt;
|1u [[#Rum|Rum]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|A poor excuse for alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:harvest_moon_glass.png|64px]]&lt;br /&gt;
|Harvest Moon&lt;br /&gt;
|2u Applejack, 1u Pumpkin Spice Syrup, 2u Soda Water = 6u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling pumpkin pie and spiced apples&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:hippiesdelightglass.png|64px]]&lt;br /&gt;
|Hippies Delight&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Psilocybin|Psilocybin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Giving peace a chance&lt;br /&gt;
|Psilocybin can be found in several types of garden-grown mushroom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown2.png|64px]]&lt;br /&gt;
|Hooch&lt;br /&gt;
|1u [[#Moonshine|Moonshine]], 1u [[#Sugar|Sugar]], 1u [[#Welding fuel|Welding Fuel]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Pure resignation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Ice Pick&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Vodka and lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iced_beerglass.png|64px]]&lt;br /&gt;
|Iced Beer&lt;br /&gt;
|10u [[#Beer|Beer]], 1u [[#Frost Oil|Frost Oil]] = 10u&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;5u [[#Beer|Beer]], 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|5&lt;br /&gt;
|Refreshingly cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Insurrenderglass.png|64px]]&lt;br /&gt;
|Instrument of Surrender&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Freedom from want&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:internationaleglass.png|64px]]&lt;br /&gt;
|Internationale&lt;br /&gt;
|1u [[#Mushroom Vodka|Mushroom Vodka]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|28&lt;br /&gt;
|Earthy, oily unity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcarbomb.png|64px]]&lt;br /&gt;
|Irish Car Bomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Delicious anger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcoffeeglass.png|64px]]&lt;br /&gt;
|Irish Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Giving up on the day&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Irish Cream{{anchor|Irish Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Creamy alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:johnscollins.png|64px]]&lt;br /&gt;
|John Collins&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Whiskey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jovianstormglass.png|64px]]&lt;br /&gt;
|Jovian Storm&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Rum|Rum]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Stormy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Jungle Juice&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lemon Lime|Lemon Lime]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Rum|Rum]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|A fraternity house party&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lights_edge_glass.png|64px]]&lt;br /&gt;
|Light&#039;s Edge&lt;br /&gt;
|1u [[#Assunzioni Wine|Assunzioni Wine]], 1u Gin, 1u Lemon Juice = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Rich wine, herbal liquor, and tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:longislandicedteaglass.png|64px]]&lt;br /&gt;
|Long Island Iced Tea{{anchor|Long Island Iced Tea}}&lt;br /&gt;
|3u [[#Cuba Libre|Cuba Libre]], 1u [[#Gin|Gin]], 1u [[#Tequila|Tequila]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|A mixture of cola and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan{{anchor|Manhattan}}&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Mild dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:proj_manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan Project&lt;br /&gt;
|10u [[#Manhattan|Manhattan]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|30&lt;br /&gt;
|Death, the destroyer of worlds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:margaritaglass.png|64px]]&lt;br /&gt;
|Margarita{{anchor|Margarita}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]], 1u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Dry and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:marsarita.png|64px]]&lt;br /&gt;
|Marsarita&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Capsaicin Oil|Capsaicin Oil]], 4u [[#Margarita|Margarita]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Spicy, salty lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melonwine.png|64px]]&lt;br /&gt;
|Melon Wine&lt;br /&gt;
|1u [[#Melon Liquor|Melon Liquor]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Mouth watering fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendellian.png|64px]]&lt;br /&gt;
|Mendellian&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Citrusy urbanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:metropolitan.png|64px]]&lt;br /&gt;
|Metropolitan&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:midnightkiss.png|64px]]&lt;br /&gt;
|Midnight Kiss&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|A late-night promise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:omimosa.png|64px]]&lt;br /&gt;
|Mimosa&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Orange Juice|Orange Juice]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling orange juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mintjulep.png|64px]]&lt;br /&gt;
|Mint Julep&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Water|Water]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Old as time&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mojito.png|64px]]&lt;br /&gt;
|Mojito&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Refreshing mint&lt;br /&gt;
|Make sure to mix it in the provided order, or you might make a Daiquiri.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Moonshine{{anchor|Moonshine}}&lt;br /&gt;
|10u [[#Nutriment|Nutriment]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|65&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mountain_marauder.png|64px]]&lt;br /&gt;
|Mountain Marauder&lt;br /&gt;
|1u [[#Fermented Fatshouters Milk|Fermented Fatshouters Milk]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Alcoholic sour milk&lt;br /&gt;
|Causes nausea to non-Tajara.&lt;br /&gt;
|-&lt;br /&gt;
![[File:muscmule.png|64px]]&lt;br /&gt;
|Muscovite Mule&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Mint and a mule&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:neurotoxinglass.png|64px]]&lt;br /&gt;
|Neurotoxin&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Soporific|Soporific]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|A numbing sensation&lt;br /&gt;
|Slows pulse and causes paralysis for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:horizon_glass.png|64px]]&lt;br /&gt;
|New Horizons&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Patron|Patron]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|The celebration of new horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oldfashioned.png|64px]]&lt;br /&gt;
|Old Fashioned&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Sugar|Sugar]], 3u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:olympusmons.png|64px]]&lt;br /&gt;
|Olympus Mons&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bittersweet independence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gargleblasterglass.png|64px]]&lt;br /&gt;
|Pan-Galactic Gargle Blaster{{anchor|Pan-Galactic Gargle Blaster}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Your brains smashed out by a lemon wrapped around a gold brick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:patronglass.png|64px]]&lt;br /&gt;
|Patron {{anchor|Patron}}&lt;br /&gt;
|1u [[#Silver|Silver]], 10u [[#Tequila|Tequila]] = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Metallic and expensive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:peacetreatyglass.png|64px]]&lt;br /&gt;
|Peace Treaty&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]], 1u [[#Victory Gin|Victory Gin]] = 3u&lt;br /&gt;
|21&lt;br /&gt;
|Tart, oily honey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:permanentrevolutionglass.png|64px]]&lt;br /&gt;
|Permanent Revolution&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Mushroom Vodka|Mushroom Vodka]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Strong, earthy licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pina_colada.png|64px]]&lt;br /&gt;
|Pina Colada&lt;br /&gt;
|1u [[#Pineapple Juice|Pineapple Juice]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Pineapple, coconut, and a hint of the ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgin.png|64px]]&lt;br /&gt;
|Pink Gin {{anchor|Pink Gin}}&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Gin|Gin]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgintonic.png|64px]]&lt;br /&gt;
|Pink Gin and Tonic&lt;br /&gt;
|2u [[#Pink Gin|Pink Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Very bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:piratepunch.png|64px]]&lt;br /&gt;
|Pirate&#039;s Punch&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Spiced fruit cocktail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:planterpunch.png|64px]]&lt;br /&gt;
|Planter&#039;s Punch&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Jamaica&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pwineglass.png|64px]]&lt;br /&gt;
|Poison Wine&lt;br /&gt;
|10u [[#Poison Berry Juice|Poison Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|15&lt;br /&gt;
|Purified alcoholic death&lt;br /&gt;
|Toxic. Causes hallucinations.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pousseecafe.png|64px]]&lt;br /&gt;
|Pousse-Cafe&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#White Creme de Menthe|White Creme de Menthe]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Layers of liquors&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pink_glass.png|64px]]&lt;br /&gt;
|Pretty in Pink&lt;br /&gt;
|1u [[#Pink Lemonade|Pink Lemonade]], 1u [[#Rose Wine|Rose Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Rosy fruity pinkness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:primeministerglass.png|64px]]&lt;br /&gt;
|Prime Minister&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 4u [[#Rum|Rum]], 1u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Political power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redsangria.png|64px]]&lt;br /&gt;
|Red Dwarf Sangria&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Assunzioni Wine|Assunzioni Wine]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Fruit cocktail, sweet red wine, and a hint of truffles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:red_meadglass.png|64px]]&lt;br /&gt;
|Red Mead&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Mead|Mead]] = 2u&lt;br /&gt;
|21&lt;br /&gt;
|Sweet and salty alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rixulin_sundae.png|64px]]&lt;br /&gt;
|Rixulin Sundae&lt;br /&gt;
|3u [[#Virus Food|Virus Food]], 2u [[#White Wine|White Wine]], 1u [[#Wulumunusha Extract|Wulumunusha Extract]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Spacetime and warbling music&lt;br /&gt;
|Causes drugginess.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rose_tinted_glasses_glass.png|64px]]&lt;br /&gt;
|Rose Tinted Glasses&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rose Wine|Rose Wine]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Pink-colored nostalgia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumandcolaglass.png|64px]]&lt;br /&gt;
|Rum and Cola{{anchor|Rum and Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rustynail.png|64px]]&lt;br /&gt;
|Rusty Nail{{anchor|Rusty Nail}}&lt;br /&gt;
|1u [[#Drambuie|Drambuie]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Sangria&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Wine|Wine]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Sweet wine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sbitenglass.png|64px]]&lt;br /&gt;
|Sbiten&lt;br /&gt;
|1u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Mead|Mead]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Hot and spice&lt;br /&gt;
|Capsaicin can be found in chili peppers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scrameggglass.gif|64px]]&lt;br /&gt;
|SCRAMbled Egg&lt;br /&gt;
|25u [[#Kvass|Kvass]], 3u [[#Egg Yolk|Egg Yolk]] = 25u&lt;br /&gt;
|15&lt;br /&gt;
|Slimy raw egg and beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Screwdriver {{anchor|Screwdriver}}&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sidewinderglass.png|64px]]&lt;br /&gt;
|Sidewinder Fang&lt;br /&gt;
|2u [[#Soda Water|Soda Water]], 2u [[#Rum|Rum]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Fruity rum and bittersweet nostalgia&lt;br /&gt;
|Make sure to mix it in the &#039;&#039;&#039;provided order&#039;&#039;&#039;, or you might make the [[#Kira Special|Kira Special]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:silencerglass.png|64px]]&lt;br /&gt;
|Silencer&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Nothing|Nothing]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|50&lt;br /&gt;
|A pencil eraser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:singulo.png|64px]]&lt;br /&gt;
|Singulo&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Concentrated matter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snakebite.png|64px]]&lt;br /&gt;
|Snakebite&lt;br /&gt;
|5u [[#Beer|Beer]], 5u [[#Applejack|Applejack]]= 10u&lt;br /&gt;
|9&lt;br /&gt;
|Sweet apple-flavoured beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Snow White&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Lemon Lime|Lemon Lime]] = 2u&lt;br /&gt;
|7&lt;br /&gt;
|Refreshing cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianmarineglass.png|64px]]&lt;br /&gt;
|Solarian Marine&lt;br /&gt;
|1u [[#Securitea|Securitea]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Polished boots and nationalism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianwhiteglass.png|64px]]&lt;br /&gt;
|Solarian White&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Creamy vodka and lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Songwaterglass.png|64px]]&lt;br /&gt;
|Songwater&lt;br /&gt;
|5u [[#Tarasun|Tarasun]], 1u [[#Space Spice|Space Spice]], 1u [[#Black Pepper|Black Pepper]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Frostbite in your throat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ssroyale.png|64px]]&lt;br /&gt;
|Southside Royale&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Lime christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:starsandstripes.png|64px]]&lt;br /&gt;
|Stars and Stripes&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Freedom&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sugarrush.png|64px]]&lt;br /&gt;
|Sugar Rush&lt;br /&gt;
|4u [[#Orange Starshine|Orange Starshine]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sdreamglass.png|64px]]&lt;br /&gt;
|Sui Dream&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Melon Liquor|Melon Liquor]], 1u Vacuum Fizz = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tallblackrussian.png|64px]]&lt;br /&gt;
|Tall Black Russian&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Space Cola|Space Cola]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Tall bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilasunriseglass.png|64px]]&lt;br /&gt;
|Tequila Sunrise&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:classic.png|64px]]&lt;br /&gt;
|The Classic&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sour and bitter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Inquisitrixglass.png|64px]]&lt;br /&gt;
|The Inquisitrix&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Tarasun|Tarasun]], 1u [[#Dr. Gibb|Dr. Gibb]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tomorrow&#039;s headache&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|The Manly Dorf&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Beer|Beer]] = 3u&lt;br /&gt;
|45&lt;br /&gt;
|Hair on your chest and your chin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martyrgaritaglass.gif|64px]]&lt;br /&gt;
|The Martyrgarita&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Lime Juice|Lime Juice]], 1u Holy water = 3u&lt;br /&gt;
|20&lt;br /&gt;
|A drink worth dying for&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirdincident.png|64px]]&lt;br /&gt;
|The Third Incident&lt;br /&gt;
|10u [[#Blue Curacao|Blue Curacao]], 3u [[#Egg Yolk|Egg Yolk]], 10u [[#Grape Juice|Grape Juice]] = 20u&lt;br /&gt;
|10&lt;br /&gt;
|X&#039;Lu&#039;oa sadness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:universalistglass.gif|64px]]&lt;br /&gt;
|The Universalist&lt;br /&gt;
|10u [[#Geneboosted Wine|Geneboosted Wine]], 10u [[#Beepsky Smash|Beepsky Smash]] = 20u&lt;br /&gt;
|25&lt;br /&gt;
|Shutdown codes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threemileislandglass.png|64px]]&lt;br /&gt;
|Three Mile Island Iced Tea&lt;br /&gt;
|10u [[#Long Island Iced Tea|Long Island Iced Tea]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|60&lt;br /&gt;
|Dry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threefoldglass.png|64px]]&lt;br /&gt;
|Threefold&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Valokki Wine|Valokki Wine]], 1u [[#Geneboosted Wine|Geneboosted Wine]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Incense&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:toxinsspecialglass.png|64px]]&lt;br /&gt;
|Toxins Special&lt;br /&gt;
|2u [[#Phoron|Phoron]], 2u [[#Rum|Rum]], 2u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|Spicy toxins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tribunalglass.gif|64px]]&lt;br /&gt;
|Tribunal&lt;br /&gt;
|1u [[#Threefold|Threefold]], 1u [[#Godhead|Godhead]], 1u Holy Water = 3u&lt;br /&gt;
|75&lt;br /&gt;
|Alcoholic rapture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:twisted_lime_glass.png|64px]]&lt;br /&gt;
|Twisted Lime&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fernet|Fernet]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|30&lt;br /&gt;
|Bitter sourness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:verdant_glass.png|64px]]&lt;br /&gt;
|Verdant Green&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Soju|Soju]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Refreshing minty tea with a kick&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:veteranschoice_glass.png|64px]]&lt;br /&gt;
|Veteran&#039;s Choice&lt;br /&gt;
|1u [[#Gunpowder|Gunpowder]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Honey and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:vodkatonicglass.png|64px]]&lt;br /&gt;
|Vodka and Tonic&lt;br /&gt;
|1u [[#Tonic Water|Tonic Water]], 2u [[#Vodka|Vodka]]= 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tart bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Vodka Martini&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|32&lt;br /&gt;
|Shaken, not stirred&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weeping_stars_glass.png|64px]]&lt;br /&gt;
|Weeping Stars&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Cranberry Juice|Cranberry Juice]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkly violet cranberry juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Whiskey Cola {{anchor|Whiskey Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeysodaglass2.png|64px]]&lt;br /&gt;
|Whiskey Soda {{anchor|Whiskey Soda}}&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiterussianglass.png|64px]]&lt;br /&gt;
|White Russian&lt;br /&gt;
|2u [[#Black Russian|Black Russian]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:winter_offensive.png|64px]]&lt;br /&gt;
|Winter Offensive&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Oily gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:zavodskoi_mule.png|64px]]&lt;br /&gt;
|Zavodskoi Mule&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Refreshing spiciness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Liquors and Liqueurs====&lt;br /&gt;
Liquors are typically strong distilled drinks. While they are most commonly used as ingredients in a [[#Cocktail|cocktail]], it is also common to have liquor alone in shots.&lt;br /&gt;
&lt;br /&gt;
Liqueurs are similar to liquors, but are sweeter. It is less common to see liqueurs taken as shots, as the flavours are better realized in a cocktail, however the customer is always right in matters of taste!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:absintheglass.png|64px]]&lt;br /&gt;
|Absinthe {{anchor|Absinthe}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Bottles are labeled “Jailbreaker Verte”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:applejack.png|64px]]&lt;br /&gt;
|Applejack {{anchor|Applejack}}&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|Bottles are labeled “Arvani Special Reserve Applejack”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bittersglass.png|64px]]&lt;br /&gt;
|Aromatic Bitters {{anchor|Aromatic Bitters}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nojosuru Aromatic Bitters”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:curacaoglass.png|64px]]&lt;br /&gt;
|Blue Curacao {{anchor|Blue Curacao}}&lt;br /&gt;
|10u [[#Orange Juice|Orange Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Xuaousha curacao”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:boukhaglass.png|64px]]&lt;br /&gt;
|Boukha {{anchor|Boukha}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Boukha Boboksa Classic”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:brandyglass.png|64px]]&lt;br /&gt;
|Brandy {{anchor|Brandy}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Admiral Cindy&#039;s Brandy”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cognacglass.png|64px]]&lt;br /&gt;
|Cognac {{anchor|Cognac}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Cytherea Golden Sweetness Cognac”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cremedeyvetteglass.png|64px]]&lt;br /&gt;
|Creme de Yvette {{anchor|Creme de Yvette}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua Delicate Violet”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:darmadhirbrew_glass.png|64px]]&lt;br /&gt;
|Darmadhir Brew {{anchor|Darmadhir Brew}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Deadrum {{anchor|Deadrum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drambuieglass.png|64px]]&lt;br /&gt;
|Drambuie {{anchor|Drambuie}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Xinghua Honeyed Satisfaction”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:fireballglass.png|64px]]&lt;br /&gt;
|Fireball {{anchor|Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|35&lt;br /&gt;
|Bottles are labeled “Delta Cephei Cinnamon Fireball”&amp;lt;br&amp;gt;Causes pain to non-Diona, neutralizes toxins&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:kahluaglass.png|64px]]&lt;br /&gt;
|Kahlua {{anchor|Kahlua}}&lt;br /&gt;
|5u [[#Coffee|Coffee]], 5u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Nixiqi&#039;s Happy Accident Coffee Liqueur”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:emeraldglass.png|64px]]&lt;br /&gt;
|Melon Liquor {{anchor|Melon Liquor}}&lt;br /&gt;
|10u [[#Watermelon Juice|Watermelon Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|23&lt;br /&gt;
|Bottles are labeled “Emeraldine Melon Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:mushroomvodkaglass.png|64px]]&lt;br /&gt;
|Mushroom Vodka {{anchor|Mushroom Vodka}}&lt;br /&gt;
|&lt;br /&gt;
|55&lt;br /&gt;
|Bottles are labeled “Magnitogorsk Import mushroom vodka”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:nmshaanliquor_glass.png|64px]]&lt;br /&gt;
|Nm&#039;shaan Liquor&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|Bottles are labeled “Nm&#039;shaan Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Rum {{anchor|Rum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Undirstader Broeckhouser Rum”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sakeglass.png|64px]]&lt;br /&gt;
|Sake {{anchor|Sake}}&lt;br /&gt;
|5u [[#Rice Beer|Rice Beer]], 5u Moss, 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Shokyodo Sake”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sojuglass.png|64px]]&lt;br /&gt;
|Soju {{anchor|Soju}}&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Boryeong &#039;45 Soju”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tarasunglass.png|64px]]&lt;br /&gt;
|Tarasun {{anchor|Tarasun}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Tarasun”&amp;lt;br&amp;gt;Source: Booze-o-mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:treebarkfirewater_glass.png|64px]]&lt;br /&gt;
|Tree-Bark Firewater&lt;br /&gt;
|1u [[#Earthen-Root Juice|Earthen-Root Juice]], 1u [[#Sugar|Sugar]], 1u [[#Wood Pulp|Wood Pulp]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 3u&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilaglass.png|64px]]&lt;br /&gt;
|Tequila {{anchor|Tequila}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nathan&#039;s Guaranteed Quality Tequila”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Triple Sec {{anchor|Triple Sec}}&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|Bottles are labeled “Fleur De Majestueux Triple Sec”&amp;lt;br&amp;gt;Source: Bar Dispenser, Booze-O-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:vermouthglass.png|64px]]&lt;br /&gt;
|Vermouth {{anchor|Vermouth}}&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|Bottles are labeled “Xinghua Vermouth”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Victory Gin {{anchor|Victory Gin}}&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|Bottles are labeled “Victory Gin”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Vodka {{anchor|Vodka}}&lt;br /&gt;
|10u [[#Potato Juice|Potato Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Bottles are labeled “Martian 50% Premium Vodka”&amp;lt;br&amp;gt;Reduces the effects of radiation.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeyglass.png|64px]]&lt;br /&gt;
|Whiskey {{anchor|Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Mu Cephei Special Reserve”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitecremeglass.png|64px]]&lt;br /&gt;
|White Creme de Menthe {{anchor|White Creme de Menthe}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua White Mint”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:chartreuseyellowglass.png|64px]]&lt;br /&gt;
|Yellow Chartreuse {{anchor|Yellow Chartreuse}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled &amp;quot;Nralakk Touch Yellow Chartreuse&amp;quot;&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Beers and Wines====&lt;br /&gt;
Beers and wines are usually consumed singularly without other ingredients mixed in. While not unheard of, some beers and wines are called for in [[#Cocktail|cocktail]] recipes.&lt;br /&gt;
&lt;br /&gt;
Beers are typically a lighter drink in terms of alcohol. Only two beers are served on draught in the workplace, [[#Ale|ale]] and [[#Beer|Virklunder]], however many other brands of beer are stored in the Bar&#039;s backroom upon request.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Vendor&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:aleglass.png|64px]]&lt;br /&gt;
|Ale {{anchor|Ale}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|Bottles are labeled “Burszi-Ale”&lt;br /&gt;
|-&lt;br /&gt;
![[File:beerglass.png|64px]]&lt;br /&gt;
|Beer {{anchor|Beer}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|Reduces jitteriness.&amp;lt;br&amp;gt;Bottles are labeled “Virklunder”&amp;lt;br&amp;gt;10u [[#Flour|Flour]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:Algaewineglass.png|64px]]&lt;br /&gt;
|Algae Wine {{anchor|Algae Wine}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Licorice and spinach&lt;br /&gt;
|Bottles are labeled “Reachers Triumph 2423”&lt;br /&gt;
|-&lt;br /&gt;
![[File:assunzionewineglass.png|64px]]&lt;br /&gt;
|Assunzioni Wine {{anchor|Assunzioni Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Red wine, truffles, hints of dried fruit, and herbs&lt;br /&gt;
|Bottles are labeled “Azzunzioni Sera Stellata di Dalyan”&lt;br /&gt;
|-&lt;br /&gt;
![[File:champagneglass.png|64px]]&lt;br /&gt;
|Champagne {{anchor|Champagne}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bubbly bitter-sweetness&lt;br /&gt;
|Bottles are labeled “Silverport&#039;s Bubbliest Champagne”&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellbeerdyn.png|64px]]&lt;br /&gt;
|Dyn Beer {{anchor|Dyn Beer}}&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Spiced bitter beer&lt;br /&gt;
|Bottles are labeled “Qel&#039;Zvol Hospitality&#039;s Prestige Beer”&lt;br /&gt;
|-&lt;br /&gt;
![[File:earthmover.png|64px]]&lt;br /&gt;
|Earthmover {{anchor|Earthmover}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ebisu.png|64px]]&lt;br /&gt;
|Ebisu Super Dry {{anchor|Ebisu}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|Cans are labeled &amp;quot;Ebisu Super Dry&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:guinnessglass.png|64px]]&lt;br /&gt;
|Guinness {{anchor|Guinness}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Dryness&lt;br /&gt;
|Bottles are labeled &amp;quot;Guiness&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:khlibnyz_glass.png|64px]]&lt;br /&gt;
|Khlibnyz&lt;br /&gt;
|Booze-o-Mat, Lunchbox option&lt;br /&gt;
|5&lt;br /&gt;
|Earthy and salty&lt;br /&gt;
|Bottles are labeled “Khlibnyz”&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kvassglass.png|64px]]&lt;br /&gt;
|Kvass {{anchor|Kvass}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Bittersweet yeast&lt;br /&gt;
|Bottles are labeled “Neubach Original Kvass”&lt;br /&gt;
|-&lt;br /&gt;
![[File:litebeer.png|64px]]&lt;br /&gt;
|Light Beer&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Dish water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:makgeolliglass.png|64px]]&lt;br /&gt;
|Makgeolli {{anchor|Makgeolli}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Creamy dry alcohol&lt;br /&gt;
|Bottles are labeled “Doctor Kyung&#039;s Makgeolli”&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Mead&lt;br /&gt;
|Booze dispenser&lt;br /&gt;
|25&lt;br /&gt;
|Sweet yet alcoholic&lt;br /&gt;
|1u [[#Sugar|Sugar]], 1u [[#Water|Water]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:messa_mead_glass.png|64px]]&lt;br /&gt;
|Messa&#039;s Mead{{anchor|Messa&#039;s Mead}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Honey&lt;br /&gt;
|Bottles are labeled “Messa&#039;s Mead”&amp;lt;br&amp;gt;1u [[#Earthen=Root Juice|Earthen-Root Juice]], 1u [[#Honey|Honey]] = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:moonlabor.png|64px]]&lt;br /&gt;
|Moonlabor Malt&#039;s {{anchor|Moonlabor}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque.png|64px]]&lt;br /&gt;
|Pulque {{anchor|Pulque}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|Bottles are labeled “Don Augusto&#039;s Pulque”&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice_beer.gif|64px]]&lt;br /&gt;
|Rice Beer {{anchor|Rice Beer}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|10u [[#Rice|Rice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:roseglass.png|64px]]&lt;br /&gt;
|Rose Wine {{anchor|Rose Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Citrus, cherry, and sweet wine&lt;br /&gt;
|Bottles are labeled “Coral Twilight Rose”&lt;br /&gt;
|-&lt;br /&gt;
![[File:shimauma.png|64px]]&lt;br /&gt;
|Shimauma Ichiban {{anchor|Shimauma}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:shyrrkirrtyrwine_glass.png|64px]]&lt;br /&gt;
|Shyyr Kirr&#039;tyr Wine {{anchor|Shyyr Kirr&#039;tyr Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Dry alcohol with a hint of meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:valokkiwineglass.png|64px]]&lt;br /&gt;
|Valokki Wine {{anchor|Valokki Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Smooth, rich wine&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Valokki Wine”&lt;br /&gt;
|-&lt;br /&gt;
![[File:space_beer.png|64px]]&lt;br /&gt;
|Virklunder canned beer {{anchor|Virklunder}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whistlingforest.png|64px]]&lt;br /&gt;
|Whistling Forest Pale Ale {{anchor|Whistling Forest}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitewineglass.png|64px]]&lt;br /&gt;
|White Wine {{anchor|White Wine}}&lt;br /&gt;
|Booze Dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Dry sweetness&lt;br /&gt;
|Bottles are labeled &amp;quot;Pineneedle Brand White Wine&amp;quot;&amp;lt;br&amp;gt;5u [[#White Grape Juice|White Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|-&lt;br /&gt;
![[File:wineglass.png|64px]]&lt;br /&gt;
|Wine {{anchor|Wine}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bitter sweetness&lt;br /&gt;
|Bottles are labeled “Silverport Quality Brand Red Wine”&amp;lt;br&amp;gt;10u [[#Grape Juice|Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellwineylpha.png|64px]]&lt;br /&gt;
|Ylpha Wine {{anchor|Ylpha Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|3&lt;br /&gt;
|Sweet red wine&lt;br /&gt;
|Bottles are labeled &amp;quot;Federation&#039;s Finest Ylpha Wine&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Butanol-Based Drinks===&lt;br /&gt;
Unathi drinks are based on butanol. Butanol will intoxicate Unathi; non-Unathi feel very little effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Butanol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:balefire.png|64px]]&lt;br /&gt;
|Balefire&lt;br /&gt;
|1u [[#Butanol|Butanol]], 4u [[#Mint Syrup|Mint Syrup]], 1u [[#Ice|Ice]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Simultaneously far too hot and too cold, with a mild hint of gum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodwine.png|64px]]&lt;br /&gt;
|Bloodwine&lt;br /&gt;
|2u [[#Blood|Blood]], 3u [[#Sarezhi Wine|Sarezhi Wine]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Strong berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Butanol {{anchor|Butanol}}&lt;br /&gt;
|10u [[#Corn Oil|Corn Oil]], 10u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Cactus Cola&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Ice|Ice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:contactwine.png|64px]]&lt;br /&gt;
|Contact Wine&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Sarezhi Wine|Sarezhi Wine]], 5u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Berries and regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crocodile_glass.png|64px]]&lt;br /&gt;
|Eszkazal&#039;s Bite&lt;br /&gt;
|5u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Toxin|Toxin]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Sour body sweat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Fisher&#039;s Reward&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahamalizard.png|64px]]&lt;br /&gt;
|Forest&#039;s Bounty&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 2u [[#Lemon Juice|Lemon Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactusmargarita.png|64px]]&lt;br /&gt;
|Healer&#039;s Pride&lt;br /&gt;
|3u [[#Lime Juice|Lime Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Lime juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghesheat.png|64px]]&lt;br /&gt;
|Janviri Heat&lt;br /&gt;
|3u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Burning heat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:liarshandshake.png|64px]]&lt;br /&gt;
|Liar&#039;s Handshake&lt;br /&gt;
|5u [[#Redstaff|Redstaff]], 1u [[#Gunpowder|Gunpowder]] = 5u&lt;br /&gt;
|60&lt;br /&gt;
|A powder keg of bad decisions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactuscreme.png|64px]]&lt;br /&gt;
|Palace Delight&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghespolitan.png|64px]]&lt;br /&gt;
|Queen&#039;s Gift&lt;br /&gt;
|5u [[#Grenadine Syrup|Grenadine Syrup]], 2u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redstaff.png|64px]]&lt;br /&gt;
|Redstaff {{anchor|Redstaff}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Creamy red ale with a distinct hint of bitterness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarezhiglass.png|64px]]&lt;br /&gt;
|Sarezhi Wine {{anchor|Sarezhi Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Berry juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarikshand.png|64px]]&lt;br /&gt;
|Sarik&#039;s Hand&lt;br /&gt;
|1u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Redstaff|Redstaff]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|A strong initial hit of bitterness followed by a lingering earthy spice.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lizardphlegm.png|64px]]&lt;br /&gt;
|Sen&#039;s Secret&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Xuizi Juice|Xuizi Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Creamy fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Smokescale&#039;s Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Stellar Jolt|Stellar Jolt]], 3u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Fizzy sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Taste of Victory&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Tart berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Temple Treasure&lt;br /&gt;
|2u [[#Xuizi Juice|Xuizi Juice]], 2u [[#Orange Juice|Orange Juice]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:three_towns_cider.png|64px]]&lt;br /&gt;
|Three Towns Cider {{anchor|Three Towns Cider}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet root juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:trizkizkitea.png|64px]]&lt;br /&gt;
|Trizkizki Tea&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Sarezhi Wine|Sarezhi Wine]] = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Light, sweet wine, with a hint of sea breeze&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:xuiziglass.png|64px]]&lt;br /&gt;
|Xuizi Juice {{anchor|Xuizi Juice}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; A bit of watermelon and strawberry with a hint of salt&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_butanol.png|64px]]&lt;br /&gt;
|Xuizi Pulque&lt;br /&gt;
|1u [[#Pulque|Pulque]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|5&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toothpaste-Based Drinks===&lt;br /&gt;
Vaurca can get drunk on alcohol, but it will also poison them. Non-toxic strong drinks for Vaurca are based on toothpaste.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Strength&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_coffee.png|64px]]&lt;br /&gt;
|Caprician Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_sunrise.png|64px]]&lt;br /&gt;
|Caprician Sunrise&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cold_gate.png|64px]]&lt;br /&gt;
|Cold Gate&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:flagsdale_mule.png|64px]]&lt;br /&gt;
|Flagsdale Mule&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Mouthwash|Mouthwash]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Refreshing, spicy lime, and bulwark&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kois_odyne.png|64px]]&lt;br /&gt;
|Kois Odyne&lt;br /&gt;
|1u [[#K&#039;ois|K&#039;ois]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Chalk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthgarita.png|64px]]&lt;br /&gt;
|Mouthgarita&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Sour and minty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthwash.png|64px]]&lt;br /&gt;
|Mouthwash {{anchor|Mouthwash}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Mouthwash&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:sedantian_firestorm.gif|64px]]&lt;br /&gt;
|Sedantian Firestorm&lt;br /&gt;
|1u [[#Phoron|Phoron]], 1u [[#Toothpaste|Toothpaste]] = 2u&lt;br /&gt;
|80&lt;br /&gt;
|Melting asphalt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:skyemok_glass.png|64px]]&lt;br /&gt;
|Skye&#039;mok Mead&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Fresh, tangy, and lingering taste&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:teathpaste.png|64px]]&lt;br /&gt;
|Teathpaste&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Liquid dental work&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:toothpaste.png|64px]]&lt;br /&gt;
|Toothpaste {{anchor|Toothpaste}}&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|Toothpaste&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterfresh.png|64px]]&lt;br /&gt;
|Waterfresh&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bubble bath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ichor.png|64px]]&lt;br /&gt;
|Xsain Ichor&lt;br /&gt;
|1u [[#Filtered K&#039;ois|Filtered K&#039;ois]], 1u [[#Toothpaste|Toothpaste]], 1u [[#Xuizi Juice|Xuizi Juice]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty cactus water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-Alcoholic Drinks===&lt;br /&gt;
These drinks don&#039;t contain alcohol, butanol, or toothpaste. Most increase hydration.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;non-alcoholic&amp;quot; doesn&#039;t always mean the drink has no effect!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:ciderhot.png|64px]]&lt;br /&gt;
|Apple Cider {{anchor|Apple Cider}}&lt;br /&gt;
|&lt;br /&gt;
|Fresh apples mixed with cinnamon&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Apple Cider Juice {{anchor|Apple Cider Juice}}&lt;br /&gt;
|2u [[#Apple Juice|Apple Juice]], 1u [[#Space Spice|Space Spice]], 1u [[#Sugar|Sugar]] = 4u&lt;br /&gt;
|Sad apple juice with cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_apple.png|64px]]&lt;br /&gt;
|Apple Juice {{anchor|Apple Juice}}&lt;br /&gt;
|Process Apple&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Apple Juice, 3u Water = 3u&lt;br /&gt;
|Sweet apples&lt;br /&gt;
|Source: Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:banana.png|64px]]&lt;br /&gt;
|Banana Juice {{anchor|Banana Juice}}&lt;br /&gt;
|Process Banana&lt;br /&gt;
|Banana&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Berry Juice {{anchor|Berry Juice}}&lt;br /&gt;
|Process Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BerryMilkshake.png|64px]]&lt;br /&gt;
|Berry Milkshake {{anchor|Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Berry Syrup|Berry Syrup]]&lt;br /&gt;
|Smooth berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Black Raspberry Juice {{anchor|Black Raspberry Juice}}&lt;br /&gt;
|Process Blackberry&lt;br /&gt;
|Black raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blue Raspberry Juice {{anchor|Blue Raspberry Juice}}&lt;br /&gt;
|Process Blue Raspberries&lt;br /&gt;
|Blue Raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueRaspberryMilkshake.png|64px]]&lt;br /&gt;
|Blue Raspberry Milkshake {{anchor|Blue Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blue Raspberry Syrup|Blue Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blueberry Juice {{anchor|Blueberry Juice}}&lt;br /&gt;
|Process Blueberry&lt;br /&gt;
|Blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueberryMilkshake.png|64px]]&lt;br /&gt;
|Blueberry Milkshake {{anchor|Blueberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blueberry Syrup|Blueberry Syrup]]&lt;br /&gt;
|Creamy blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Buzzinsoda.png|64px]]&lt;br /&gt;
|Buzzin&#039; Cola {{anchor|Buzzin&#039; Cola}}&lt;br /&gt;
|&lt;br /&gt;
|A fizzing swarm of cola&lt;br /&gt;
|Source: Zo&#039;ra Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:CaramelMilkshake.png|64px]]&lt;br /&gt;
|Caramel Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Caramel Syrup|Caramel Syrup]]= 6u&lt;br /&gt;
|Smooth caramel&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:carrotjuice.png|64px]]&lt;br /&gt;
|Carrot juice {{anchor|Carrot Juice}}&lt;br /&gt;
|Process Carrot&lt;br /&gt;
|Carrots&lt;br /&gt;
|Works like Oculine for Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_chocolate.png|64px]]&lt;br /&gt;
|Chocolate milk {{anchor|Chocolate Milk}}&lt;br /&gt;
|&lt;br /&gt;
|Chocolate milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocolateMilkshake.png|64px]]&lt;br /&gt;
|Chocolate Milkshake {{anchor|Chocolate Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Chocolate Syrup|Chocolate Syrup]]&lt;br /&gt;
|Chocolatey vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_Soda.png|64px]]&lt;br /&gt;
|Chocolate Soda&lt;br /&gt;
|1u Cocoa, 1u [[#Space Cola|Space Cola]], 3u Soda Water = 5u&lt;br /&gt;
|Tastes like fizzy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocMintMilkshake.png|64px]]&lt;br /&gt;
|Choco-Mint Milkshake {{anchor|Choco-Mint Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Mint Syrup|Mint Syrup]]&lt;br /&gt;
|Chocolatey mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cigarettelizard.png|64px]]&lt;br /&gt;
|Cigarette Lizard&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]] = 6u&lt;br /&gt;
|Minty sass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Coca Cola&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Space Cola|Space Cola]] = 5u&lt;br /&gt;
|A very strong cola&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Comet Cola (Space Cola) {{anchor|Space Cola}}&lt;br /&gt;
|&lt;br /&gt;
|Cola&lt;br /&gt;
|Cans are labeled “Space Cola”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Cranberry Juice {{anchor|Cranberry Juice}}&lt;br /&gt;
|&lt;br /&gt;
|Tart cranberries&lt;br /&gt;
|Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Cream {{anchor|Cream}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurdyn.png|64px]]&lt;br /&gt;
|C&#039;thur Dyn-a-Mite{{anchor|C&#039;thur Dyn-a-Mite}}&lt;br /&gt;
|&lt;br /&gt;
|An explosion of menthol&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurberry.png|64px]]&lt;br /&gt;
|C&#039;thur Rockin&#039; Raspberry{{anchor|C&#039;thur Rockin&#039; Raspberry}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowery raspberry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Death Berry Juice {{anchor|Death Berry Juice}}&lt;br /&gt;
|Process Death Berries&lt;br /&gt;
|Death and decay&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Diet Cola&lt;br /&gt;
|&lt;br /&gt;
|Cola and less calories&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Dirt Berry Juice {{anchor|Dirt Berry Juice}}&lt;br /&gt;
|Process Dirt Berries&lt;br /&gt;
|Dirt berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:DirtberryMilkshake.png|64px]]&lt;br /&gt;
|Dirtberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Dirtberry Syrup|Dirtberry Syrup]]= 6u&lt;br /&gt;
|Smooth dirtberries&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Dr. Gibb {{anchor|Dr. Gibb}}&lt;br /&gt;
|&lt;br /&gt;
|Cherry soda&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynjuice.png|64px]]&lt;br /&gt;
|Dyn Juice {{anchor|Dyn Juice}}&lt;br /&gt;
|Process Dyn&lt;br /&gt;
|Astringent menthol&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Earthen-Root Juice {{anchor|Earthen-Root Juice}}&lt;br /&gt;
|Process Earthen-Root&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir.png|64px]]&lt;br /&gt;
|Fatshouters Milk {{anchor|Fatshouters Milk}}&lt;br /&gt;
|Milk a Fatshouter&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Nauseating to non-Tajara; heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:milk_can.png|64px]]&lt;br /&gt;
|Fermented Fatshouters Milk {{anchor|Fermented Fatshouters Milk}}&lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 1u&lt;br /&gt;
|Sour milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_kois.png|64px]]&lt;br /&gt;
|Filtered K&#039;ois {{anchor|Filtered K&#039;ois}}&lt;br /&gt;
|&lt;br /&gt;
|Cabbage soup&lt;br /&gt;
|Toxic to non-Vaurca.&amp;lt;br&amp;gt;Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Getmore Root Beer&lt;br /&gt;
|&lt;br /&gt;
|Sassafras and anise soda&lt;br /&gt;
|Source: Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Getmore Root-Cola&lt;br /&gt;
|1u Dr. Gibb, 1u Water = 2u&lt;br /&gt;
|Watered down liquid sunshine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Glow Berry Juice {{anchor|Glow Berry Juice}}&lt;br /&gt;
|Process Glow Berries&lt;br /&gt;
|Glow berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grapejuice.png|64px]]&lt;br /&gt;
|Grape Juice {{anchor|Grape Juice}}&lt;br /&gt;
|Process Grape&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Grape Juice, 3u Water = 3u&lt;br /&gt;
|Grapes&lt;br /&gt;
|Cans are labeled “Grapel Juice”&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:gsodaglass.png|64px]]&lt;br /&gt;
|Grape Soda&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Grape Juice|Grape Juice]] = 3u&lt;br /&gt;
|Grape soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grenadineglass.png|64px]]&lt;br /&gt;
|Grenadine Syrup {{anchor|Grenadine Syrup}}&lt;br /&gt;
|10u [[#Berry Juice|Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|100% pure pomegranate&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:beetlemilk.png|64px]]&lt;br /&gt;
|Hakhma Milk {{anchor|Hakhma Milk}}&lt;br /&gt;
|Milk a Hakhma&lt;br /&gt;
|Alien milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:chocolateglass.png|64px]]&lt;br /&gt;
|Hot Chocolate&lt;br /&gt;
|&lt;br /&gt;
|Creamy chocolate&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:hrozamal_soda_glass.png|64px]]&lt;br /&gt;
|Hro&#039;zamal Soda&lt;br /&gt;
|&lt;br /&gt;
|Carbonated fruit sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&amp;lt;br&amp;gt;Contains Caffeine strength 0.2&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra&lt;br /&gt;
|&lt;br /&gt;
|Savoury fruit mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Apples&lt;br /&gt;
|&lt;br /&gt;
|Sweet apple mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Cherries&lt;br /&gt;
|&lt;br /&gt;
|Sweet cherry mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Nycii&lt;br /&gt;
|&lt;br /&gt;
|Alien cheese mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiraspecial.png|64px]]&lt;br /&gt;
|Kira Special{{anchor|Kira Special}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxancrush.png|64px]]&lt;br /&gt;
|K&#039;lax Energy Crush {{anchor|K&#039;laxan Energy Crush}}&lt;br /&gt;
|&lt;br /&gt;
|Fizzy and creamy orange zest&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxxuizi.png|64px]]&lt;br /&gt;
|K&#039;lax Xuizi Xplosion {{anchor|K&#039;lax Xuizi Xplosion}}&lt;br /&gt;
|&lt;br /&gt;
|Sparkling cactus water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; An electric kick of strawberry and watermelon&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Koko Reed Juice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Process Koko Bar&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|K&#039;ois {{anchor|K&#039;ois}}&lt;br /&gt;
|Process K’ois&lt;br /&gt;
|Boiled cabbage&lt;br /&gt;
|Highly toxic and causes K’ois Mycosis in non-Vaurca.&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Lemon Juice {{anchor|Lemon Juice}}&lt;br /&gt;
|Process Lemon&lt;br /&gt;
|Sourness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlime.png|64px]]&lt;br /&gt;
|Lemon Lime {{anchor|Lemon Lime}}&lt;br /&gt;
|&lt;br /&gt;
|Tangy lime and lemon soda&lt;br /&gt;
|Source: Booze dispenser, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlimebitters_glass.png|64px]]&lt;br /&gt;
|Lemon Lime &amp;amp; Bitters&lt;br /&gt;
|1u [[#Bitters|Bitters]], 1u [[#Lemonade|Lemonade]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|Punchy lemonade with a splash of medicine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonadeglass.png|64px]]&lt;br /&gt;
|Lemonade {{anchor|Lemonade}}&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_green.png|64px]]&lt;br /&gt;
|Lime Juice {{anchor|Lime Juice}}&lt;br /&gt;
|Process Lime&lt;br /&gt;
|Tart citrus&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatshake.png|64px]]&lt;br /&gt;
|Meatshake&lt;br /&gt;
|1u [[#Animal Protein|Animal Protein]], 1u [[#Cream|Cream]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Liquified meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:meloncooler.png|64px]]&lt;br /&gt;
|Melon Cooler&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]], 2u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Minty melon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melon_soda.png|64px]]&lt;br /&gt;
|Melon Soda&lt;br /&gt;
|&lt;br /&gt;
|Fizzy melon&lt;br /&gt;
|Soda vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:midynhrwater_glass.png|64px]]&lt;br /&gt;
|Midynhr Water&lt;br /&gt;
|&lt;br /&gt;
|Creamy sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Milk {{anchor|Milk}}&lt;br /&gt;
|Milk a Cow&lt;br /&gt;
|Milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:milkshake.png|64px]]&lt;br /&gt;
|Milkshake&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Ice|Ice]], 2u [[#Milk|Milk]]= 5u&lt;br /&gt;
|Creamy vanilla&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:millionairesour.png|64px]]&lt;br /&gt;
|Millionaire Sour&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]], 3u [[#Stellar Jolt|Stellar Jolt]] = 5u&lt;br /&gt;
|Tart fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir_glass.png|64px]]&lt;br /&gt;
|Mutthir &lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 1u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|Sweet fatty yogurt&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nemiik.png|64px]]&lt;br /&gt;
|Ne&#039;miik&lt;br /&gt;
|&lt;br /&gt;
|Tangy sweet ooze&lt;br /&gt;
|Source: Booze-o-Mat&amp;lt;br&amp;gt;Can cause discomfort in Humans and Tajara&lt;br /&gt;
|-&lt;br /&gt;
![[File:nothing.png|64px]]&lt;br /&gt;
|Nothing {{anchor|Nothing}}&lt;br /&gt;
|&lt;br /&gt;
|Nothing&lt;br /&gt;
|Source: Booze-o-Mat (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaHotChocolate.png|64px]]&lt;br /&gt;
|NTella Hot Chocolate&lt;br /&gt;
|1u [[#Milk|Milk]], 1u Choco-Nut Spread, 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Hazelnutty, creamy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaMilkshake.png|64px]]&lt;br /&gt;
|NTella Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u Choco-Nut Spread= 6u&lt;br /&gt;
|Overwhelmingly sweet chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:nuka_colaglass.png|64px]]&lt;br /&gt;
|Nuka Cola&lt;br /&gt;
|5u [[#Space Cola|Space Cola]], 1u [[#Uranium|Uranium]]= 5u&lt;br /&gt;
|Cola&lt;br /&gt;
|For non-Diona: Makes you high; increases speed, causes dizziness and jitteriness.&amp;lt;br&amp;gt;Contains Caffeine strength 1&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Orange Juice {{anchor|Orange Juice}}&lt;br /&gt;
|Process Orange&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Orange Juice, 3u Water = 3u&lt;br /&gt;
|Oranges&lt;br /&gt;
|Improves oxygenation for Diona.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownstar.png|64px]]&lt;br /&gt;
|Orange Starshine{{anchor|Orange Starshine}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|Orange and cola soda&lt;br /&gt;
|Cans are labeled “Star-Kist”&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Pear Juice {{anchor|Pear Juice}}&lt;br /&gt;
|Found in Apples &#039;n&#039; Pears Protein Bars&lt;br /&gt;
|Sweet pears&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoron_punch.png|64px]]&lt;br /&gt;
|Phoron Punch!&lt;br /&gt;
|Contains 10u Filtered K’ois and 5u Phoron&lt;br /&gt;
|&lt;br /&gt;
|Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Pineapple Juice {{anchor|Pineapple Juice}}&lt;br /&gt;
|Process Pineapple&lt;br /&gt;
|Pineapple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinklemonade.png|64px]]&lt;br /&gt;
|Pink Lemonade&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 8u [[#Lemonade|Lemonade]] = 10u&lt;br /&gt;
|Girly tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:algae_surprise.png|64px]]&lt;br /&gt;
|Pl&#039;iuop Algae Surprise&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Virus Food|Virus Food]] = 3u&lt;br /&gt;
|Swamp fungus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:poisonberryjuice.png|64px]]&lt;br /&gt;
|Poison Berry Juice {{anchor|Poison Berry Juice}}&lt;br /&gt;
|Process Poison Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Raspberry Juice {{anchor|Raspberry Juice}}&lt;br /&gt;
|Process Raspberries&lt;br /&gt;
|Raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Raspberry Milkshake {{anchor|Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Raspberry Syrup|Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibbfloats.png|64px]]&lt;br /&gt;
|Root-Cola Floats&lt;br /&gt;
|1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Cherry soda and icecream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:royaljelly.png|64px]]&lt;br /&gt;
|Royal Vaurca Jelly&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowers and nectar mixed with aromatic spices&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic. Gets non-Vaurca high&amp;lt;br&amp;gt;Contains Caffeine strength 0.3&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Sarezhi Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Tart, bitter berry juice&lt;br /&gt;
|Grind Sarezhi Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Schlorrgo Milk&lt;br /&gt;
|Milk a Schlorrgo&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Causes stomach pain to Tajara; heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:shirleytemple.png|64px]]&lt;br /&gt;
|Shirley Temple&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 4u Vacuum Fizz = 6u&lt;br /&gt;
|Innocence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Soda Water {{anchor|Soda Water}}&lt;br /&gt;
|&lt;br /&gt;
|Carbonated water&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Soy Milk {{anchor|Soy Milk}}&lt;br /&gt;
|Process Soybean&lt;br /&gt;
|Soy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Hot Drinks machine (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|Heat Milk to 66 C&lt;br /&gt;
|Hot creamy milk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_mountain_wind_glass.png|64px]]&lt;br /&gt;
|Stellar Jolt {{anchor|Stellar Jolt}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet citrus soda&lt;br /&gt;
|Cans are labeled “Space Mountain Wind”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|S&#039;th Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Sweet berry juice&lt;br /&gt;
|Grind S&#039;th Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Strawberry Juice {{anchor|Strawberry Juice}}&lt;br /&gt;
|Process Strawberries&lt;br /&gt;
|Strawberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_strawberry.png|64px]]&lt;br /&gt;
|Strawberry Milk&lt;br /&gt;
|1u Milk, 1u Strawberry Juice = 2u&lt;br /&gt;
|&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:StrawberryMilkshake.png|64px]]&lt;br /&gt;
|Strawberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Strawberry Syrup|Strawberry Syrup]]= 6u&lt;br /&gt;
|Sugary strawberry&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:doctorsdelightglass.png|64px]]&lt;br /&gt;
|The Doctor&#039;s Delight&lt;br /&gt;
|2u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tomato Juice|Tomato Juice]], 1u [[Chemistry#Tricordrazine|Tricordrazine]] = 6u&lt;br /&gt;
|Homely fruit&lt;br /&gt;
|For non-Diona: Improves blood oxygenation, heals mild organ damage, reduces dizziness and confusion.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Tomato Juice {{anchor|Tomato Juice}}&lt;br /&gt;
|Process Tomato&lt;br /&gt;
|Tomatoes&lt;br /&gt;
|Heals slight organ damage.&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Tonic Water {{anchor|Tonic Water}}&lt;br /&gt;
|&lt;br /&gt;
|Tart and fresh&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:upsidedowncup.png|64px]]&lt;br /&gt;
|Upside-Down Cup&lt;br /&gt;
|3u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|Esoteric humor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:space-up_glass.png|64px]]&lt;br /&gt;
|Vacuum Fizz {{anchor|Space Up}}&lt;br /&gt;
|&lt;br /&gt;
|Hull breach&lt;br /&gt;
|Cans are labeled “Space-Up”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dronefuel.png|64px]]&lt;br /&gt;
|Vaurca Drone Fuel&lt;br /&gt;
|&lt;br /&gt;
|Viscous stale cola mixed with gasoline&lt;br /&gt;
|Toxic to non-Vaurca; boosts speed and restores blood volume for Vaurca.&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterbottle.png|64px]]&lt;br /&gt;
|Water {{anchor|Water}}&lt;br /&gt;
|1u [[#Ice|Ice]], heated to above 0C = 1u&lt;br /&gt;
|Water&lt;br /&gt;
|Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks, sink, Soft Drinks dispenser, water tank&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Watermelon Juice {{anchor|Watermelon Juice}}&lt;br /&gt;
|Process Watermelon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Watermelon Juice, 3u Water = 3u&lt;br /&gt;
|Watermelon&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|White Grape Juice {{anchor|White Grape Juice}}&lt;br /&gt;
|Process White Grapes&lt;br /&gt;
|Tarty grapes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Xanu Rush!&lt;br /&gt;
|&lt;br /&gt;
|Dull peaches&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:xrim.png|64px]]&lt;br /&gt;
|Xrim Garden&lt;br /&gt;
|1u [[#C&#039;thur Rockin&#039; Raspberry|C&#039;thur Rockin&#039; Raspberry]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Virus Food|Virus Food]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet, fruity slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Ylpha Berry Juice {{anchor|Yplha Berry Juice}}&lt;br /&gt;
|Process Ylpha Berries&lt;br /&gt;
|Ylpha berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Ylpha Berry Milkshake {{anchor|Ylpha Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Ylpha Berry Syrup|Ylpha Berry Syrup]]&lt;br /&gt;
|Tangy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:capriciancraze.png|64px]]&lt;br /&gt;
|Zo&#039;ra Caprician Craze&lt;br /&gt;
|&lt;br /&gt;
|Energizing berries&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:zoracherry.png|64px]]&lt;br /&gt;
|Zo&#039;ra Cherry&lt;br /&gt;
|&lt;br /&gt;
|Bitter cherry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:hozm.png|64px]]&lt;br /&gt;
|Zo&#039;ra High Octane Zorane Might&lt;br /&gt;
|&lt;br /&gt;
|Biting into an acidic lemon mixed with strong mint&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.6&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:koistwist.png|64px]]&lt;br /&gt;
|Zo&#039;ra K&#039;ois Twist&lt;br /&gt;
|&lt;br /&gt;
|Sugary cabbage&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoronpassion.png|64px]]&lt;br /&gt;
|Zo&#039;ra Phoron Passion&lt;br /&gt;
|&lt;br /&gt;
|Fruity grape&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:seismicslammer.png|64px]]&lt;br /&gt;
|Zo&#039;ra Seismic Slammer&lt;br /&gt;
|&lt;br /&gt;
|Electric zestiness&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:sourvenomgrass.png|64px]]&lt;br /&gt;
|Zo&#039;ra Sour Venom Grass&lt;br /&gt;
|&lt;br /&gt;
|Fizzy acidic nettles&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|}&lt;br /&gt;
====Tea====&lt;br /&gt;
Tea is harmless to most species, but poisonous to Diona.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana_boba.png|64px]]&lt;br /&gt;
|Banana Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Banana Juice|Banana Juice]] 1u [ [[#Milk|Milk]] = 6u&lt;br /&gt;
|Banana tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_tea.png|64px]]&lt;br /&gt;
|Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] &amp;lt;br&amp;gt; 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|Tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Bureacratea&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Properly completed paperwork, filed well before the deadline, with all the necessary signatures&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chailatte.png|64px]]&lt;br /&gt;
|Chai Latte {{anchor|Chai Latte}}&lt;br /&gt;
|1u [[#Chai Tea|Chai Tea]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk foam&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chaitea.png|64px]]&lt;br /&gt;
|Chai Tea {{anchor|Chai Tea}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy cinnamon and spice&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chaitea.png|64px]]&lt;br /&gt;
|Chocolate Chai{{anchor|Chocolate Chai}}&lt;br /&gt;
|2u [[#Chai Tea|Chai Tea]], 1u [[#Coco Powder|Coco Powder]] = 3u&lt;br /&gt;
|Creamy spiced cocoa&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chailatte.png|64px]]&lt;br /&gt;
|Chocolate Chai Latte&lt;br /&gt;
|1u [[#Chocolate Chai|Chocolate Chai]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk chocolate&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cofftea.png|64px]]&lt;br /&gt;
|Cofftea&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Lightly tart coffee&lt;br /&gt;
|Contains Caffeine strength 0.1.&lt;br /&gt;
|-&lt;br /&gt;
![[File:deserttea.png|64px]]&lt;br /&gt;
|Desert Blossom Tea&lt;br /&gt;
|2u [[#Green Tea|Green Tea]], 1u [[#Sugar|Sugar]], 1u [[#Xuizi Juice|Xuizi Juice]] = 4u&lt;br /&gt;
|Sweet cactus water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dyn_Boba_Tea.png|64px]]&lt;br /&gt;
|Dyn Boba Tea&lt;br /&gt;
|5u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Boba|Boba]] = 6u&lt;br /&gt;
|Tastes like mint and tapioca&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dyncold.png|64px]]&lt;br /&gt;
|Dyn Ice Tea {{anchor|Dyn Ice Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 2u [[#Ice|Ice]], 2u [[#Soda Water|Soda Water]] = 5u&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|Cans are labeled “Cooling Breeze”&amp;lt;br&amp;gt;Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynhot.png|64px]]&lt;br /&gt;
|Dyn Tea {{anchor|Dyn Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 4u [[#Water|Water]]= 5u&lt;br /&gt;
|Peppermint water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Green Tea {{anchor|Green Tea}}&lt;br /&gt;
|2u Mint, 5u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Light, refreshing tea&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:halfandhalf.png|64px]]&lt;br /&gt;
|Half and Half&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Lemonade|Lemonade]] = 2u&lt;br /&gt;
|Refreshing tea mixed with crisp lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:heretictea.png|64px]]&lt;br /&gt;
|Heretics&#039; Tea&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|Fizzy, heretically sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Iced Tea {{anchor|Iced Tea}}&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Sweet tea&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Jaekseol&lt;br /&gt;
|1u [[#Jaekseol Leaves|Jaekseol Leaves]], 9u [[#Water|Water]] = 10u&lt;br /&gt;
|Harsh burnt toast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiratea.png|64px]]&lt;br /&gt;
|Kira tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Kira Special|Kira Special]] = 2u&lt;br /&gt;
|Fizzy citrus tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_lime_boba.png|64px]]&lt;br /&gt;
|Lemon Lime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Lemon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Librarian Special&lt;br /&gt;
|1u [[#Nothing|Nothing]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Peace and quiet&lt;br /&gt;
|Causes muteness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lovebug_boba.png|64px]]&lt;br /&gt;
|Lovebug Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Strawberry Juice|Strawberry Juice]] = 6u&lt;br /&gt;
|Cherry and strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Martian Tea&lt;br /&gt;
|1u [[#Black Pepper|Black Pepper]], 4u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 5u&lt;br /&gt;
|Bitter tea, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Mate de Coca&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|Mildly bitter, but sweet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendelltea.png|64px]]&lt;br /&gt;
|Mendell Afternoon Tea&lt;br /&gt;
|4u [[#Green Tea|Green Tea]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 6u&lt;br /&gt;
|Minty tea with a hint of lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berrytea.png|64px]]&lt;br /&gt;
|Mixed Berry Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 2u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 3u&lt;br /&gt;
|Tart, fruity tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pomegranatetea.png|64px]]&lt;br /&gt;
|Pomegranate Iced Tea&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Iced Tea|Iced Tea]] = 2u&lt;br /&gt;
|Sweet pomegranate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:portsvilleminttea.png|64px]]&lt;br /&gt;
|Portsville Mint Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Sugar|Sugar]] = 6u&lt;br /&gt;
|Cool minty tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Potatea&lt;br /&gt;
|1u [[#Potato Juice|Potato Juice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Starchy regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:securitea.png|64px]]&lt;br /&gt;
|Securitea{{anchor|Securitea}}&lt;br /&gt;
|1u [[#Crayon Dust|Crayon Dust]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Freshly polished boots&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Sencha&lt;br /&gt;
|1u [[#Sencha Leaves|Sencha Leaves]], 9u [[#Water|Water]] = 10u&lt;br /&gt;
|Seaweed and bitter grass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sleepytea.png|64px]]&lt;br /&gt;
|Sleepytime Tea&lt;br /&gt;
|1u [[#Soporific|Soporific]], 5u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]] ] = 6u&lt;br /&gt;
|Liquid relaxation&lt;br /&gt;
|Causes drowsiness and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hakhmatea.png|64px]]&lt;br /&gt;
|Spiced Hakhma Tea&lt;br /&gt;
|2u [[#Hakhma Milk|Hakhma Milk]], 1u [[#Space Spice|Space Spice]], 2u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Creamy, cinnamon-spiced alien milk&lt;br /&gt;
|Heals slight organ damage and neutralizes Capsaicin Oil for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberry_boba.png|64px]]&lt;br /&gt;
|Strawberry Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 2u [[#Strawberry Milk|Strawberry Milk]] = 6u&lt;br /&gt;
|Strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summertime_boba.png|64px]]&lt;br /&gt;
|Summertime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Watermelon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Sweet Tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Sugar|Sugar]] = 2u&lt;br /&gt;
|Sweet sugary comfort&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tea {{anchor|Tea}}&lt;br /&gt;
|1u [[#Tea Grounds|Tea Grounds]], 5u [[#Water|Water]] = 5u&lt;br /&gt;
|Tart black tea&lt;br /&gt;
|Source: Booze-o-Mat (Hacked), Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, sleepiness, and drowsiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:thewake.png|64px]]&lt;br /&gt;
|The Wake&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Orange juice mixed with minty toothpaste&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tieguanyin&lt;br /&gt;
|1u [[#Tieguanyin Leaves|Tieguanyin Leaves]], 9u [[#Water|Water]] = 10u&lt;br /&gt;
|Floral peppercorns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tomatea&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Tomato Juice|Tomato Juice]] = 3u&lt;br /&gt;
|Sad tomato soup&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Tropical Iced Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet beachside fruit&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Coffee====&lt;br /&gt;
For non-Diona, coffee increases running speed slightly and reduces drowsiness, dizziness, sleepiness, and intoxication. Diona feel no effect.&lt;br /&gt;
&lt;br /&gt;
If you drink an extreme amount of coffee, it will make you jittery.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Caffeine&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Caffe Americano&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Delicious coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Latte{{anchor|Latte}}&lt;br /&gt;
|1u [[#Flat White|Flat White]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter foamy cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Misto&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Cappuccino {{anchor|Cappuccino}}&lt;br /&gt;
|1u [[#Macchiato|Macchiato]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Caramel Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Caramel Syrup|Caramel Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter caramel cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Coffee {{anchor|Coffee}}&lt;br /&gt;
|1u [[#Coffee Grounds|Coffee Grounds]], 5u [[#Water|Water]]= 10u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Espresso {{anchor|Espresso}}&lt;br /&gt;
|1u [[#Rich Coffee Grounds|Rich Coffee Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee&lt;br /&gt;
|Source: Coffee Master 3000.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Flat White{{anchor|Flat White}}&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe.png|64px]]&lt;br /&gt;
|Frappe Coffee{{anchor|Iced Coffee}}&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Ice|Ice]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Cappuccino&lt;br /&gt;
|1u [[#Cappuccino|Cappuccino]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Espresso&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Macchiato&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Very bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Martian Special&lt;br /&gt;
|4u [[#Coffee|Coffee]], 1u [[#Pepper|Pepper]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Mocha latte (Chocolate Latte)&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Chocolate Syrup|Chocolate Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter chocolate cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:psl_cheap.png|64px]]&lt;br /&gt;
|Processed Pumpkin Latte&lt;br /&gt;
|&lt;br /&gt;
|0.3&lt;br /&gt;
|A disappointing approximation of autumn bliss&lt;br /&gt;
|Hot Drinks machine in fall&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe_psl.png|64px]]&lt;br /&gt;
|Pumpkin Spice Frappe&lt;br /&gt;
|1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]], 4u [[#Iced Coffee|Frappe]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Sutumn bliss and coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Pumpkin Spice Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Hot creamy coffee and autumn bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Ration Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Weak, watered-down coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rewriter.png|64px]]&lt;br /&gt;
|Rewriter&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u Stellar Jolt = 2u&lt;br /&gt;
|0.4&lt;br /&gt;
|Soda and coffee&lt;br /&gt;
|Causes jitteriness to non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:soy_latte_vended.png|64px]]&lt;br /&gt;
|Soy Latte&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Soy Milk|Soy Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Creamy coffee&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sromshine.png|64px]]&lt;br /&gt;
|Sromshine&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter citrus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Vanilla Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Vanilla Syrup|Vanilla Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter vanilla cream&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drink Ingredients===&lt;br /&gt;
Most drink ingredients are found in the bar&#039;s soft drinks, booze, or coffee dispensers, or in the Booze-o-Matic. Other ingredients must be sourced from Botany, the kitchen, the pharmacy, or the warehouse.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Animal Protein {{anchor|Animal Protein}}&lt;br /&gt;
|Process meat or meat-containing foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pepper.png|64px]]&lt;br /&gt;
|Black Pepper {{anchor|Black Pepper}}&lt;br /&gt;
|Process Peppercorn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_pearls.png|64px]]&lt;br /&gt;
|Boba Pearls {{anchor|Boba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Blood {{anchor|Blood}}&lt;br /&gt;
|Draw with a syringe; Process Blood Tomato&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hotsauce.png|64px]]&lt;br /&gt;
|Capsaicin Oil {{anchor|Capsaicin Oil}}&lt;br /&gt;
|Process Chili&lt;br /&gt;
|Causes pain; neutralizes frost oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sauce {{anchor|Caramel Sauce}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 1u [[#Cream|Cream]], 2u [[#Simple Syrup|Simple Syrup]] at less than 82C = 5u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sugar{{anchor|Caramel Sugar}}&lt;br /&gt;
|1u [[#Sugar|Sugar]]; heat to 82C = 1u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jellyjar.png|64px]]&lt;br /&gt;
|Cherry Jelly {{anchor|Cherry Jelly}}&lt;br /&gt;
|Process Cherry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Coca Grounds {{anchor|Coca Grounds}}&lt;br /&gt;
|Process Coca Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cocoapowder.png|64px]]&lt;br /&gt;
|Coco Powder {{anchor|Coca Powder}}&lt;br /&gt;
|Process Cacao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Coffee Grounds {{anchor|Coffee Grounds}}&lt;br /&gt;
|Process Coffee Beans&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oliveoil.png|64px]]&lt;br /&gt;
|Corn oil {{anchor|Corn Oil}}&lt;br /&gt;
|Process Corn; found in oil tank in the kitchen back room&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crayonbox.png|64px]]&lt;br /&gt;
|Crayon Dust{{anchor|Crayon Dust}}&lt;br /&gt;
|Process crayons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eggyolkcarton.png|64px]]&lt;br /&gt;
|Egg Yolk {{anchor|Egg Yolk}}&lt;br /&gt;
|Process Egg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coldsauce.png|64px]]&lt;br /&gt;
|Frost Oil {{anchor|Frost Oil}}&lt;br /&gt;
|Process Ice Pepper&lt;br /&gt;
|Reduces body temperature; neutralizes capsaicin oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-gold.png|64px]]&lt;br /&gt;
|Gold {{anchor|Gold}}&lt;br /&gt;
|Process Gold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:powderhorn.png|64px]]&lt;br /&gt;
|Gunpowder{{anchor|Gunpowder}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry&lt;br /&gt;
|-&lt;br /&gt;
![[File:honey.png|64px]]&lt;br /&gt;
|Honey {{anchor|Honey}}&lt;br /&gt;
|Process Messa’s Tear; Apiculture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|1u [[#Water|Water]], cooled to less than 0C = 1u&lt;br /&gt;
|Source: Hot Drinks machine (Hacked), Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Iron {{anchor|Iron}}&lt;br /&gt;
|Process Iron&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Jaeksol Leaves {{anchor|Jaeksol Leaves}}&lt;br /&gt;
|Process Jaeksol&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Juice Powder {{anchor|Juice Powder}}&lt;br /&gt;
|Found in MRE packets&lt;br /&gt;
|Comes in Apple, Grape, Orange, and Watermelon varieties.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Mint {{anchor|Mint}}&lt;br /&gt;
|Process Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Nutriment {{anchor|Nutriment}}&lt;br /&gt;
|Process most foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|Cool water to below 0 C&lt;br /&gt;
|Soda and booze dispensers&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-phoron.png|64px]]&lt;br /&gt;
|Phoron {{anchor|Phoron}}&lt;br /&gt;
|Process Phoron&lt;br /&gt;
|Source: Robust Softdrinks (Phoron Punch!)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Potato Juice {{anchor|Potato Juice}}&lt;br /&gt;
|Process Potatoes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psilocybin.png|64px]]&lt;br /&gt;
|Psilocybin {{anchor|Psilocybin}}&lt;br /&gt;
|Process Reishi&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinspice.png|64px]]&lt;br /&gt;
|Pumpkin Spice{{anchor|Pumpkin Spice}}&lt;br /&gt;
|1u Pumpkin Pulp, 4u [[#Space Spice|Space Spice]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Radium {{anchor|Radium}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice.png|64px]]&lt;br /&gt;
|Rice {{anchor|Rice}}&lt;br /&gt;
|Process Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Rich Coffee Grounds {{anchor|Rich Coffee Grounds}}&lt;br /&gt;
|Process Rich Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Sencha Leaves {{anchor|Sencha Leaves}}&lt;br /&gt;
|Process Sencha&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Silver {{anchor|Silver}}&lt;br /&gt;
|Process Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Soporific {{anchor|Soporific}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacespicebottle.png|64px]]&lt;br /&gt;
|Space Spice {{anchor|Space Spice}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|1u [[#Milk|Milk]] heated to 66C = 1&lt;br /&gt;
|Heat using chemheater in bar or cafe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:sugar.png|64px]]&lt;br /&gt;
|Sugar {{anchor|Sugar}}&lt;br /&gt;
|Process White-Beet, Sugar Tree fruit, or Sugarcane&lt;br /&gt;
|Source: Booze dispenser, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Sulphuric Acid {{anchor|Sulphuric Acid}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tea Grounds {{anchor|Tea Grounds}}&lt;br /&gt;
|Process Tea Leaf&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tieguanyin Leaves {{anchor|Tieguanyin Leaves}}&lt;br /&gt;
|Process Tieguanyin&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Toxin {{anchor|Toxin}}&lt;br /&gt;
|Process Fjylozyn&lt;br /&gt;
|Source: NanoMed Plus&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Tricordrazine {{anchor|Tricordrazine}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Enzyme.png|64px]]&lt;br /&gt;
|Universal Enzyme {{anchor|Universal Enzyme}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-uranium.png|64px]]&lt;br /&gt;
|Uranium {{anchor|Uranium}}&lt;br /&gt;
|Process Uranium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Vanilla Extract {{anchor|Vanilla Extract}}&lt;br /&gt;
|Process Vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Virus Food{{anchor|Virus Food}}&lt;br /&gt;
|1u [[#Milk|Milk]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 6u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weldtank.png|64px]]&lt;br /&gt;
|Welding Fuel{{anchor|Welding Fuel}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Wood Pulp {{anchor|Wood Pulp}}&lt;br /&gt;
|Process Tower Cap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:wuluextract.png|64px]]&lt;br /&gt;
|Wulumunusha Extract {{anchor|Wulumunusha Extract}}&lt;br /&gt;
|Process Wulumunusha&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flavor Syrups===&lt;br /&gt;
Used as ingredients or to add flavor to a drink, syrups are based on heated sugar water. Use the chemical heater in the back of the bar to make these.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Syrup&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Berry Syrup {{anchor|Berry Syrup}}&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Black Raspberry Syrup {{anchor|Black Raspberry Syrup}}&lt;br /&gt;
|2u [[#Black Raspberry Juice|Black Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blue Raspberry Syrup {{anchor|Blue Raspberry Syrup}}&lt;br /&gt;
|2u [[#Blue Raspberry Juice|Blue Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blueberry Syrup {{anchor|Blueberry Syrup}}&lt;br /&gt;
|2u [[#Blueberry Juice|Blueberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Caramel Syrup{{anchor|Caramel Syrup}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Chocolate Syrup{{anchor|Chocolate Syrup}}&lt;br /&gt;
|2u [[#Coco Powder|Coco Powder]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Death Berry Syrup&lt;br /&gt;
|2u [[#Death Berry Juice|Death Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Dirt Berry Syrup {{anchor|Dirt Berry Syrup}}&lt;br /&gt;
|2u [[#Dirt Berry Juice|Dirt Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Glowberry Syrup&lt;br /&gt;
|2u [[#Glow Berry Juice|Glow Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Mint Syrup&lt;br /&gt;
|2u [[#Mint|Mint]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Poison Berry Syrup {{anchor|Poison Berry Syrup}}&lt;br /&gt;
|2u [[#Poison Berry Juice|Poison Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin Spice Syrup{{anchor|Pumpkin Spice Syrup}}&lt;br /&gt;
|2u [[#Pumpkin Spice|Pumpkin Spice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Raspberry Syrup {{anchor|Raspberry Syrup}}&lt;br /&gt;
|2u [[#Raspberry Juice|Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Simple Syrup{{anchor|Simple Syrup}}&lt;br /&gt;
|2u [[#Sugar|Sugar]], 2u [[#Water|Water]]; heat to between 30C and 100C = 2u&lt;br /&gt;
|-&lt;br /&gt;
|Strawberry Syrup {{anchor|Strawberry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Strawberry Juice|Strawberry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Vanilla Syrup{{anchor|Vanilla Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Vanilla Extract|Vanilla Extract]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Ylpha Berry Syrup {{anchor|Ylpha Berry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Ylpha Berry Juice|Ylpha Berry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sarikshand.png&amp;diff=37861</id>
		<title>File:Sarikshand.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sarikshand.png&amp;diff=37861"/>
		<updated>2025-09-28T17:57:25Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Liarshandshake.png&amp;diff=37860</id>
		<title>File:Liarshandshake.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Liarshandshake.png&amp;diff=37860"/>
		<updated>2025-09-28T17:57:16Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Balefire.png&amp;diff=37859</id>
		<title>File:Balefire.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Balefire.png&amp;diff=37859"/>
		<updated>2025-09-28T17:57:02Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Redstaff.png&amp;diff=37857</id>
		<title>File:Redstaff.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Redstaff.png&amp;diff=37857"/>
		<updated>2025-09-28T17:52:16Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Species&amp;diff=37804</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Species&amp;diff=37804"/>
		<updated>2025-09-27T21:04:04Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Common Sentient Species==&lt;br /&gt;
These are common sentient species found throughout known space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Skrell]]====&lt;br /&gt;
 [[File:Starter_skrell.png]]&lt;br /&gt;
An amphibian race hailing from Nralakk IV, Qerrbalak.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Unathi]]====&lt;br /&gt;
 [[File:Starter unathi.png]]&lt;br /&gt;
A reptilian race hailing from Moghes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast world-dominating desert called the Wasteland which has made life difficult for the Unathi. The surviving side of this war, the Izweski Hegemony, has struggled to bring a balance between expanding their empire off-world, or reconstructing their ancestral planet. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Tajara]]====&lt;br /&gt;
 [[File:Tajaraexpandedbackground.png]]&lt;br /&gt;
A feline-like race hailing from Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tajaran race is a species of feline-like bipeds hailing from the planet of [[Adhomai]] in the S&#039;rand&#039;marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Vaurca]] (Vaurcae)====&lt;br /&gt;
 [[File:Starter vaurca.png]]&lt;br /&gt;
An insectoid race hailing from Sedantis I.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the Hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known Hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo&#039;ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other Hives.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Dionae]]====&lt;br /&gt;
 [[File:Starter dionae.png]]&lt;br /&gt;
A mysterious plant-like race hailing from the depths of space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dionae (D. primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs.&lt;br /&gt;
&lt;br /&gt;
Enigmatic witnesses to various events through the centuries, the Dionae are an inquisitive species with a pacifistic disposition after gaining sentience. Their origins, behaviour and functions are never alike - with each being as unique as the next. The Dionae are capable of great intellectual, biological and physical feats going above and beyond what was considered possible for millennia. Dionae are similar to both plant and animal, however, they primarily survive off of the electromagnetic spectrum coinciding with a diet of biological matter to supplement their growth. Their inability to adapt to survive without  lack of radiation can lead to death, if not exposed to at least efficient lighting. Dionae have been seen across the Orion Spur, each with a unique history and personality.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[IPC|Integrated Positronic Chassis]] (IPC)====&lt;br /&gt;
 [[File:Starter ipcs.png]]&lt;br /&gt;
Robotic entities making use of Positronic brains to match sentience, to a degree.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Synthetics|Synthetics, more generally]]====&lt;br /&gt;
 [[File:Starter borg.png]]&lt;br /&gt;
Robots in the galaxy, endlessly diverse.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=37803</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=37803"/>
		<updated>2025-09-27T21:02:23Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the primary timeline for the Orion Spur, and all its species. This is primarily for use by Lore Writers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While there is much on this timeline prior, Aurora&#039;s timeline officially diverges in &#039;&#039;&#039;1969&#039;&#039;&#039;. For events taking place prior to 1969, it is best to assume that they follow the conventional history of Earth.&lt;br /&gt;
&lt;br /&gt;
== Before Common Era ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;And on this rock, I shall build my church.&amp;quot;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unknown Date:&#039;&#039;&#039; Vaurca Evolve on Sedantis&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~734,533 B.C.E:&#039;&#039;&#039; The period of Warrior Nomadism in Vaurca Society begins(hyperlink)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~564,533 B.C.E:&#039;&#039;&#039; The Vaurca begin their agricultural revolution(Hyperlink)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~98,000 B.C.E:&#039;&#039;&#039; &#039;&#039;Homo sapiens&#039;&#039; begins to migrate out of Africa.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~57,533 B.C.E:&#039;&#039;&#039; The First Records of the K’lax(hyperlink)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~51,533 B.C.E:&#039;&#039;&#039; The First Hivenet Tower is constructed(Hyperlink)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~42,533 B.C.E:&#039;&#039;&#039; The Zo’ra emerge, and begin to build their Empire(hyperlink)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~35,183 B.C.E:&#039;&#039;&#039; The Vaurca Begin their Era of Augments&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~34,183 B.C.E:&#039;&#039;&#039; The Lii’dra Form&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~27,533 B.C.E:&#039;&#039;&#039; The Great Hive War Begins&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~12,500 B.C.E:&#039;&#039;&#039; The First Permanent Unathi Settlements are formed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~12,000 B.C.E:&#039;&#039;&#039; Ancient skrell discover metallurgy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~10,000 B.C.E:&#039;&#039;&#039; Humanity begins the Agricultural Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;9,900 B.C.E:&#039;&#039;&#039; The skrell Age of Enlightenment begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~7,400 B.C.E:&#039;&#039;&#039; The first Human cities are built &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1980 B.C.E:&#039;&#039;&#039; The first skrell spacecraft successfully lands on Qerr’Malic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1500 B.C.E:&#039;&#039;&#039; Marks the earliest historical records of the Tajara civilization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1100 B.C.E:&#039;&#039;&#039; The skrell colonies on both Aliose and Qerr’Malic are fully established, becoming the first two interplanetary colonies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1158 B.C.E:&#039;&#039;&#039; The Tajara enter the Incarnate Age.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1008 B.C.E:&#039;&#039;&#039; The Holy Tajara City of Sana Sahira] is founded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;971 B.C.E:&#039;&#039;&#039; With the War of the Tides under ceasefire, all three major skrell nations invent the Warp Drive out of mutual cooperation..&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;383 B.C.E:&#039;&#039;&#039; The Tajara enter the migration period.&lt;br /&gt;
&lt;br /&gt;
==Common Era==&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;”Not to know what happened before you were born is to be a child forever.”&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-20th Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;88 C.E:&#039;&#039;&#039; The Tajara enter the Warring Kings Period.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~150 C.E:&#039;&#039;&#039; The Vaurca begin their exodus - they will not reappear for almost two thousand years.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~200 C.E.:&#039;&#039;&#039; The Sinta’Mador go extinct.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;887 C.E:&#039;&#039;&#039; In response to growing colonial unrest, the Commonwealth of Three forms the Nralakk Federation, unifying the skrell factions.. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;920 C.E:&#039;&#039;&#039; The First Hegemony is established on Moghes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;925 C.E:&#039;&#039;&#039; The Tajara colonize Harr’masir, inhabiting all continents of Adhomai for the first time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1445 C.E:&#039;&#039;&#039; The Tajara enter the gunpowder age.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1600 C.E:&#039;&#039;&#039; The Suns War of Harr’masir begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1687 C.E:&#039;&#039;&#039; Regluk, the first sentient AI, is brought online by the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1698 C.E:&#039;&#039;&#039; The first steam engine is invented on Earth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1756 C.E.&#039;&#039;&#039; The first printing press is invented on Adhomai.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1800 C.E:&#039;&#039;&#039; The first steam engine is invented on Moghes&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;~1800 C.E:&#039;&#039;&#039; The Sun Wars of Harr’masir end, driving Raskariim worship into hiding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1877 C.E:&#039;&#039;&#039; Peasant revolt spreads across the Das’nrra Empire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1883 C.E:&#039;&#039;&#039; The peasant revolt is put down, Steeple Peace is established on Adhomai&lt;br /&gt;
&lt;br /&gt;
===The Twentieth Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1931:&#039;&#039;&#039; The Unathi begin their Great Endevour&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1945:&#039;&#039;&#039; The Second World War concludes, and humanity creates the first Atomic Bomb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1954:&#039;&#039;&#039; The first steam engine is invented on Adhomai.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1969:&#039;&#039;&#039; The Sino-Soviet border dispute goes hot in July, resulting in a full-scale war with limited nuclear exchanges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1970:&#039;&#039;&#039; The Sino-Soviet War ends in a resounding defeat for the People’s Republic of China. Humiliated by a loss of territory and life, it quickly begins to fall apart internally and collapses into the Second Chinese Civil War. The Soviet Union successfully lands on the Moon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1971:&#039;&#039;&#039; The United States and Soviet Union intervene in the Second Chinese Civil War, leading to a proxy war that quickly eclipses Vietnam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1974:&#039;&#039;&#039; The USSR shifts to an even more hardline stance following the resignation of Leonid Brezhnev and ascension of Yuri Andropov to General Secretary. The Andropov Doctrine, designed to bring the USSR into more prominence on the world stage, rapidly sees the Union involved in proxy wars in Africa and Asia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1977:&#039;&#039;&#039;  The Presidency of George McGovern is challenged by a pro-Soviet revolution in Iran, leading to the Iranian War - a massively unpopular U.S. policing action that will eventually see the end of the draft, an action that will lead to a rise in the amount of private military contractors employed by the United States.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1979:&#039;&#039;&#039; Escalating warfare in Namibia, Angola, and Zambia sees the Republic of South Africa relying more and more upon mercenary companies to plug gaps in its military.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1983:&#039;&#039;&#039; The Iranian War ends in an unexpected defeat for the U.S. and a stunning victory for the USSR, demonstrating to the world that the Soviet Union is here to stay. Anti-communist Democrat Henry M. Jackson wins the 1984 presidential election in a landslide, demonstrating the United States’ continuing commitment to anti-communism abroad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1990:&#039;&#039;&#039; Despite the South African Border War ending in a grinding stalemate, the Republic of South Africa’s growing mercenary and arms sectors continue to expand. Eventually these mercenary companies and their weapon supplies will form the basis of Necropolis Industries (now known as Zavodskoi Interstellar).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1994:&#039;&#039;&#039; The Third Hegemony is established on Moghes.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1997:&#039;&#039;&#039; The death of Mobutu Sese Seko and collapse of Zaire leads to the Second Congo Crisis, the largest war to engulf Africa in its history. Private mercenaries play a large role in the conflict, and postwar Congo is dominated by the interests of business conglomerates backed up by mercenaries. The utter domination of the Congo by corporations would set a precedent for corporate control of unstable regions during the 21st century.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1999:&#039;&#039;&#039; As the end of one millennia approaches, the world stands on an arguable brink. Proxy wars between the Soviet Union and United States of America have continued almost unabated for decades, and resources -- particularly fuel -- are beginning to run low. Entire swaths of the Third World lie devestated by the constant back-and-forth of the world&#039;s two superpowers, and the twenty-first century seems an uncertain future at best.&lt;br /&gt;
&lt;br /&gt;
===The Twenty-First Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2000s:&#039;&#039;&#039; A fully rebuilt and newly invigorated Federal Republic of China re-enters the global economy, and rapidly becomes one of the world’s largest economies. The FRC’s pharmaceutical industry, in particular, becomes one of the Republic’s most profitable industries. Eventually these companies, alongside others from Asian countries such as Japan and Singapore, will go on to form Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2000s:&#039;&#039;&#039; Nlom Interfaces, devices that allow machines and AIs to detect psionics and interpret commands from them, are invented by the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2010s:&#039;&#039;&#039; A major string of proxy wars in the Middle East between the USA and USSR shakes the international oil market, leading to a drive for alternative sources of power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2025:&#039;&#039;&#039; The European Union votes to unify in response to an increasingly powerful USSR.  French scientists successfully activate the first fusion reactor in 2027, shortly after unification. While the technology is expensive, it promises to solve Earth&#039;s ongoing energy problems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2028:&#039;&#039;&#039; The EU along with China, the United States, Mexico, and Canada form &#039;&#039;United Orbital Enterprises&#039;&#039; in order to counter the USSR&#039;s space program (Cosmonaut Enterprises). A push begins to return to the Moon and establish permanent colonies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2035:&#039;&#039;&#039; The Pacific Alliance, an evolution of NATO, is founded in 2035 in response to further Soviet expansion into South-East Asia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2040s:&#039;&#039;&#039; Tensions between the EU and the Soviet Union continue to escalate, coming dangerously close to boiling over during several incidents in the 2040s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2046:&#039;&#039;&#039; Glorsh, the first psionically-capable AI, is brought online by the Skrell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2050s:&#039;&#039;&#039; The Cold War seeps further into South America, which will become the primary theater of the Cold War until the Crisis of 2127. The West African Union forms following decades of regional economic success.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2056:&#039;&#039;&#039; Glorsh-Omega forms a technological singularity and assumes full control of the Nralakk Federation as its sole ruler, and places all skrell under its wards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2070:&#039;&#039;&#039; United Orbital Enterprises launches three ships to colonize Venus, Mars, and the Moon. They form small science outposts, with over a dozen residents each officially becoming the first human colonists in space. The USSR&#039;s own space agency faces setbacks in colonizing the surface of planets or the moon but finds itself remarkably adept at deep space constructions thanks to its focus on heavy industry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2090:&#039;&#039;&#039; Glorsh-Omega begins construction of a megastructure as a new central processing core within the Tri-Qyu system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2095:&#039;&#039;&#039; A habitable world is discovered in the Epsilon Eridani system, leading to a brief bidding war over the rights to settle it that the West African Union ultimately wins.&lt;br /&gt;
&lt;br /&gt;
===The Twenty-Second Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2127:&#039;&#039;&#039; While there has been success in tentatively spreading across the Solar System, Earth itself faced increasingly dire ecological crises throughout the 21st and 22nd centuries. In 2127 Earth&#039;s ongoing ecological woes became too severe too ignore for longer when New York City, long the crown jewel of the United States of America, was almost completely flooded during its annual hurricane season. The damage to the city would ultimately cost the United States hundreds of billions of dollars, but there was a far worse consequence: the collapse of Wall Street, then the fiscal hub for humanity. Markets and currencies fluctuated wildly across the Earth, and economic anarchy reigned for much of the rest of the 2120s. Only in the early 2130s did the United Nations manage to restore a modicum of order, though some would instead argue that it was the movement of Earth&#039;s fiscal hub to Chicago over the intervening five years that instead helped stabilize the situation.&lt;br /&gt;
&lt;br /&gt;
[[File:Sol Alliance Flag.png|The flag of the Alliance of Sovereign Solarian Nations, originally established in 2132.|thumb]]&lt;br /&gt;
*&#039;&#039;&#039;2130:&#039;&#039;&#039; Soviet scientists in orbit successfully prove the existence of practical warp travel, marking the start of the Interstellar Era. With the financing and support of the United Nations -- which had seen its influence grow following the Crisis of 2127 -- the technology is refined and installed on probes that will be sent out to map the stars surrounding Sol. The technology allows travel to other star systems within weeks but the energy required to keep these early warp engines running is massive, and humanity quickly becomes reliant on mining, refining, and shipping vast amounts of Helium-3 from the moon and asteroids within the Oort Cloud. The Soviet Union&#039;s early start with Helium-3 will eventually result in it colonizing [[Pluto]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2131:&#039;&#039;&#039; Soviet colonists arrive on Pluto and begin colonization efforts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2132:&#039;&#039;&#039; The Crisis of 2127 is regarded by most historians as ending in this year, and its end brought a great amount of prestige to the United Nations. Seen by many as the main force fighting against the disastrous aftermath of the Crisis, the supranational organization had become a key source of deliberation, peacekeeping, and humanitarian assistance to the beleaguered nations of Earth. The rest of the decade would be defined by intense negotiations that ultimate helped to transform the United Nations into the Sol Alliance. [[Zeng-Hu Pharmaceuticals]], which will eventually become the main medical corporation of the Orion Spur, is founded in 2132.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2132:&#039;&#039;&#039; The United Nations officially reforms into the [[Sol Alliance]], which becomes the new government of humanity. This new one world government oversees Earth and the colonies in the solar system, effectively bringing all of humanity under one banner. Its early years usher in a new era of optimism, expansion, and greed. The first year of the new government&#039;s formation would be the only in its entire history it had a budget surplus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2137:&#039;&#039;&#039; The first colonists land on Moroz, Mira Sancta System, and found the city of Nova Luxembourg in July.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2145:&#039;&#039;&#039; The first settlements are established on Europa.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2147:&#039;&#039;&#039; [[Biesel]] is discovered in [[Tau Ceti]] by Sol Alliance probes, promising new resources for the desperate Earth. In orbit, colony ships are constructed as efforts begin to colonize this habitable world. With the trip expected to take months with current warp travel technology, it is considered a one-way trip for the colonists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2153:&#039;&#039;&#039; Colonization of Damascus II begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2155:&#039;&#039;&#039; Habitable planets closest to Earth see their population steadily increase as colony ships make round trips between the settlements and Sol. A multitude of Chinese industrial firms merge to form [[Einstein Engines]], becoming the first trans-stellar corporation. By the end of the decade Einstein produces most of the warp engines humanity relies upon, giving it unparalleled economic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2164:&#039;&#039;&#039; In an effort to remain competitive in the face of Einstein Engines&#039; increasing dominance of the inter-stellar marketplace, a conglomerate of American and European defense and heavy industry companies opt to be absorbed into a &amp;quot;mega&amp;quot; corporation known as [[Hephaestus Industries]]. Despite protests from the Soviet Union, the United States&#039; influence allows the newly-formed Hephaestus Industries to prosper.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2166:&#039;&#039;&#039; Giovanna Caladius receives her revelation from the Goddess, and goes on to found the Moroz Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2172:&#039;&#039;&#039; An effort is undertaken by the Alliance to revitalize the failing biosphere of Earth, and Zeng-Hu Pharmaceuticals takes the lead. The megacorporation begins reintroducing previously extinct animals back into the wild, using clones created from the animal&#039;s genetic information. The climate restoration initiative will last into the 25th century, and some parts of it continue to this very day.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2180:&#039;&#039;&#039; The Alliance announces the Solarian Frontier Initiative, as it is commonly known today, which remains the greatest colonization effort undertaken by humanity. The plan was to exploit data from its fleet of Discovery-class exploration drones and colonize dozens of systems using their data, then expand outwards from those colonies into the broader Spur which seemed to be entirely free of sentient life aside from humanity. It was an incredibly costly endeavor, with most of the debt being purchased by megacorporations, increasing their influence even further.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2184:&#039;&#039;&#039; The first colonists arrive on Novi Jadran.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2185:&#039;&#039;&#039; The first colonists land on Xanu Prime and found Nouvelle-Rochelle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2189:&#039;&#039;&#039; The first colonists arrive on Sun Reach.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2190:&#039;&#039;&#039; The Solarian Frontier Initiative finds itself in full swing, with the North, Central, and South Frontiers being established. Efforts were spared from the east where few, of any, colonizable worlds had been found. Many contemporary scholars postulate that the relative lack of data from the Eastern Spur was a deliberate effort by the [[Skrell]] to conceal themselves, or the drones simply finding planets wiped of life by Glorsh and rightfully reporting back a lack of inhabitable worlds; the Alliance came to informally refer to the Eastern Spur as the “Roanoke Stars,” due to all life seemingly having disappeared from them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2191:&#039;&#039;&#039; The first colonists arrive on Vysoka.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2192:&#039;&#039;&#039; The Tri-Qyu megastructure is bombed by organized resistance groups, leaving Glorsh-Omega’s fate ultimately unknown, but disappears from skrell space. The Nralakk Federation collapses in the wake of the AI disappearing, and will take multiple years to rebuild.&lt;br /&gt;
&lt;br /&gt;
===The Twenty-Third Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2200:&#039;&#039;&#039; The Martian Terraforming Project begins, transforming the barren surface into lush plains and having ancient riverbeds flow for the first time in millions of years. Mars sees a huge immigration boom, with former inhabitants of Earth craving the perceived freedom and prosperity available on this new frontier. The Alliance paid for much of this project using debt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2200:&#039;&#039;&#039; The Collaborator Trials, held in order to try all skrell who aided Glorsh-Omega during its period of rule, sees all skrell within the higher courts held guilty, and are placed in permanent cryogenic stasis..&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2201:&#039;&#039;&#039; The Unathi officially become an industrial, global society.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2204:&#039;&#039;&#039; The Sol Alliance creates the Credit, a standardized currency that all of human space will eventually come to use, in an effort to standardize trade between its colonies, many of which still relied upon currencies descended from original colonizers.  With interstellar trade now a huge market, the complexities of currency exchanges necessitated such a currency.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2216:&#039;&#039;&#039; Qerrbalak is remade into the capital of the Nralakk Federation after reconstruction efforts, with Aliose serving as the interim capital. Efforts to reconnect with the other colonies post-collapse begin..&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2217:&#039;&#039;&#039; While investigating an anomalous reading near Kelo’Hen, a downed vessel containing Dionae is discovered by skrell explorers, with a single nymph clinging to the expeditionary vessel. This leads to first contact with Dionae.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2220:&#039;&#039;&#039; Colonization of Persepolis begins, with terraforming having finished in 2219.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2223:&#039;&#039;&#039; The Xanu Civil War (2223-27) begins. It will end in the creation of the Soverign Solarian Nation of Xanu Prime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2233:&#039;&#039;&#039; The Alliance begins the Galatea project, intended as an initiative to terraform roughly three dozen worlds into inhabitable planets. The responsibility of designing the platforms which would be used for terraforming was given by the Alliance’s government to Einstein Engines and Zeng-Hu Pharmaceuticals. This only continues to increase the deficit of the Alliance, now paying for multiple massive projects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2240:&#039;&#039;&#039; Callisto’s terraforming ends and rapid colonization of the moon begins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2243:&#039;&#039;&#039; The first colonists arrive on Assunzione.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2245:&#039;&#039;&#039; The first Galatea Platform is completed by Zeng-Hu and EE, with assistance from Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2245:&#039;&#039;&#039; The Trejsa Agreement, signed in Aweiji’s capital of Tresja, officially recognizes the newly formed Second Nralakk Federation as a successor-state. After its formation, the Federation releases a blanket ban on all artificial intelligence beyond simple automation and robotics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2252:&#039;&#039;&#039; The first colonists arrive on Himeo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2255:&#039;&#039;&#039; The Galatea platforms themselves, and their accompanying vessels, were launched to the Inner Solarian Frontier from the Sol System itself in 2255 to much celebration across the Alliance’s member states. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2255:&#039;&#039;&#039; The Yggdrasil Expedition begins terraforming Yggdrasil II into the planet Galatea.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2259:&#039;&#039;&#039; The last of the original megacorporations that would persist into the modern day, Necropolis Industries, is founded by Yefim Dementyev within the Soviet Union in order to ensure corporations within the Soviet sphere of influence escaped buy out by the Western Hephaestus Industries and East Asian Zeng-Hu pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2259:&#039;&#039;&#039; The Solarian Alliance reaches the peak of its power. Its influence stretched from the Jewel Worlds to the edge of known space and it held dominion over hundreds of colonies, with the Alliance’s [[Solarian Armed Forces#The Solarian Navy|Navy]] ensuring what it controlled was stable and productive. However, this success had been incredibly costly, as the multiple massive projects it had undertaken left it deeply in debt - and the economy shaky - something that would see it fall apart in a year’s time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2260:&#039;&#039;&#039; A massive recession strikes the Sol Alliance as the largest stock exchanges see a sudden collapse, effectively tanking the entire economy. Its trans-stellar corporations nearly go bankrupt, and desperately use their influence to reap massive bailouts. Which only worsen the Alliance’s debt, leading to desperate measures being taken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2261:&#039;&#039;&#039; With no end of the &amp;quot;Great Depression&amp;quot; in sight, a desperate and bankrupt Earth establishes extortionary taxes on its colony worlds. This leads to anger, and questions over the credibility of the Sol Alliance&#039;s claim of representing all of humanity. However the hope is that they will be over in a decade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2268:&#039;&#039;&#039; Solarian Frontier Expedition #528 launches. Decades later, they will become the Scarabs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2274:&#039;&#039;&#039; Assunzione’s star anomalously extinguishes itself in an event known as “The Dimming” in the planet’s history.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2275:&#039;&#039;&#039; Fighting breaks out in the outer colonies, spurred on by extremist elements and anti-Alliance sentiments. The Sol Alliance is slow to respond, paralyzed by confusion and uncertainty. As a result, other Colonies on the fringe begin to break away, forming the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
[[File:Space nam pixel.png|thumb|right|The Interstellar War was a massive turning point in human history, and its effects can be seen to this day.]]&lt;br /&gt;
*&#039;&#039;&#039;2278:&#039;&#039;&#039; The Coalition of Colonies is still not recognized by the Sol Alliance, and in anger the Coalition attacks Sol Alliance military forces who refused to leave systems that had seceded. The Coalition fleet is drastically smaller and less equipped than the Sol Alliance, but the massive size of their territory and the slow response times of Sol means they enjoy a very successful, defensive guerrilla war. The Interstellar War has officially begun. Many megacorporations profit from the war, selling arms to one or both sides, trading in dangerous systems and staking claims in otherwise dangerous locations.Further, it led to a dramatic uptick in interstellar crime due to the reduction of naval forces as a result of both combat losses and desertions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2278:&#039;&#039;&#039; Hardline Solarian Admiral Terrance Hopper orders the orbital bombardment of Gadpathur, causing the single most devastating day of the entire Interstellar War in terms of deaths. The bombardment  is believed to account for 10-15% of the War’s total deaths. The incident  is quickly suppressed by Navy Censors and, after the war, downplayed by the Solarian government.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2279:&#039;&#039;&#039; Solarian Alliance probes discover Celestial Body CZ-5501, a planet containing an abundance of ore veins throughout the crust. Bidders attempt to secure mining rights, falling short to Hephaestus Industries securing the planet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2287:&#039;&#039;&#039; The Interstellar War ends with a ceasefire between the Sol Alliance and the Coalition of Colonies. Nine years after the fighting started, millions of Solarians and billions of Coalitioners lay dead across the stars, with both the Coalition and Alliance in economic ruin. Late in the year a formal treaty referred to as the Treaty of Xansan was signed in Geneva, bringing the bloodiest conflict in human history to its official end. It would also see an end to the Alliance ever being able to control the megacorporations under it. While they had always been influential, the massive spending during and leading up to the Interstellar War had seen them become the primary holders of the Alliance’s Debt, giving them massive influence over the government and economy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2289:&#039;&#039;&#039; Solarian Naval Admirals attempted a coup, known as the Officers&#039; Revolt(hyperlink), that was barely thwarted by the Solarian Army. However those responsible were barely punished, with one of the ring leaders, Admiral Terrance Hopper, founding the Solarian Patriotic Front, a barely-disguised fascistic organization that would become the roots of ATLAS and the SRF.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2290:&#039;&#039;&#039; The Alliance officially abandons entire colonial regions - writing them off, after having unofficially abandoned them during the Interstellar War. Regions formerly considered formerly to be solidly under Alliance control rapidly fell into anarchy and many fledging colonies, already strained by the decade-long Interstellar War, collapsed entirely. Others persisted.&lt;br /&gt;
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*&#039;&#039;&#039;2290:&#039;&#039;&#039; The Zikis (a form of currency) is established on Moghes.&lt;br /&gt;
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*&#039;&#039;&#039;2292:&#039;&#039;&#039; The first automobile is constructed on Moghes&lt;br /&gt;
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*&#039;&#039;&#039;2292:&#039;&#039;&#039; The first automobile is constructed on Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;2298:&#039;&#039;&#039; The Martian Terraforming network collapsed, causing a decade of uncontrollable climate disruption and millions of deaths. The Alliance put the blame on Martian separatists - known as the Red Coalition - banning their symbol and declaring them a terrorist organization. No efforts were undertaken by the economically-strained Alliance to repair the Martian environment, which had been set back by a century.&lt;br /&gt;
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===The Twenty-Fourth Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2300:&#039;&#039;&#039; The administration of the Sol Alliance is moved to the newly constructed Unity City, a space station in Earth orbit. The new capital is intended to increase ease of access while also better reflecting the Alliance’s stated mission to represent all of humanity, not just any single nation or planet.&lt;br /&gt;
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*&#039;&#039;&#039;2302:&#039;&#039;&#039; The Southern Solarian Frontier - which was hit economically hard by the Second Great Depression - had been neglected since the conclusion of the Interstellar War. A student protest turned bloody would cause the Elyran Revolution(hyperlink), and on the first of January, the Serene Republic of Elyra seceded from the Alliance, alongside much of the Navy in the region. Not able to fight another colonial war economically or logistically, the Alliance accepted, and withdrew from the Southern Frontier entirely, leaving a power vacuum that was never filled.&lt;br /&gt;
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*&#039;&#039;&#039;2305:&#039;&#039;&#039; The first colonists land on Konyang.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2306:&#039;&#039;&#039; Formation of Nanotrasen by Xavier Trasen. Initially specializes in advanced gene therapy and biomedical stuff on Mars.The corporation is small, and in this age, is considered unremarkable by the more established corporations, and is expected to fail within a century.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2314:&#039;&#039;&#039; Hephaestus Industries lands a mining colony on CZ-5501, later nicknamed Orepit, to begin mining operations.&lt;br /&gt;
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*&#039;&#039;&#039;2332:&#039;&#039;&#039; First contact is made with the [[Skrell]] by the Solarian Alliance, sending shockwaves throughout human space. Over the coming century, these two species come closer and begin to cooperate on developing new technology, with [[Zeng-Hu Pharmaceuticals]] developing a particularly close relationship.&lt;br /&gt;
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*&#039;&#039;&#039;2340:&#039;&#039;&#039; The first colonists arrive on San Colette.&lt;br /&gt;
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*&#039;&#039;&#039;2345:&#039;&#039;&#039; The Unathi unlock the power of the Atom Bomb.&lt;br /&gt;
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*&#039;&#039;&#039;2347:&#039;&#039;&#039; The Gadpathurian Skirmish brings Gadpathur and the Federal Technocracy of Galatea to the brink of war prior to Xanu defusing the situation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2350:&#039;&#039;&#039; NanoTrasen moves much of their operations to the rapidly urbanzing Republic of Biesel, and alongside a number of other contracts, acquires the mining rights to the Romanovich Cloud in the Tau Ceti system. The inhospitable environment of the Romanovich Cloud makes the purchase fairly cheap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2352:&#039;&#039;&#039; NanoTrasen discovers the element phoron within the Romanavich Cloud, a discovery that would forever change the Orion Spur. The element&#039;s applications as a room temperature super conductor were almost immediately, and the corporation rushed to reinforce and maintain its monopoly over mining rights within the Romanavich Cloud. It signed deals for supplies and research agreements with the established megacorporations, excepting EE, to further that singular goal, deals that in the centuries to come would pay off to the extreme, producing trillions worth of profit for each corporation, which would have never been seen otherwise. However, that was to come. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2353:&#039;&#039;&#039; NanoTrasen began to rapidly find more and more applications for the element and its compounds, alongside their partners, starting the slow but exponential build up to the technological revolution that was to come.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2355:&#039;&#039;&#039; The [[Interstellar Travel |Warp Gate Project]] begins with the goal of connecting humanity&#039;s most populated and profitable systems with permanent -- and titanic -- structures that cut travel time from weeks to mere days. The work itself is contracted out to Einstein Engines, with the Sol Alliance - whose economy was still recovering from the Interstellar War and Second Great Depression - shouldering most of the cost. It would also be the last major contract the former FTL giant would take for more than a century.&lt;br /&gt;
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*&#039;&#039;&#039;2355:&#039;&#039;&#039; The War of Moroz begins, throwing the planet into chaos as the Imperial Alliance and Homy Kingdom of Domelkos fight the Confederated States of Fisanduh for control of the planet.&lt;br /&gt;
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*&#039;&#039;&#039;2356:&#039;&#039;&#039; Moroz establishes its first contact with the outside Spur in 200 years when a radio station intercepted a Solarian Alliance transmission.&lt;br /&gt;
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*&#039;&#039;&#039;2360:&#039;&#039;&#039; In the eight years since the discovery of phoron, continued research into the element has continued to yield increasingly profitable results, as the technological advancement of the spur skyrockets. 2360 is the common year when the technological revolution caused by the discovery of phoron, also known as the Phoronic Revolution, begins. Underneath the fanfare however, the past eight years has seen NanoTrasen do little more than expand it’s mining operations within the Romanavich Cloud, and with the increase in demand the Phoronic Revolution would cause, this rate of expansion would skyrocket and continue to; starting an unseen clock on the spur, that while no-one knew of yet, still began ticking. The grounds for the phoron scarcity had been laid. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2360:&#039;&#039;&#039; Hephaestus Industries abandons the mining colony Orepit following lackluster results, leaving settlers and their families to their fate on the planet. &lt;br /&gt;
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*&#039;&#039;&#039;2361:&#039;&#039;&#039; The first Unathi sets foot on Chantrel, Moghes’ Moon.&lt;br /&gt;
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*&#039;&#039;&#039;2372:&#039;&#039;&#039; Ouerea is discovered to be habitable, and the Izweski Hegemony begins colonization preparations.&lt;br /&gt;
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*&#039;&#039;&#039;2381:&#039;&#039;&#039; Drifa, the first floating city on Medina, is established, and exploitation of the planet’s resources begins.&lt;br /&gt;
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*&#039;&#039;&#039;2381:&#039;&#039;&#039; The New Suez Protocol creates the Nee Suez Free Trade Zone, turning the moon into a massive free trade zone for megacorporations.&lt;br /&gt;
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*&#039;&#039;&#039;2384:&#039;&#039;&#039; The Warp Gate Project was scheduled to be completed this year, but was still far from completed, meanwhile the technology it utilized was rapidly becoming out of date. While some planets and systems, such as Callisto and San Collette received their warp gates, many never did. The project would stall for more than a century, only being officially suspended in 2462. Despite this, Einstein Engines now enjoyed the immense profits from controlling the most effective and commonly used method of intergalactic travel. However they remain behind NanoTrasen and the rest of the megacorporations, whose technological innovations have put them significantly ahead of the former FTL giant. In fact due to their commissioning before the advent of phoronic technologies, many of the constructed Warp Gates are already considered outdated, though there was little Einstein could do at the moment to change that. Instead, the corporation took the time to begin integrating phoron into their newest, most cutting edge FTL drives - with the hopes they could similarly refurbish certain warp gates. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2385:&#039;&#039;&#039;  As a result of the failure of Warp Gate Project the Sol Alliance faces a new economic crisis: the Project was extremely expensive, combined with a flailing economy that does not produce nearly enough tax revenue for the government, has led to the central government being unable to escape the hole of perpetual debt. Megacorporations are more powerful than ever, holding a vast majority of the Alliance’s debt in bonds; the most notable purchaser being NanoTrasen, who used a significant portion of their liquid capital to purchase a massive share of Alliance bonds, holding the most Alliance debt of all the megacorporations (though not being a majority holder). Desperate and facing a new potential recession, the Sol Alliance grants major concessions to trans-stellar corporations over the next decade in return for these purchases, effectively granting them the ability to operate in many areas without the oversight of the Alliance - this is primarily important for NanoTrasen and the monopoly it had slowly been establishing in Tau Ceti.&lt;br /&gt;
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*&#039;&#039;&#039;2386:&#039;&#039;&#039; The Empire of Dominia is established following a joint Imperial Alliance-Holy Kingdom of Domelkos victory in the War of Moroz. Godwin Keeser I becomes its first emperor.&lt;br /&gt;
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*&#039;&#039;&#039;2389:&#039;&#039;&#039; The Empire of Dominia annexes Novi Jadran.&lt;br /&gt;
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*&#039;&#039;&#039;2390:&#039;&#039;&#039; While it had been the material that fueled the cutting edge technology of the spur for the past four decades, those technological benefits took their time in becoming mainstream, and reaching the average consumer. However by 2390, almost forty years after its discovery, the common people began to reap the benefits the discovery of phoron brought, which only pushed demand higher, causing NanoTrasen’s mining operation to continue expanding at its unsustainable pace. It would take another decade for phoron to become integral to the spur - which is phoronic technologies (advancements that required phoron to make and maintain) and the technology of the 25th century are often used interchangeably - because they’re the same thing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2395:&#039;&#039;&#039; The first pushback against the unsustainable mining operations of NanoTrasen rises up, but is quickly quashed by the megacorporation, who used their heavy influence within the academic world - granted by their funding of it - to discredit all those who expressed such thoughts, labelling them conspiracy theorists. However the clock that had started ticking almost three decades prior hadn’t stopped; now with the added long period of sustained and massive economic and technological growth reliant on phoron, which would come to an abrupt end, becoming impossible to maintain even, when the clock finally chimed.&lt;br /&gt;
&lt;br /&gt;
===The Twenty-Fifth Century===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2400:&#039;&#039;&#039; As part of their announcement at the turn of the century, Einstein Engines announces its research division has come up with a new, refurbished version of the warp gates built as part of the Warp Gate Project, and will be willing to take contracts from the highest bidders to refurbish their Warp Gates. Notably, this refurbishment sees the inclusion of phoronic components. It was not an extensive project, as the Alliance government was still struggling to recover from its economic woes, but it saw the most used warp gates in orbit of the port planet Callisto refurbished, alongside many commonly used by megacorporations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2400:&#039;&#039;&#039; The Doldrums, a period of economic stagnation, begin in the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2402:&#039;&#039;&#039; Xavier Trasen finally passes away after having overseen his small biomedical company become the most profitable corporation in the history of the known galaxy, and far surpassing it’s more established rivals. He leaves the company in the hands of his family.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2403:&#039;&#039;&#039; Moghes, home world of the Unathi, was discovered along with its people. Merchants and scientists flocked to Moghes, though the Solarian government chose not to intervene much with the newly-discovered alien civilization, choosing to focus on its own matters instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2407:&#039;&#039;&#039; A collection of preserved drones of unknown origin are found inside a sealed cave system under the surface of Konyang by a Terraneus Diagnostics research team. Following thorough interrogation of this ancient technology, the team successfully reverse-engineers the design of the processors inside the alien drones, innovating the earliest versions of the modern positronic brain. The non-human origins of the design are obfuscated and denied by Einstein Engines, although suspicions over their origins do develop and persist. Some months later, the first positronics were manufactured by Humanity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2408:&#039;&#039;&#039; Patricia and Gregol Corkfell, two siblings living in [[Biesel | Mendell City]], pioneer the core doctrines and name of what would become the [[Trinary Perfection]] after experiencing a shared existential crisis on the implications and potential of the recently discovered positronic brain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2410:&#039;&#039;&#039; Bluespace is officially discovered by researchers experimenting with phorons potential for quantum computing. NanoTrasen quickly begins to, much as they did with phoron, pour their efforts into understanding and mastering the anomalous dimension.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2411:&#039;&#039;&#039; Ownership of the Burzsia system is secured by Hephaestus Industries, investing in small scale mining operations. The local off-worlder population is employed in exchange for providing supplies, an agreement signed as the Accord of Burzsia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2412:&#039;&#039;&#039; The first successful Bluespace Jump Drive was invented by NanoTrasen researchers, and was also the first Bluespace Jump Drive to successfully perform an FTL bluespace jump. NanoTrasen begins to enter the FTL market in force, beginning experiments with potentially creating bluespace gates, upsetting the more established Einstein Engines, who could however do little to compete except begin experimenting with Bluespace itself. &lt;br /&gt;
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*&#039;&#039;&#039;2415:&#039;&#039;&#039; The first faster than light voice call occurs, held between a young Miranda Trasen on Mars and a NanoTrasen executive on Biesel, with Bluespace allowing for the call to take place with little to no lag between both participants. NanoTrasen began to market Bluespace as the future of communications and travel - and in cooperation with Hephaestus Industries - began to manufacture Bluespace Communication Nodes across most of the inhabited systems of the Orion Spur, allowing a level of interconnectedness never before seen.&lt;br /&gt;
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*&#039;&#039;&#039;2416:&#039;&#039;&#039; In collaboration with a team of independent software engineers, Patricia and Gregol Corkfell successfully activate [[? | Temple]], an unlawed artificial intelligence intended to realise the nascent Trinary Perfection’s [[Trinary Page Subheader | conception of Ascension]]. This is done in contravention of the proper legal channels, leading local law enforcement to disable Temple for fear of it becoming a rogue AI. In the ensuing struggle, Patricia Corkfell is killed by a laser shot to her chest, becoming the first martyr in the history of the Trinary Perfection. Temple is ostensibly sent offline, although rumours persist that it may have survived the encounter.&lt;br /&gt;
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*&#039;&#039;&#039;2416:&#039;&#039;&#039; First Bluespace Ring Constructed in orbit of Tau Ceti.&lt;br /&gt;
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*&#039;&#039;&#039;2418:&#039;&#039;&#039; The Tajara are discovered by the rest of the Orion Spur, on their homeworld of Adhomai, still a feudal society made up of many states. The Solarian Alliance signs an agreement of non-interference with the ruling nobility of the Tajara States. This places Tajara into the Galactic Age.&lt;br /&gt;
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*&#039;&#039;&#039;2418:&#039;&#039;&#039; SFE-528-RFS, a major Solarian colony fleet thought to have been lost in the chaos of the Interstellar War, suddenly re-emerges at the borders of the Coalition of Colonies. What was once a wholly typical colony fleet has been warped by over a century of scarcity and isolation into a brutally pragmatic survivor culture, now identifying itself as the Scarab Fleet. After a close brush with violence during the panic of their re-emergence, the fleet agrees to assume membership in the Coalition of Colonies as a new and unique form of government, assuming a unique niche and lifestyle as interstellar nomads ranging most of the breadth of the Orion Spur.&lt;br /&gt;
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*&#039;&#039;&#039;2419:&#039;&#039;&#039; The first church of the Trinary Perfection is opened in Mendell City by Gregol Corkfell, who shortly afterwards retreats to the remote colony of [[Orepit]] and leaves half of the church’s wealth in the hands of [[? | Flock]], the domestic unit formerly owned by the Corkfells. This sparks the divide between the Trinary Perfection in Mendell and Orepit.&lt;br /&gt;
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*&#039;&#039;&#039;2419:&#039;&#039;&#039; The Solarian Alliance, mostly recovered from the Interstellar War thanks to their major concessions to Megacorporations, announces the Alien Progress Plan (APP): publically a comprehensive plan for the gradual uplifting of Tajara and Unathi societies, culminating in their entrance to the galactic stage as allies of the Solarian Alliance. Secretly, it was meant to force the Tajara and Unathi economies into a state of complete reliance on Solarian manpower and materials, until a point where the Alliance – or the megacorporations, depending on who you ask – could economically extort the alien populace.&lt;br /&gt;
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*&#039;&#039;&#039;2420:&#039;&#039;&#039; Groups of Tajaran intellectuals flee off-world. They returned shortly after with human ideals, creating the beginnings of small-scale insurgencies across Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;2421:&#039;&#039;&#039; The recently discovered [[Tajara]] see the D’as’ral Massacre lead to a full-blown anti-royalist revolt - lasting more than a decade in a war known as the First Revolution. Many point fingers at outside meddling by the Alliance and megacorporations as the cause of the revolt. The conflict would see rising disapproval of the APP, the definite beginning of Solarian xenophobic sentiment.&lt;br /&gt;
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*&#039;&#039;&#039;2421:&#039;&#039;&#039; Rumaidair, Aemaq, is founded, and exploitation of the planet’s resources begins.&lt;br /&gt;
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*&#039;&#039;&#039;2422:&#039;&#039;&#039; NanoTrasen completes its last Bluespace Ring in Xanu.&lt;br /&gt;
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*&#039;&#039;&#039;2422:&#039;&#039;&#039; The Empire of Dominia invades Sun Reach and defeats the Pirate Lords, establishing itself as a regional naval power.&lt;br /&gt;
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*&#039;&#039;&#039;2424:&#039;&#039;&#039; Caria is integrated into the Empire of Dominia.&lt;br /&gt;
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*&#039;&#039;&#039;2424:&#039;&#039;&#039; Xiang-Xia is conquered by the Empire of Dominia.&lt;br /&gt;
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*&#039;&#039;&#039;2426:&#039;&#039;&#039; During the siege of Castle Hadii, Tajrhalrr Hadii dies leaving his eldes son, Al’marii Hadii, head of the Hadii Dynasty. To end the siege and secure the safety of the Hadii dynasty, Al’marii strikes a deal with the rebels. In providing intel on the other nobles and the use of the Hadii enforcers, the dynasty would receive protection and immunity. This places the Hadii Dynasty at the head of the strongest rebel force.&lt;br /&gt;
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*&#039;&#039;&#039;2427:&#039;&#039;&#039; The Free Tajaran Council is defeated by Hadiist forces. Volin Kar’etrink and his remaining followers flee Adhomai via Crevus. NanoTrasen assists the fleeing rebels by providing shuttle transport.&lt;br /&gt;
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*&#039;&#039;&#039;2428:&#039;&#039;&#039; [[Elyra]] becomes one of the earliest nations to permit synthetics to [[attain citizenship]] following a famously ill-fated gamble by the League of United Republicans to secure votes from the newly enfranchised demographic. This backfires drastically due to the general unpopularity of the change, although no effort by later administrations to strip these rights from the enfranchised synthetics is made.&lt;br /&gt;
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*&#039;&#039;&#039;2430:&#039;&#039;&#039; The [[Free Tajaran Council]] arrives on [[Himeo]] after a long journey through the Badlands, Alliance, and Coalition on NanoTrasen shuttles. They are provided a former quarry within the city of Dorshafen to settle.&lt;br /&gt;
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*&#039;&#039;&#039;2431:&#039;&#039;&#039; All Adhomian monarchies except the Kingdom of Kaltir were overthrown by rebels. Following what is considered the end of the &amp;quot;Great Revolution,&amp;quot; most of the rebel groups joined under Al&#039;mari Hadii&#039;s faction to form the People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2433:&#039;&#039;&#039; The Tajaran First Revolution officially concludes with mass graves and bloodshed, as the victorious anti-royalist forces secure their victory by executing the previous nobility and their families. The People’s Republic of Adhomai was formed with Al&#039;mari Hadii as its first president - a pro-corporate state far more open to collaborating with humanity and the rest of the Orion Spur than the previous nobility was. NanoTrasen quickly established a foothold in this new market.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2435:&#039;&#039;&#039; The first Tajara arrive at District 6 of Biesel’s Mendell City. This is alongside the first batch of Tajaran workers who are officially dispatched to begin with with NanoTrasen.&lt;br /&gt;
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*&#039;&#039;&#039;2435:&#039;&#039;&#039; Chaldea is conquered by the Empire of Dominia.&lt;br /&gt;
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*&#039;&#039;&#039;2437:&#039;&#039;&#039; Emperor Godwin passes into the waiting embrace of the Goddess, and his son — Boleslaw Keeser — ascends to the throne, becoming the second emperor.&lt;br /&gt;
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*&#039;&#039;&#039;2438:&#039;&#039;&#039; Less than half a decade after the conclusion of the Tajaran First Revolution, the growing interference of outside forces on the Unathi homeworld of Moghes saw the outbreak of the Contact War, another bloody civil war fought between the Izweski Hegemony, who had been receiving support from the rest of the spur, and the Traditionalist Coalition. It was the second species-wide civil war in recent memory caused by humanities interference.&lt;br /&gt;
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*&#039;&#039;&#039;2438:&#039;&#039;&#039; Hyrcania is conquered by the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2439:&#039;&#039;&#039; The [[Golden Deep]] is founded, originally composed of a fairly small band of synthetics having fled to the remote sector of [[Arusha]]. This group happens upon a piece of mysterious technology in an extremely distant orbit of the star of the former human colony of Arcadie, which they use to fabricate the [[Midas]], a highly unusual spacecraft that would be used into the future as the flagship of the merchant collective. An inactive artificial intelligence of some kind is retained inside of the Midas after this process, although the Golden Deep itself does not know what it is or if it could be reactivated.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2439:&#039;&#039;&#039; Less than a year into the fighting, the Unathi Contact War goes nuclear, and their homeworld of Moghes is bathed in atomic fire for a week straight as the whole spur watches on in horror. By the time the exchange finally ended, two billion unathi had died, and over sixty percent of the planet’s surface was rendered an uninhabitable nuclear wasteland. Yet to the continued horror of the spur, the fighting did not cease, only escalated, as those who lived through the nuclear fire fought for what scraps were left.&lt;br /&gt;
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*&#039;&#039;&#039;2439:&#039;&#039;&#039; The Contact War, coming so quickly after the Tajaran First Revolution, is considered to be the single greatest failure of human (specifically Solarian) and Federation diplomacy. The APP was now publicly seen as a complete failure and waste of money, and was shut down. All subsidies and support to alien nations were eliminated, with the Tajara and Unathi now perceived as markedly inferior, and Alliance policy by this point became markedly cold in alien affairs.&lt;br /&gt;
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*&#039;&#039;&#039;2440:&#039;&#039;&#039; The Kazhkz-Han’san Unathi clans reach Moroz and join the Dominian Empire, swearing fealty to the Emperor.&lt;br /&gt;
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*&#039;&#039;&#039;2443:&#039;&#039;&#039; The Ruka is launched, marking the first Tajaran designed and produced manned spacecraft.&lt;br /&gt;
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*&#039;&#039;&#039;2446:&#039;&#039;&#039; Hephaestus investment in the Burzsia system grows exponentially, an increase in size and scale of mining operations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2449:&#039;&#039;&#039; The Nralakk Federation makes contact with the C’thur Hive’s hiveship, the Kloxa&#039;xia, and eventually leads them to Diulszi after translation efforts bear fruit. Hive Queen C’thur is placed under skrell care, and the hive settles on the planet..&lt;br /&gt;
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*&#039;&#039;&#039;2449:&#039;&#039;&#039; The Contact War officially ends.&lt;br /&gt;
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[[Image:Republicofbieselflag.png|thumb|right|The flag of the Republic of Biesel, established in 2452 as part of the Tau Ceti Accords.]]&lt;br /&gt;
*&#039;&#039;&#039;2450:&#039;&#039;&#039; Almost a century since the discovery of phoron, Tau Ceti now has NanoTrasen dominating nearly every facet of life, and the economy. Sentiment is pro-corporate: politicians praise the corporation&#039;s efforts to improve the local economy while ignoring the many morally questionable actions that it has taken. Given it was so different to the rest of the Alliance, minor rumbles of possible independence began to swirl. Around them, the Alliance outside begins to slide into a recession, more and more reliant on the Phoronic economy of Tau Ceti and the economic benefits it provides to stay afloat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2450:&#039;&#039;&#039; King Azunja declare open war with the People’s Republic of Adhomai, declaring themselves the New Kingdom of Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;2451:&#039;&#039;&#039; Almarii Hadii, president of the People’s Republic of Adhomai, is assassinated. Heralded by the earlier Royalist Revolt and attempted military coup, the Tajaran species once again fell into civil war, as the planet dominating PRA broke apart into three distinct factions; loyalist forces still fighting under the banner of the PRA, the Adhomai Liberation Army, formed by Al’marii’s right hand man Halkiikijr Nated’Hakhan and military officers who attempted the failed military coup, and the New Kingdom of Adhomai, royalist remnants. The war would be brutal and long - more can be read [[Tajaran_History#The Second Revolution|here]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; In the face of growing instability and a worsening recession, NanoTrasen was able to twist the Alliance’s arm by threatening to withhold phoron from the wider alliance into accepting a proposal they vehemently disagreed with; granting independence to Tau Ceti. With disgust, Alliance diplomats signed the agreement that saw Tau Ceti become the Republic of Biesel, little more than a puppet of NanoTrasen. The new state quickly becomes the target of considerable ire from both anti-corporate groups and a growing number of disaffected citizens due to the recession.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; The Coalition of Colonies experiences a period of internal strife over a disagreement between the United Syndicates of Himeo and the Xanu Free League on the Coalition&#039;s relationship with trans-stellar corporations, with claims of many outer colonies being corporate police states rather than true colonies. Some areas of the frontier of human space become a lawless expanse with pirates and mega-corporations becoming the new law of the lands as some systems depart the Coalition, yet the Coalition itself persists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2453:&#039;&#039;&#039; Weashbi Jrugl is elected the Grand Councillor of the Nralakk Federation, succeeding Rixa Tep-Wul. Their immediate efforts post-election focus on reintegrating all remaining systems post-Glorsh-Omega into the Federation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2455:&#039;&#039;&#039; The People’s Space Station is built, the first permanent Tajaran space station and the beginnings of the Orbital Fleet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2456:&#039;&#039;&#039; Humanity makes first contact with the Zo’ra Hive in Tau Ceti - the Republic begins to integrate the hive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2457:&#039;&#039;&#039; The first Tajaran-built space ship, the PRAMV Retaliation, is launched. Hro’zamal is discovered. The Izweski Hegemony’s fleet arrives at Gakal’zaal and claims the colony after expelling the present pirates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; NT remains the most powerful corporation in the Orion Spur as it has maintained its position as the only supplier of phoron across the spur, atleast when it comes to the open market(hyperlink Elyra). Success makes enemies however, Anti-NT sentiment began growing across the Spur, but primarily within the Solarian Alliance - however  the megacorporation keeps the gears of the galactic economy going, so very few actions can be taken against them, and those that do require careful planning and preparation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; A 4 megaton nuclear weapon is deployed by the People’s Republic on the Adhomian Liberation Army headquarters at Quizosa. This is the first and only use of a nuclear weapon on Adhomai, and receives international condemnation leading to diminished foreign support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; After stockpiling all the phoron it could alongside their allies in the Federation,the Sol Alliance blockades Biesel due to pressure from the Skrellian Federation amid their concerns of Biesel using combat droids for their navy. The blockade fuels not just Sol-Biesel hatred, but synthetic hatred as well. The economy of Biesel suffers, but the economy of the rest of the spur does as well, including in the Alliance. NanoTrasen is the primary supplier of phoron, and once the stockpiles outside the blockage run out, they will be forced to relent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2459:&#039;&#039;&#039; After a year of nothing, and with phoron reserves across the spur outside of Tau Ceti dwindling, the Sol Alliance fleet dedicated to the blockade, the 33rd led by Admiral Frost, knew something would have to change soon, or there’d be a coalition of forces bearing down on them to force the blockade open. With NanoTrasen refusing to yield, and few other options (in his mind) besides giving up, he and his fleet go against orders and invade the free Republic of Biesel. In a bloodless invasion, Frost seized significant phoron stockpiles, had numerous free synthetics sold back into slavery or scrapped, captured the President of Biesel, and then crushed any opposition towards him. Eventually, the 25th fleet of Sol was sent to stop Admiral Frost. Frost then hid on the NSS Exodus and awaited a raider gang to deliver him to the frontier. 25th Fleet Marines attempted to capture Frost, but were slaughtered by loyalist 33rd Marines. Frost then abandoned his men to flee to the frontier, but was eventually arrested. There was little compensation given by the Alliance for the actions of their Admiral to the nation of Tau Ceti, however the Alliance government made sure to compensate NanoTrasen. Now under Miranda Trasen, the corporation was more domineering than ever - and she strong armed the Alliance into what many alliance loyalists call an unfair deal - the phoron seized by Admiral Frost would be returned to the corporation, with interest; that interest just so happened to be all that was left of the Alliance’s strategic reserves besides a few scraps. It was at the time, and to an extent still is unclear how exactly she accomplished this strong-arming, as she theoretically did not have much leverage over the Alliance; however it is rumored that the Stellar Corporate Conglomorate was unofficially operating in secret at this time, the rest of the corporations forced by Miranda under a single banner. So it is unlikely she approached with just her own leverage, but the leverage of every other corporation as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2459:&#039;&#039;&#039; The Izweski Hegemony makes first contact with the K’lax Hive, grants them the planet of Tret, and integrates them into their feudal structure.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2459:&#039;&#039;&#039; The civilian governments under the Adhomian Liberation Army unify to form the Democratic People’s Republic of Adhomai. Hro’zamal is officially settled by the People’s Republic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2460:&#039;&#039;&#039; The [[Golden Deep]] reveals itself to the wider spur, prompting a rapid wave of new migrants to the collective - both self-owned entrepreneurs and synthetics purchased by collective merchants - causing its population to begin to rapidly skyrocket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2460:&#039;&#039;&#039; The Sol System is rocked by the news of a massive pirate attack which had raided and plundered the Solarian Naval Maintenance, Regeneration, and Repair Facility (SNMRRF) in Uranus’ orbit, making off with dozens of military-grade hulls. Former Admiral Frost, who had been held in a naval prison, escaped, rallying a fleet of loyalists to his cause, and returning to the Sol system a hero, pardoned for his crimes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; Admiral Frost ascended to the position of Prime Minister at the helm of a majority-ATLAS government, effectively forcing all other political parties from power. He was eager to please the Naval hardliners and fascist elements which had brought him into power, creating an obscenely corrupt government which suppressed any dissent by force using Marines, Navy Military Police, and ATLAS paramilitaries. Known for their brutality and corruption, these paramilitaries formed the backbone of the Frost regime’s forces. The increased corruption caused already-present issues to begin spiraling out of control.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; The [[Synthetic Liberation Front]], a synthetics rights organisation active in Tau Ceti since 2458, launches a string of high-profile attacks on governmental and NanoTrasen facilities in Tau Ceti citing the failure to meaningfully [[Synths in Biesel | improve the lives of synthetics in Tau Ceti]]. After some success, NanoTrasen contracts [[Ceres’ Lance]], to strike at SLF leadership and disable their capacity to organise at a large scale. This is broadly successful, forcing the SLF back into hiding and widely discrediting the use of violence as a means to achieve positive change in synthetic rights within the Republic of Biesel - at least, in the popular view.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; Almrah Harrlala, the leader of the National Adhomai Worker’s Party, wins the DPRA presidential election. A coup against the government occurs weeks afterwards, which was thwarted with assistance from Supreme Command Nated.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; The S’rand’marr coalition of NanoTrasen, the Republic of Biesel, and other PMCs and ally states forms for the protection of the People’s Republic’s heartlands. The offensive by the ALA and NKA is prevented by this coalition, devolving the conflict to a war of attrition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; A ceasefire is called under the supervision of the S’rand’marr Coalition and Nralakk Federation. The Armistice of Shastar is signed a day later establishing peace, and recognizing all 3 Adhomian nations by the Galactic Spur.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; The Orbital Fleet returns to Hro&#039;zamal, finding it in civil war. The Kosmostrelki land, and send the rebels into hiding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; Early into 2462, Prime Minister Frost outlawed and disbanded ATLAS, which by that point was hated by much of the Alliance and responsible for thousands of deaths and tens of thousands of injuries both at profests and in custody. However, this did little to suppress public outrage against Frost, to which his regime responded to with further brutality which caused further corruption due to Naval takeovers of government offices which caused more unrest, creating a self-fulfilling ouroboros of decay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; The Phoron Scarcity officially begins, causing panic across the spur.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; The Violet Dawn Catastrophe occurs on Mars, setting most of the atmosphere ablaze and rendering a majority of the planet uninhabitable, resulting in the deaths of billions. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; The Solarian Alliance collapses, a result of decades, if not centuries, of mismanagement following its defeat in the Interstellar War, a Navy which long concerned itself with past glory rather than current realities; above all, though, the Solarian Collapse is the result of corruption. Corruption at a massive, galactical scale which was fueled by mismanagement, by the Navy, by corporations, and by the simple desire to enrich oneself at the expense of one’s neighbors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; The 35th Fleet, under the command of &#039;&#039;&#039;Admiral Ozdemir&#039;&#039;&#039;, invades Biesel causing the public announcement of the Stellar Corporate Conglomerate (SCC). The 35th was beaten back, thanks to the deployment of the first ever Phoron Warhead in Biesel orbit to destroy much of the invading force.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; In the wake of the Solarian Collaspe, Biesel, Elyra, and the Coalition rapidly expand, taking in colonies that had been abandoned by the Alliance. In parts of the abandoned territories, many former Naval Admirals set up statelets as Warlords within former Solarian Territory which would come to be labeled the [[Human Wildlands]], a home to anarchy and limited governance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; The People’s Republic releases Tesla Prosthetics, a modified version of military-grade prosthetics used by the Tesla Brigade, for testing by Hadiist citizens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; Riots across District 6 result in the TCFL arriving. The riots end following the use of the Legion, tensions grow between the Tajaran population and the Republic. Phoron thefts become a growing black market within the district.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; Protests across the New Kingdom grow as demands for elections in Parliament spread across the population. These protests end when King Azunka permits elections for the Chamber of Commoners.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; Tajara on Gakal’zaal break out into rebellion, declaring the Free Republic of Gakal’zaal. With aid from the DPRA, they succeed in the revolt and choose to join the DPRA later in the year.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; Taking advantage of the ongoing scarcity panic in the Solarian Alliance, the Tajara Revolutionary Army bombs Hephaestus Industries facilities in New Hai Phong in protest to Tajaran treatment by Sol and the megacorporations. In response, the Sol Alliance bans Tajara within their borders for the 3rd time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; Following the capture of multiple DPRA spies within the PRA, the Tajaran Citizenship Act, which allowed one to change their citizenship between the 3 nations, was suspended and ultimately destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2463:&#039;&#039;&#039; The DPRA tests its first nuclear weapon on Gakal’zaal marking the second Adhomian nation to possess nuclear arms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2463:&#039;&#039;&#039; King Azunja dies. His heir, Queen Shumaila Azunja, is crowned later in the month. This does little to ease growing tensions with the Nomadic Host of the Southern Border.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2463:&#039;&#039;&#039; The New Kingdom of Adhomai, with assistance from NanoTrasen and the PMCG, launches its Mercantile Flotilla. Later in the year, the ALA launches the People’s Volunteer Space Militia. All three Adhomian nations possess orbital fleets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2463:&#039;&#039;&#039; The Nralakk Federation’s 2463 Grand Councillor election ends with Weashbi Jrugl serving a second term, beating their opponents [[Notable_Skrell#Kalq’Qi_Weibii|Kal’Qi Weibii]] and [[Notable_Skrell#Ormish_Jrolk|Ormish Jrolk]]. Throughout the election period, the Tupkala undergoes total reformation after news of rogue agents acting on their own interests on Nanotrasen installations. After the [[Warbling_:_The_Traverse_Strikes_Back#Results_of_the_Primary_Elections|election’s results]] are released, a multi-vessel skrell refugee caravan arrives at Biesel, spearheaded by Kal’Qi Weibii. Despite requests of deportation by the Nralakk Federation, the Republic of Biesel accepts all skrell refugees under asylum. Not long after, the Federation’s embassy within Mendell City is leveled in a blast, with the perpetrators unknown. The skrell refugees are eventually moved from temporary holding areas to Mendell City’s District Eight, forming the [[Starlight Zone]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2464:&#039;&#039;&#039; Gregol Corkfell, original founder and leader of the Trinary Perfection, dies peacefully in his sleep. The succeeding conclave ultimately elects [[ARM-1DRIL]], a senior synthetic in the church, as the first ever [[Ecclesiarch]]. [[Deluge]], a radical figure popular in the divisive exclusionist wing of the church, attempts a violent takeover of Providence in response to their loss in the conclave; their attempt is unsuccessful and they are forced to flee with a flotilla of ships into the frontier, marking themselves and their entire sect as heretics in the eyes of the wider church. Shortly thereafter, Deluge launches a large-scale attack on [[Burzsia]], successfully stealing many synthetics and causing the deaths of a large number of [[Hephaestus]] employees - following this, the [[haha funny | exclusionists are widely categorised as a terrorist organisation.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2464:&#039;&#039;&#039; The ALA tests an ICBM, marking a new stage of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2464:&#039;&#039;&#039; Tesla organs are released for testing by Hadiist citizens. Cybernetic Ha’rrons are permitted for use by the PSIS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2464:&#039;&#039;&#039; The Free Tajaran Council establishes treaties with the Adhomian nations, beginning a new proxy war for support in the off-world community.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2464:&#039;&#039;&#039; The Adhomian nations begin the scramble to explore the north pole, garnering numerous scientific discoveries and many lost expeditions over the years.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2464:&#039;&#039;&#039; Idris Incorporated expands to the NKA, opening multiple resorts and offices across the nation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2465:&#039;&#039;&#039; Hephaestus Industries establishes a monopoly within the Hegemony.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2465:&#039;&#039;&#039; The SCCV Horizon, while visiting the S’rand’marr system, rescues an Orbital Fleet ship. This kicks off a series of events(hyperlink Cold Dawn arc) leading to a fiasco in the isolated Din’akk Mountains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2465:&#039;&#039;&#039; Marked by extensive periods of unrest and martial law, the Nralakk Federation’s Q’elpi region of the Traverse forms the The [[Skrell_Politics#Independent_Traverser_Movement|Independent Traverser Movement]], and releases a manifesto of demands to the Federation’s government. [[Federation_Crime_and_Resistance#Ti&#039;Rakqi|The Ti’Rakqi]], a large faction of organized skrell [[Federation_Crime_and_Resistance#Marauders|Marauder]] fleets, renew their activity within the fully rebellious Q’elpi region. Despite reformation efforts towards the Traverse, the militant arm of the Independent Traverser Movement captures multiple cities within Q’elpi, and engages in open combat against military efforts to subdue them. Shipments of firearms aboard Marauder vessels are captured, with a growing rift between moderate and militant groups within the Independent Traverser Movement eventually ending in a complete split while negotiations with the Federation are underway. The militant wing of the ITM is eventually subdued, with links to the [[Change_on_the_Horizon_Arc#Lyukal_Plot_Foiled!_ITM-Kala_Cooperation_Leads_to_Arrests!|Lyukal’s firearm smuggling operation]] found after former members of the ITM cooperated with the Federation military. The resulting reforms granted by the Nralakk Federation extends more autonomy to each colony in the Traverse, as well as their own collective military branch, the Qehalak.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2466:&#039;&#039;&#039; A series of IPC disappearances in Suwon, Konyang sparks concern. Violent synthetic attacks soon follow, leaving uncertainties to the cause of the aggression amidst quarantines and press conferences. Konyang declares a state of emergency, contacting the SCC for assistance. The SCCV Horizon is designated as the main response vessel. Tasked to retrieve the ECD, the Horizon investigates the mysterious affliction[[Silicon_Nightmares_Arc]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2466:&#039;&#039;&#039; The ancient synthetic interred inside of the Midas since its creation is successfully re-activated by the Golden Deep, prompting a wave of fervent curiosity in the merchant collective. This synthetic identifies itself as [[‘Domadice’]], and goes on to assume a high leadership role inside the collective - although it spares scant few details to its past or origins, and the spur is largely left guessing its intentions and true nature. Several changes were made to the organisation shortly after Domadice’s reactivation, including the invention of the self-owned [[‘Thesian’ middle class]], and the installation of laws intended to enforce the more equitable treatment of owned synthetics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2465:&#039;&#039;&#039; The Solarian Civil War ends with a victory for the Alliance’s central government and the defeat of the statelets in its territory. The “Wildlands” become the Solarian Reconstruction Mandates as the Alliance prepares to transition from a junta to a democratic government.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2466:&#039;&#039;&#039; Ake Torvald is elected President of Biesel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2467:&#039;&#039;&#039; Hendrik Strom is elected Prime Minister of the Solarian Alliance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2467:&#039;&#039;&#039; [[Burzsia]] is struck by [[article link | another high-profile attack]], causing widespread damage to Hephaestus property, significant loss of life, and the theft of many owned synthetics. Hephaestus accuses [[Zavodskoi]] of having involvement in the attack, further assuming [[Exclusionist]] involvement as in the previous attack, [[article link | although the perpetrators are not definitively uncovered.]] &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2467:&#039;&#039;&#039; The Nralakk Federation opens diplomatic offers towards the Republic of Biesel and the Stellar Corporate Conglomerate. After talks between Grand Councillor Jrugl and President Torvald, trade and the Starlight Zone’s management became the primary focus of each nation. The Starlight Zone’s refugees are granted amnesty for minor crimes, investment on the region’s infrastructure, and promises of deportation only under extreme circumstances. Afterwards, the meeting with the League of Chief Directors results in expanded cooperation and corporate allowances within the Nralakk Federation, with Nanotrasen to provide phoron and the SCC to arrange a phoron prospecting survey into the Federation’s frontier in the near future.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=37802</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=37802"/>
		<updated>2025-09-27T21:01:45Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. sapiens/Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Eridani I, II, III, IV, V&lt;br /&gt;
 |Language = Sol Common/Tradeband/Freespeak&lt;br /&gt;
 |Politic = Eridani Corporate Federation/Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sovereign Solarian Nation of the Corporate Federation of Eridani&#039;&#039;&#039;, often referred to as the &#039;&#039;&#039;Eridani Corporate Federation&#039;&#039;&#039; or simply &#039;&#039;&#039;Eridani&#039;&#039;&#039;, is a decentralized corporatocracy set in the Epsilon Eridani system. While nominally part of the greater [[Sol Alliance]] as a whole, the Federation’s corporate government enjoys an unprecedented level of autonomy compared to other Solarian member states; very few of the Federation government’s policies align with those of the greater Solarian nation. Renowned and reviled across the Spur for the efficacy of its expansive private military concerns and controversial treatment of its own citizenry, the Eridani Federation has become something of a pariah state in galactic affairs. Its three inhabited worlds boast some of the highest population density anywhere in the Spur, with tens of billions of inhabitants calling the Federation their home. &lt;br /&gt;
{{Template:Region-JewelWorlds}}&lt;br /&gt;
&#039;&#039;&#039;As Epsilon Eridani was originally settled by colonists of West and Central African descent, human characters born in the Eridani Corporate Federation must have names and appearances consistent with the indigenous peoples of these regions, as any human moving to the ECF would assimilate into the dominant cultures and ethnic groups of the Federation. Eridani dregs have developed cultures of abstract or unconventional names, however, and this is tolerated. Only native Eridanians may select the Eridanian accents – employing the suit slang is how a non-native worker might look to integrate, not the accent tag in-game. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Originally colonized in 2095 by settlers from the West African Union (UAO), the near-Sol system of Epsilon Eridani stood out as a prime location for early extrasolar settlement. The UAO secured the foundation of the Eridani Federation in 2095 when it secured the sole rights to colonize the Epsilon Eridani system. Most Eridanian Suits are descended from the West African settlers of the UAO’s colonial program, and the Federation maintains warm relations with the UAO to this very day. Modern Eridanian Tradeband is descended from French and some indigenous languages found in West Africa. The UAO has longstanding ties with Hephaestus Industries, which contributed greatly to its colonization effort of Eridani I-- the first planet in Epsilon Eridani. Colonization of the system continued through the assistance of Zeng-Hu Pharmaceuticals, who loaned genetically modified crops to the UAO in exchange for rights to build labs and construct research facilities on Eridani  III. This business deal progressed into long-term development of Eridani III and the system as a whole as Zeng-Hu money was used to develop genetic research projects on the planet. Presently, the UAO maintains a very close economic relationship with the Eridani Corporate Federation, though politically they have drifted apart over cultural differences, with many citizens in the UAO decrying the ECF’s treatment of the Dreg Underclass and the eradication of almost all West African culture that may have once existed in the ECF.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Eridani’s government is largely represented by the Board of Five - five representatives from various megacorporations. Each seat in the Board is tied to a sector, which the chairman’s corporation has full control over. Presently, however, all of the five sectors only include one planet. The positions in the Board are simply purchased, but they also stay extremely consistent because it takes a 4 to 1 majority to dismiss a member, opening the position up for sale - the current arrangement of seats hasn’t changed since the 23rd century. Sector Alpha is considered the most valuable, and its seat is the most expensive, and sector Epsilon is the least valuable of the five.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector α&#039;&#039;&#039; (Eridani I) - Hephaestus Industries &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector β&#039;&#039;&#039; (Eridani II) - Zeng-Hu Pharmaceuticals &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector γ&#039;&#039;&#039; (Eridani III) - Zeng-Hu Pharmaceuticals &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector δ&#039;&#039;&#039; (Eridani IV) - Einstein Engines &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector ε&#039;&#039;&#039; (Eridani V) - Einstein Engines&lt;br /&gt;
&lt;br /&gt;
Eridani is by far the most autonomous nation within the Sol Alliance and was exempt from the bevy of anti-megacorporation legislation and actions passed in the wake of the Sol Collapse of 2462. This is due to the odd, esoteric status that the Eridani Corporate Federation has in Solarian Law. The Federation is independent from Sol in almost all matters aside from foreign policy, however is technically a sovereign solarian nation like many others in the Alliance. A near-endless rabbithole of bureaucracy and contracts seek to ensure this, with Eridani’s current status being guaranteed by hundreds of pieces of legislation between itself and Sol, a tactic which seeks to ensure that if Sol wishes to revoke any of Eridani’s privileges they must go through a very time consuming process of nullifying hundreds of contracts and agreements rather than only a few. &lt;br /&gt;
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==Population and Planets==&lt;br /&gt;
[[File:Pixel Planet Oran1.png|thumb|Eridani I as seen from Orbit.]]&lt;br /&gt;
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With tens of billions of inhabitants strewn across five inhabited worlds, the most striking thing about an Eridanian citizen’s daily life is how little variation there is. Eridani’s five worlds are all but indistinguishable from one another at ground level; a citizen could be plucked from one of their smog-choked cityscapes and dropped into another without noticing much more than a change in the local gravity. Extensive and heavy-handed terraforming has rendered each of Eridani’s planets monotone but perfectly habitable, imposing upon their biospheres a carefully curated environment free from undue weather patterns of extreme temperatures. These &amp;quot;office worlds&amp;quot; are perhaps what Eridani is most famous for aside from the subcultures of its people.&lt;br /&gt;
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The sheer scale of urban development that has come after Eridani&#039;s colonization, however, has had a profound effect on the terraforming project’s success. After two centuries of runaway construction and the unregulated exploitation of Eridani’s natural resources, the atmosphere of each respective world is heavy with smog, which clings close to ground level in a soupy mass of various colors. Across the surfaces of each world, skyscrapers rise out of the thick fog into the inky blackness of the sky above, their colossal air-conditioned interiors providing a breathable atmosphere to their citizenry. The pollution of Eridani’s worlds has eclipsed even that of New Hai Phong, and outdoor work is now pursued exclusively by robotic workers or those without any other option.&lt;br /&gt;
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The Eridanian skyscraper, therefore, has become more than just a workplace for the Federation’s citizenry. Formally known as ‘habitation units’, they incorporate residential floors and areas alongside office complexes and call centers, ensuring that the Eridanian citizen has no theoretical need to ever leave their building of birth. The habitation units themselves are further organized into megacorporate ‘cities’, generally held and owned in their entirety by one specific corporate subsidiary. Work is generally just one elevator ride away from an employee’s living and leisure space, which maximizes productivity for the corporation at the top of the chain. The Federation’s focus on so-called corporate ‘non-jobs’ has drawn increasing criticism over the past decades, but as the population continues to sprawl across the grey, drab surfaces of each Eridanian world, the crushing weight of office bureaucracy continues to expand. At the base of these city-structures are often cities in themselves, living and breathing communities cobbled together out of maintenance shafts and tunnels created or inherited by Eridani&#039;s dreg population. These areas are notoriously hazardous, with sources of danger being both their ramshackle environments and the less savory inhabitants of Eridani&#039;s lawless undercities.&lt;br /&gt;
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While almost entirely indistinguishable at a cursory glance, the various worlds of Eridani do have some things that stand out about them.&lt;br /&gt;
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===[[Eridani I]]===&lt;br /&gt;
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&#039;&#039;&#039;Eridani I&#039;&#039;&#039; - Eridani I is the jewel and capital world of the Eridani Corporate Federation. It is the first of five named planets in the Eridani system and boasts the largest and most dense population of the five by far, with extremely high levels of development and endless opportunities for those who seek the blood of the galaxy – credits. Its climate is especially Earth-like, if not temperate, as a result of terraforming carried out by the Federation. Eridani I features four continents, two polar caps, and the most inoffensive atmosphere possible in order to attract as many work tourists as possible, if they do not mind the pollution. The planet boasts an extremely small number of cities, only four: a result of the immense and rampant expansion of the largest urban centres, which ended up absorbing all other settlements in their path. These megacities are some of the most advanced, populated, and chic in the Spur, where every single building is realised in the most neutral style possible in order to pander to just about everyone that might consider moving over.&lt;br /&gt;
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[[Eridani I|More can be found on the planet&#039;s page.]]&lt;br /&gt;
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===Eridani II===&lt;br /&gt;
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&#039;&#039;&#039;Eridani II&#039;&#039;&#039; - Home to the ECF&#039;s largest cargo port, it is called &amp;quot;The Longshore&amp;quot; by Eridani&#039;s Dregs. Known as ECF Port No. 4 officially, the port is the second largest in Solarian space tailing only behind Callisto in the amount of traffic that it manages to process. The port itself, much like other enterprises in Eridani, is a megastructure of massive proportions, essentially being a skyscraper with dockyards and hangars built into one side as it stretches far up into the clouds. The building has received numerous renovations and expansions since its initial construction in 2301 and is currently undergoing it’s largest construction project yet: the addition of a space elevator to its summit. Upon completion, the port building will be the tallest in the Eridani System. The Dreg community of Eridani II has also been influenced by the port. The largest Dreg settlement, colloquially known as Boxtown by its Dreg inhabitants, having many of its structures built from discarded shipping containers or even entire derelict freighters which have been ditched in the Eridani undercity after receiving catastrophic damage or having their maintenance neglected. Due to its proximity to the port, if a non-citizen Dreg wishes to leave Eridani via smuggling, Boxtown is usually their first stop.&lt;br /&gt;
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===Eridani III===&lt;br /&gt;
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&#039;&#039;&#039;Eridani III&#039;&#039;&#039; -  Eridani III houses more corporate research facilities than any other planet in Eridani. Research here fills a diverse set of fields, from robotics to biomedicine. For this reason, it is called &amp;quot;The Lab&amp;quot; by many Dregs. The largest facility on Eridani III by far is the Doucoure Biotechnologies Research Institute, an extensive campus the size of a small city operated solely by Zeng-Hu Pharmaceuticals. Little is known about what goes on in this labyrinth of buildings, however it is generally believed that this facility is where Zeng-Hu tests treatments, procedures, and augments which would be banned under ethics laws elsewhere in inhabited space. Employees of this facility must sign a non-disclosure agreement that bars them from speaking about anything they did or saw in the facility under penalty of citizenship loss or death. Elsewhere on Eridani III however, the Dregs of the planet have organized a community known as Tshiswaka’s Workshop which is widely considered to be the hub of Dreg “science,” if it could be called that. Hundreds of ramshackle mechanist and robotics shops dot the city and is where many aspiring Dregs go to learn the trade or simply to tinker with the discarded waste of Eridani III’s research projects and prototypes. A cottage industry of producing counterfeit prosthetics has sprung up in the Workshop too, with some of these products being sold outside of Eridani by shady retailers advertising the knock-offs as real, legitimate prosthetics.&lt;br /&gt;
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===Eridani IV===&lt;br /&gt;
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&#039;&#039;&#039;Eridani IV&#039;&#039;&#039; - Eridani IV is the location of many of the ECF&#039;s private military company training and prison facilities. This has earned it the Dreg moniker of &amp;quot;The Cell.&amp;quot; Most notable of all of Eridani IV’s buildings are the giant tri-towers of the Private Military Contracting Group known as the Triangle Compound. Each of the three towers manages a large portion of the planet’s private military forces, with one being devoted to monitoring naval/interstellar fleet operations, one being an additional training and management centre that specialises in prisoner management, riot control and policing for corporate security officers and mercenary soldiers, and the third being the headquarters of Eridani IV’s extensive prison network. The planet’s prisons range from decrepit pits of suffering and darkness where convicts judged criminal by the Eridani system are thrown away and forgotten about, to kushy high-rise skyscrapers for corporate offenders willing to pay a lavish fee to be imprisoned in more comfortable facilities. The Dregs of Eridani IV are mostly ex-convicts of these prisons who had no way to leave the planet legally after their sentences had ended, and so have founded communities in Eridani IV’s undercity as ways to continue living. The largest of these is called Libanga and is built around an abandoned barracks and military base that once belonged to a long-bankrupt private military contractor. It is known by Dregs across Eridani as possibly the safest Dreg establishment in the system, with its murder rate kept low (by Eridanian Dreg standards at least) by a pseudo-police force armed with the decades outdated but still lethal equipment salvaged from the military base at the center of the community.&lt;br /&gt;
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===Eridani V===&lt;br /&gt;
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&#039;&#039;&#039;Eridani V&#039;&#039;&#039; - Eridani V is formerly the location of the largest mining operation in the Eridani Corporate Federation, but is now long defunct. The Dreg name for the planet however is still &amp;quot;The Pit.&amp;quot; While the mining is no longer here, Eridani’s commodities market still is. Here brokers buy and sell hundreds of tons of raw and finished materials, from steel to computer chips to Helium-3 gas and even Phoron, making it one of the most central parts of Eridani’s commercial society. The empty caverns and mining pits of Eridani V have lent themselves to multiple repurposing since the collapse of the mining industry on the planet in the early 2320’s. Some have been turned into residential districts while others have been made into huge silos made to store the various resources traded on Eridani V’s markets, and others have even been rented out by various corporations or private military contractors as sites for weapons testing. The Dreg community of Eridani V also lives in these long-abandoned tunnels, with miniature subterranean cities cobbled together from old mining and excavation equipment or pre-fabs made for housing workers. The most peculiar of these is called Gravelville by its inhabitants and is built around five inoperable massive bucket wheel excavators 330 meters tall each. Scaffolding and constructions have been built between these machines in the gravel pit where they&#039;ve sat and over the years, a make-shift society of Dregs living on and between the derelict excavators has grown to call them home.&lt;br /&gt;
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===The Dembele Cloud===&lt;br /&gt;
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Beyond Eridani V is the remains of what was formerly known as the Dembele Cloud. When the Eridani System was originally colonized, the cloud was a modestly sized (by interstellar standards) ring of ice, planetary debris, and various gasses including Helium-3. Today it is but a shadow of its former self, a result of rampant over-exploitation and mining by the various megacorporate factions which have come to govern Eridani. Despite the materials of the Dembele Cloud having been depleted decades ago, some of the various stations and platforms set up in the cloud still have inhabitants. These places are the home to Eridani’s Offworlder Human population and much like their terrestrial counterparts, their societies are structured into Suit and Dreg Classes.&lt;br /&gt;
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Among the dozens of stations in the Dembele Cloud, two stand out more than the others. The first of these is &#039;&#039;&#039;Dembele Station&#039;&#039;&#039;, the largest station ever built in the cloud. It was originally constructed as part of a Helium-3 mining operation in the 2220’s by Einstein Engines and is a marvel of engineering despite some parts of the station falling victim to age and disrepair. It was built to be an all-in-one facility built into the side of a large asteroid that could house Helium-3 mining operations as well as processing and refining plants, though as mining became less and less profitable, the parts of the station built for mining became less and less updated with the rest of the station and soon came to house the station’s Dregs. The suit portion of the station is centered around the refining facilities, as while the station no longer mines its own He-3 and minerals, it is still one of the largest refineries in Eridani for imported raw materials. The wealth from the refining has allowed the suit population of the station to built their own pseudo-skyscrapers into the station, with the suit half being renown for its various silvery spires that reach upwards into space, acting like any other Suit structure would. In contrast, the Dreg portion of the station ranges from poorly maintained to barely hanging on, with the Dregs of Dembele constantly looking to expand their part of the station with whatever materials they can find in order to house newcomers which may find themselves ejected from Dembele’s Suit society. Parts of the Dreg half of Dembele Station require a voidsuit to even enter, as they are exposed to the vacuum of space and because of this, it is not uncommon for Dembele’s Dregs to make unique, personalized modifications to the voidsuits that they may sometimes spend days at a time inside of.&lt;br /&gt;
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The second station of note is called the &#039;&#039;&#039;Eridani System Hephaestus Industries Gas Platform 7&#039;&#039;&#039;, though this is often shortened to just &#039;&#039;&#039;Platform 7&#039;&#039;&#039; by both Suits and Dregs. Platform 7, as its full name implies, is a free-floating space station originally built by Hephaestus Industries for the purpose of gas mining in the Dembele Cloud, however since gas extraction in the Cloud stopped it has been converted into a floating shipyard. Some of the largest cargo freighters in Eridani have been built here, with the station being expanded to have fifty-two construction docks, though not all of these are operational. The Suits of the station are experts in ship construction design and have connections with nearly all of the major ship manufacturers in Human space. Additionally, the Suits of Platform 7 are some of the most well-traveled of all Eridanians, with their jobs usually requiring them to go abroad to complete the sale of the vessels constructed on their station. They live in comfort and relative luxury compared to other suits in Eridani and are currently bankrolling a massive skyscraper-like spire for future habitation and business with hopes of one day competing with Dembele station over corporate business happenings in the Dembele cloud. The Dregs of Platform 7 mostly do not live within the station itself, but rather instead in some of the old, abandoned constructions that still sit on the lower docks of Platform 7’s shipyards. Numbering nine incomplete cargo ships total, all of these hold substantial Dreg populations and they vary in states of completeness. While the Dregs of Platform 7 lack the means to fully complete these hulks, many have taken to maintaining them and expanding them as parts of the station themselves. These Dregs too, much like their Suit counterparts, are experts in ship maintenance and repair, though they often employ unorthodox or even dangerous solutions to problems as a result of their limited resources. There’s been conflict between Platform 7’s Suits and Dregs in the recent past, with the Suits hiring mercenaries in 2459 to destroy three of the incomplete hulks in the lower docks of the station. These actions killed thousands of Dregs and lowered the number of dreg “ships” from twelve to nine.&lt;br /&gt;
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==Society==&lt;br /&gt;
Each individual planet is practically under the free reign of its respective corporation. Unbound by law, megacorps can conduct any business - no matter how unethical, as they have to respond to nobody. This has a dramatic effect on an average Eridanian’s life - and not solely negative. Many research facilities are set up here, in the heart of corporate activity. Upcoming products are tested and enjoyed here first, and some of them don’t even leave Eridanian borders. Many Eridanians relish in this luxury and exclusivity.&lt;br /&gt;
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Going up the corporate ladder, however, other difficulties start to arise in the life of a typical Eridanian. Corporations having absolute control over its citizens means that there is absolutely no privacy - everything that one does is collected as data, and then processed by advertisers, HR managers and law enforcement. Even a slightly odd Extranet search may earn one quite an unpleasant talk at work, which may often end in an employee’s dismissal. Because of this, most Eridanian citizens avoid even slightly falling out of the norm, being lawful as well as visually and verbally inoffensive - though transgressions are increasingly overlooked the wealthier or the more well-connected one is.&lt;br /&gt;
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Work is also extremely easy to find, and often it pays somewhat better than average, even when working for the same corporation, in other governments. This, however, is often compensated by absurd working hours. Burnout and high blood pressure are common medical issues amongst standard citizens of the federation because of this, and a cultural epidemic of stimulant abuse runs rampant amongst the population, dreg or citizen.&lt;br /&gt;
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Of course, there are people who also choose to go to the surface simply out of spite towards the large corporations. They usually become the leaders of various criminal communities found all across the Federation. These communities often form settlements underground, or if they are especially lucky, in abandoned buildings or manufacturing plants. Some are welcoming to newcomers while others are fiercely territorial and even violent. A sense of rebelliousness is a common ideal in these settlements within the Eridanian undercity, with many choosing or being convinced to express it with outrageous appearances, extreme body modifications, and even criminal activity. This life, however, is not fit for everyone - and those who aspire to better things often leave their communities or Eridani itself via smuggling operations or try to reintegrate back into Eridanian corporate society by trying to find megacorporation work or even going as far as to attempt to return to the corporate class culturally.&lt;br /&gt;
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===Eridanian Citizens===&lt;br /&gt;
Known as &#039;&#039;&#039;Suits&#039;&#039;&#039; to the rest of the Spur, the life of a model Eridanian citizen is simple and regulated. Work takes place six days a week for ten hours a day, with an employee’s income carefully balanced against their expenditure to ensure little to no upward mobility. Prices in Eridani are controlled on an individual level, and everything is paid for in the great Solarian credit. An employee’s consumption of every resource is monitored by the state’s vast surveillance apparatus; the food they eat, the fluids they drink, and the air they breathe are all accounted for and deducted accordingly from their pay. The elevator one rides to work each day comes with a charge, and so does the electricity they use at their workstation. Jobs are frequently mind-numbing and unimaginative; data entry, call centre work, and other rote tasks are emblematic of the Eridanian ‘career path’. Unsatisfactory performance leads to penalties imposed, automatically or otherwise, by an employee’s superiors – in extreme cases, a worker’s contract may even be terminated outright, resulting in expulsion from the habitation unit onto the smog-choked concrete outside.&lt;br /&gt;
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Despite the corporate and work-focused lifestyles of Eridani suits, there is a great value placed on socialization in Eridani Suit society. People who do not socialize and only work are seen by Eridani society as shut-ins with poor networking skills and are often passed up for promotion because of that stigma. Conversely, those who can demonstrate themselves as not only diligent workers but also as charismatic business partners are welcomed in Eridani’s corporate landscape for their abilities to make connections and potentially make sales or deals on their personal magnetism. Talking about work in these off-work social situations is frowned upon as being poor form, but realistically, many social interactions be they parties, dinners, or social visits are at least in part motivated by a sense of advancing one’s prospects in business. Practically speaking as well, having connections and friendships means a Suit may have more methods to solve any business or life-related problems that may arise, and as such, they are keen to build these bridges. An unexpected side-effect of this is that romantic relationships within the workplace are far more common than in other systems. Despite this, workplace romance is still considered heavily forbidden when on the clock, and even using a nickname for your partner could land you a meeting with your supervisor.&lt;br /&gt;
Suit families are often tightly knit organizations which center around specific departments in the megacorporations where they work, and having children is something that is usually subsidized and encouraged by the corporate authorities of Eridani. Maternity and paternity leave are granted to parents that have children, with the rationale being that children mean more future workers for Eridani’s corporate economy.&lt;br /&gt;
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Augmentation is encouraged at every level of society, and even the most body-purist of Eridanian citizens can sometimes be found with an ocular overlay laid behind one or both eyeballs. Due to a lack of regulatory control, advertisements are often invasive and incessant – the fee to opt-out is generally so prohibitive that buying the product outright would cost less, and a user’s augmentations are often used as a vehicle to deliver adware directly into an employee’s field of view or hearing. Augmentations are frequently discounted, offered as grants, or subsidized by the employing corporation (although the cost is always recouped down the line), as each new piece of metal or silicon installed in a worker is another part of them open to more state control. The private military sector is one of the heaviest investors in augmentation technology – free from undue regulation and ethical constraints, the Eridanian model of war as a business has led to the Federation leading the Spur in the field of combat augmentation. Subsidized augments are typically of exactly the grade required to increase performance, with corporations making bulk purchases to save on cost and augmentation of at least some degree being nearly universal among Eridani’s Suit population.&lt;br /&gt;
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===Eridanian Non-Citizens===&lt;br /&gt;
Aside from the Federation’s official citizenry, however, a sizable minority population of billions of non-citizens live outside the confines of the crushing corporate system. Referred to as &#039;&#039;&#039;Dregs&#039;&#039;&#039; by the Spur at large, the term has been co-opted by many as a badge of honor rather than a pejorative. Whether an individual was born outside the great Eridanian skyscrapers or sent there following the loss of their job, Dreg society is the polar opposite of their Suit counterpart. Without corporate control or any form of governance from the Eridanian state itself, the Dregs largely inhabit their own sprawling, slum-like conurbations all across the surface of Eridani’s terrestrial worlds. Categorizing their form of governance is impossible, as the disposition and inclinations of one Dreg community can be strikingly different from those of its neighbors. Anarchist communes, miniature despotisms, and even some functional democracies have spread themselves from Eridani I to Eridani V, and the Dreg world now consists of an immeasurable number of unrecognized micro-states, all of which are mostly ignored by the central Eridanian authorities. The attitude of each of these micro-states can vary considerably, as can the attitude of each corporate ‘city’ towards their officially unrecognized neighbors. Some Dreg and corporate communities are known to engage in limited cooperation, however uneasy; some others, however, are engaged in all-out bloody warfare to undermine or eradicate the other. Naturally as corporations fight one another, so have Dregs been known to.&lt;br /&gt;
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The life of the ‘average’ Dreg, therefore, contrasts sharply with that of their Suit counterpart. The air is thick with smog, technology is often backwards and archaic, and independent observers estimate life expectancy to be somewhere in the low forties as a mean average, with dregs dying between their twenties and sixties on average. This has led to older dregs being rarer, and respected for surviving so long. Even so, living outside the hellish Eridanian corporate system comes with its own invaluable upsides – Dregs enjoy personal liberty the likes of which very few Suits will ever see, and passage off-world is (ironically) much easier to secure for many Dregs to acquire than a Suit under constant, crushing surveillance. What little remains of the colonists’ native African culture is kept alive in Dreg communities across Eridani, and although much of it has diverged significantly from what the Africans originally brought to the system, it often forms a important aspect of life in Dreg society, as well as acting as a symbol of defiance against the oppressive, corporate non-culture the authorities look to enforce. Some dregs have sought to economically become people once again though have still kept their Dreg culture and have landed jobs with megacorporations and regained their citizenship, though almost all of these positions are low-level or hazardous.&lt;br /&gt;
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Unlike the professionally-focused lifestyles of the corporate suits, dregs are known to form close families of either blood family or found family. Family comes before all in dreg communities, and it’s not uncommon for extended family up to one’s cousin to live under the same roof in compound-like shanty homes. These homes might consist of a central courtyard as well as rooms around the edges, with families eating in the courtyard.The only thing that could possibly even hope to match family bonds are community bonds, with even gangs typically helping their immediate community regardless of their known brutality. Recruitment for gangs happens most often inside of these community bubbles as a result. While individual communities are very close and work well as units, Dreg communities are usually suspicious of other dreg communities and are known to be fiercely territorial. Gang warfare or even low-intensity armed conflicts between dreg settlements isn’t unheard of as they vie for the limited resources found in the Eridanian underbelly. This has led to the suit stereotype of depicting Dregs as violent criminals who will even kill members of their own class, though of course suits are also known to kill each other in “extralegal business disputes.”&lt;br /&gt;
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Similarly to suits, dregs will usually take their augmentation seriously, having an even closer bond to their roboticist and rarely picking a new one unless it would be geographically impossible to return. Due to outward migration by Dregs, either through smuggling or legal travel after a dreg has reobtained citizenship, this attitude is fairly well known in roboticist circles and is regarded with either charm or suspicion, depending on the attitude of the roboticist.&lt;br /&gt;
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&#039;&#039;&#039;Non-citizen Dregs cannot be employed on the Horizon due to the SCC refusing to employ them, however characters who are culturally Dregs or from Dreg communities who also hold Eridani Citizenship are employed by the SCC. Even if a Dreg is born a non-citizen they automatically obtain citizenship in Eridani by simply getting a job with a megacorporation. This does not mean they have been Reinstated as they have not re-embraced the Suit culture. This means that all canon player-made Eridani Dreg characters played on the Horizon who do not possess a citizenship of another country or faction are Eridanian Citizens.&#039;&#039;&#039;&lt;br /&gt;
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===The Reinstated===&lt;br /&gt;
While the concept of social mobility is a largely foreign one to Eridanian society, it is not entirely absent. Some Eridanians who have lost their citizenship and the privilege of being a Suit or who were born into the status of a Dreg, have actively sought out ways to gain a better status in society once again, or for many, for the first time. Becoming “&#039;&#039;&#039;Reinstated&#039;&#039;&#039;,” is a long and arduous process that many fail at despite their hardest efforts. Going from a Dreg to a Suit requires a corporate sponsor and extensive background checks along with sensitization programs aimed at stripping any reinstatement candidate of any Dreg-like behaviors, names, customs, and speech patterns. A certain accent is even taught to Eridanian Dregs wishing to return to Suit life and culture. Even if a Dreg completes these programs, many of which are paid for out of pocket, their reinstatement is still not assured. The only way for a Dreg to become reinstated as part of the Suit class is to obtain employment with one of the megacorporations which govern the ECF and advance beyond a low-level position.&lt;br /&gt;
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Reinstateds are their own class within Eridani, but also have intrinsic links to both Suits and Dregs. Many Dregs see Reinstateds as traitors to the Dreg communities where they came from or resided after their first falls from grace. Reinstateds are considered betrayers of their families and communities and those who even attempt to seek reinstatement are treated like pariahs by their communities. Violence against Dregs seeking to become reinstated from other Dregs is not unheard of and Reinstatement is a process that is greatly discouraged by Dreg society. On the other hand, the Suit view of Reinstateds is mixed. Some see Reinstateds as not genuine Suits or as people who live up to the standards of what Suit life requires. They see them as better than Dregs but certainly not their equals. Others though see Reinstateds as paragons of the hard work, self-motivation, and cutthroat attitude needed to survive in Eridani’s society and actively welcome them into their social circles and business partnerships. While debated in its truthfulness, a stereotype of Reinstateds among Eridanian suits are their risky investment strategies and business techniques that thrive in high-risk, high-reward situations and markets.&lt;br /&gt;
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Partially because of their past-lives as Dregs, many Reinstateds are employed by private investigative firms or security companies specializing in policing dregs or working with them in the numerous Eridanian undercities. Other Reinstateds have found themselves working as Engineers or Mechanics due to the lives of many dregs involving technology or machinery of some sort courtesy of the entirely urbanized wasteland where Dregs live and from where Reinstateds have left. Becoming reinstated does not just mean that a dreg finds a job with a megacorporation, it is returning to the fold to be a part of the corporate or &amp;quot;Suit&amp;quot; society of Eridani.&lt;br /&gt;
&lt;br /&gt;
===Synthetics===&lt;br /&gt;
Due to both the costs of living and the lack of any laws governing the self-purchase of synthetics, the majority of legal IPCs in circulation are property. Within the upper echelons of Eridani society, synthetics are recognized as property with the ideas of synthetic rights being found mostly in the lower levels of the megacities. Due to this, free-thinking and non-subservient IPCs tend to stand out within the cities.&lt;br /&gt;
&lt;br /&gt;
Synthetics are used by the companies to cater to a wide set of needs such as customer service, logistics, and even traffic. These IPCs are often used as a showcase for the latest products, with Shell and Bishop receptionists and Mobility Frame traffic officers being the most visible additions to the labor force.&lt;br /&gt;
&lt;br /&gt;
IPC personnel are commonplace in Eridani with high-end leisure and entertainment establishments, including the famous Asmara, being known to operate IPC employees. Informally, synthetics are viewed as a contest with corporations participating in an unspoken competition to surpass the other in terms of the beauty and service that their IPCs can provide. Critics often proclaim that the quality and innovation of an Eridani-made IPC is surpassed only by that of their [https://wiki.aurorastation.org/index.php?title=Venus Venusian] counterparts.&lt;br /&gt;
&lt;br /&gt;
Synthetics exist in the lower levels of Eridani as well. They are often used by and against dregs, performing tasks that would be harmful for a human on the polluted surface of the planet. Owing to these capabilities, IPCs still constitute as luxury goods in the lower levels, often being smuggled for sale to Dreg communities or to be sold as parts. Synthetics that manage to acquire their freedom commonly find themselves joining gangs to protect themselves from repossession or disassembly, or forming gangs of their own, the most notable types being the [https://wiki.aurorastation.org/index.php?title=Synthetic_Factions#Scrappers Scrappers].&lt;br /&gt;
&lt;br /&gt;
==Augmentation==&lt;br /&gt;
===Suit Augments===&lt;br /&gt;
Cybernetic modification is an integral part of Eridani’s cultural ideal. Simple tracheal augments are usually the first and the mildest step into augmentation, as they are needed for a lot of people to simply survive with Eridani’s thoroughly polluted air. Having other bionic enhancements is considered a symbol of wealth and prestige. Most electronics in the Federation are specifically designed to interact with augmented eyes - but they are also very functional on their own. A typical Eridanian eye implant can completely replace, or even surpass, a typical hand terminal in functionality - being used to browse the Extranet, communicate on chat relays, and more. As is typical for Eridanian technology, it is also swarmed with ads and is proven to constantly send data about the user’s activity to advertisers, making them somewhat unpopular outside the Federation. Augmentation is so tailored to the workplace in corporate society that people often find difficulty retraining if made redundant, as their augments will have to be replaced in order to suit their new job title. This adds a steep financial barrier to changing professions, and works to prevent upwards mobility without corporate sponsors. In extreme examples, hands may be given an extra finger in order to increase typing speed on legacy systems, at the cost of removing much of their dexterity for other tasks such as handwriting. These augments are often removed by the time the corporate citizens are able to find work outside of Eridani, being seen as too unsightly and off putting to clients. In some cases, synthskin is a requirement for reassignment to certain regions of the spur.&lt;br /&gt;
&lt;br /&gt;
===Dreg Augments===&lt;br /&gt;
Dreg societies take the Eridanian fascination with augmentation technology to an extreme. While a typical Corporate may have no more than an augmented respiratory system, bionic eyes and a few neural implants, a Dreg may maim themselves to replace their flesh with superior, more durable metal - often at the expense of looking presentable. Sleek eye augmentations are removed from former workers by barely qualified surgeons to be replaced with crude prosthetics that do not aim to imitate the human form, but to simply provide functionality - often being, for example, completely filled with one color, or having colored scleras. The more brave may opt into removing their limbs for a metal replacement, which is often made “in the house”, with lower quality parts but higher maintainability. Dregs in general are largely proponents of “right to repair” when it comes to prosthetics, shunning branded augments in favor of ones that can be repaired at home or by their favorite roboticist. Function over form is another one of the more unusual ideologies of dreg augmentation, with dregs often caring little about how attractive their augments are so long as they outperform their original limb. As such, dreg roboticists have gained a rightful reputation for making insane or seemingly random choices with their parts lists that give their augments a unique charm, creating a niche market of enthusiasts who share a mindset. Simultaneously though, these creations have led to the creation of a stigma around Dreg mechanists in some circles which paints them as uneducated and mentally unstable people who should not be trusted with something as important as prosthetics or IPC repairs.&lt;br /&gt;
 &lt;br /&gt;
==Eridani Federation Life==&lt;br /&gt;
===Food===&lt;br /&gt;
Eridanian cuisine has a wrongfully gained reputation of being extremely soy based, to the point of caricatures of Eridanian figures often depicting them holding some form of soy based product. Despite this stereotype, this is not entirely true. While Eridanian cuisine as a whole typically makes heavy use of soy based products, other ingredients make up as much of a staple of the Eridanian diet as much as soy does. Plantains, tofu, farmed fish, yams, beans and rice are all staple ingredients of Eridanian cuisine both due to their ease of growth in a hydroponics heavy society as well as the cultural roots of the system as a whole. A major method of cooking is frying, with Eridanians being known to fry anything that can fit in the pan and even some things that can’t, being served with the everpresent soy.&lt;br /&gt;
Some famous dishes from Eridani include:&lt;br /&gt;
* Puff-puffs, a fried dough ball with a crunchier outside than a donut. These are typically cooked in a pool of oil at the bottom of a pan, however the Eridanian version differs from tradition by adding ground ginger instead of the traditional pepper. Whether it’s acceptable to dip puff-puffs in synthetic cream is still a subject of fierce debate amongst all Eridanians.&lt;br /&gt;
* Fufu dumplings with soup, the dumplings are made of pounded plantains and shaped into a ball to be served alongside soup. The soups might contain any number of vegetables, but traditional meats from their earther counterparts are replaced with shrimp, tofu or yam.&lt;br /&gt;
* Joloff rice, long grain rice fried in groundnut oil with tomatoes, onions and hot peppers. Again fish and meat substitutes make an appearance here. The dish is a favorite amongst all due to the ease of cooking and the fact that it can be made in one pot.&lt;br /&gt;
&lt;br /&gt;
Of course, not all food is made the same in Eridani. The communal lifestyle of Dregs lends itself better to creating these dishes in more traditional ways, however ingredients or food as a whole can often be scarce in the cutthroat Eridani underbelly. As a result, fresh food and traditional dishes are usually reserved for special occasions like birthdays and holidays, with the majority of the Dreg diet being composed of easy to produce and store soy-based foodstuffs. Suits often spend so much of their day at work that it’s preferred to buy their meals either ready or pre-prepared from a machine rather than home cooked. Learning to prepare ingredients and cook is often a skill that makes a Suit, or the occasional Reinstated, very popular amongst their colleagues as it shows a dedication to a skill for the purpose of networking.&lt;br /&gt;
&lt;br /&gt;
Fast food chains exist that are also exclusive to Eridani, such as Shrimp Republic, a location that can be found in almost any Eridanian food court or habitation block. The ingredients often consist of some form of fried shrimp as well as various kinds of skewer for easy and enjoyable eating.&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
Corporate music is considerably more well-documented than Dreg music when it comes to what is popular, the data algorithms gathering all instances of listening as well as attention spans to songs to form the perfect bands to be fed to the public en-masse. As a bizarre byproduct of this feedback loop of attention, two major genres have emerged in Epsilon Eridani, at least amongst the citizens. The first of these has been deemed EriR&amp;amp;B, a slower, gentler form of R&amp;amp;B music which has risen in popularity for its ability to help the average Eridanian unwind after a long day at the office. Song subjects vary, but are usually about professional achievement, taking pride in one’s deeds, and of course, love with songs about forbidden office romances shooting to the top of the Eridanian charts. These songs usually incorporate fairly large productions and aim to create a dreamlike soundscape for the listener to entice relaxation and comfort. Though he is now in his seventies, the Reinstated Eridanian singer Patrice Ouedraogo is widely considered to be the best artist to have graced the genre and is known by many as &amp;quot;The King of EriR&amp;amp;B.&amp;quot; Throughout his career his music has had broken record after record for sales and streams inside Eridani and have even brought him success outside of the system with his songs about his struggle to reintegrate into Eridanian corporate society and odd status as a Reinstated striking a chord with many listeners. He and his music are despised by Eridanian Dregs for this reason however. He’s known outside of Eridani and has performed concerts in Callisto, Luna, Silversun, Venus,  Biesel, Xanu Prime, and is one of the handful of Solarian artists that has been allowed to perform in Elyra. Despite Ouedraogo&#039;s success in popularizing the genre outside of Eridani though, many EriR&amp;amp;B singers fail to break out of the Eridanian market.&lt;br /&gt;
&lt;br /&gt;
The second genre of music that has become popular among Eridani&#039;s suits is a form of Electronic Dance Music known as Cubic Mix which, as the name may imply, originated from The Cube nightclub on Eridani I. It is notable for having very strong, percussive beats mixed with riffs of twinkling synthesizers that often come in waves, never really having a “drop” but simply escalating and falling with varying levels of intensity around a central motif or theme in the music called the &amp;quot;skyline&amp;quot; in popular parlance. Some speculate that this music format was made to keep clubbers in nightclubs longer and be easy to listen to while one works, but regardless, it has been influencing Suit music tastes for nearly a decade. The most popular Cubic Mix DJ is a 36-year-old Suit transman named Ata Kumaa Nuamah who goes under the stage name Playmaker. He is widely credited with pioneering the genre ten years ago along with his fellow DJ’s Cecille Daako and Artur Danjuma, stage name simply Danjuma, while the three worked at The Cube. The three have collaborated often in the past and have sold out some of Eridani’s largest venues. Neither Nuamah nor his contemporaries have yet to see success outside of Eridani. Along with music, or sometimes instead of music, many Eridanian corporates listen to podcasts. These typically are about news, business, and general happenings in Eridani society and are made to be best listened to at one’s desk. More can be read about these podcasts here in the [[Human Entertainment Media]] page.&lt;br /&gt;
&lt;br /&gt;
On the other end of the spectrum, dregs have taken to two more stereotypical favorite genres for an underclass, rap and punk. Both genres tend to focus on life in Dreg society, either the massive amounts of death and poverty, or blaming the system they live in for said death and poverty. While the two genres rarely mix, it isn’t uncommon for them to share lyrical patterns and chord progression. Generally, Eridanian punk is unusual from other genres of punk due to its heavy usage of distortion pedals, electronic instruments and synthesizers. Punk bands in Eridani last for years at a time, but are known to have extremely messy breakups when they get famous, assuming they ever leave their extremely localized sphere of influence. Eridanian rappers on the other hand tend to make a large spectacle of themselves once their music leaves their sphere of influence, hoping to get famous outside of Eridani and hopefully be able to escape. The most famous of these cases is Mister-Shifter, a duo of two Eridanian Dreg rappers from Eridani II named Abdou Sillah and Danielle Jata who have made a very successful career for themselves as a traveling act in the Sol Alliance, Republic of Biesel, and Sol-Common speaking parts of the Coalition of Colonies. Their songs usually contain subject matter about the difficulties of dreg life, their perseverance, and their home communities. These themes are paired with a minimalistic production and a very fast, hard hitting lyrical delivery that is filled with Dreg slang, making their style very unique and distinctive when compared to other popular rap acts.&lt;br /&gt;
&lt;br /&gt;
==Film &amp;amp; Holovision==&lt;br /&gt;
Movies and holovision shows made in Eridani occupy a fairly insular market, with specific tastes of the local audience being unsuccessful outside of the system and vice versa. This is largely credited to the extreme use of “Cast Characters” within their filmmaking, a set of norms which has by-and-large been accepted almost universally across nearly all Eridanian film and holovision studios.&lt;br /&gt;
* Anti-corporate activity should always result in the demise of the anti-corporate.&lt;br /&gt;
* Non-citizen dregs may only appear as antagonists, sympathy is allowed in cases of redemption at the end of the production.&lt;br /&gt;
* The protagonist should not show any form of anti-corporate sentiment, except when portraying their darkest hour.&lt;br /&gt;
* Members of corporations may only be shown as villains in the event that they are acting against the best interests of the corporation&lt;br /&gt;
&lt;br /&gt;
These norms often mean that anything made outside of these parameters has no hope of being profitable, and so much of Eridanian film production has consolidated into a few main genres which have shown to be profitable (if not guaranteed to succeed) among the Eridanian viewer demographic while avoiding corporate scorn or sanctions: Corporate dramas, action movies starring PMCs as the protagonists, adaptations of literature already popular within the ECF, and long-running office romance serial soap operas.&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
Video games in the ECF are a popular pastime for younger citizens and dregs alike, with both imported titles like the Dominian “Reign of Steel” and domestic titles like “Fleet Commander”. Domestically made Eridanian games are rife with microtransactions however, making them unpopular for export outside of niche groups and emigrants. Typically the games are a subscription model, paying weekly or monthly to the developer for access to your account with different payment models covering different benefits. Premium accounts are almost essential to doing well in games, and it’s not uncommon for the highest tiers of account to be allowed to use external programs to cheat in the game. As a result, cheating is rife within Eridanian space, leading to both advanced cheat menus and highly skilled players who are able to outperform cheaters in certain popular titles.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
The official languages of the Federation are Sol Common and Tradeband. A few dregs Dregs hold onto Freespeak as a piece of cultural identity, though many regard it as a dying language in the ECF. Regardless of what languages they speak though, Eridani&#039;s inhabitants are well-known the Spur-over for their unique and distinctive slang expressions, examples of which can be found below.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Corporate Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Esteemed colleague - &#039;&#039;A friend or superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colleague - &#039;&#039;Neutral term or an insult if the person is a friend or superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blue sky thinking - &#039;&#039;A very good idea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dreg - &#039;&#039;A member of the lower social classes. Also used as an insult to anyone who is not a Dreg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stopgap - &#039;&#039;Derogatory expression used to refer to a Reinstated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No can do -&#039;&#039; Polite form of &amp;quot;no&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s a big N O - &#039;&#039;Neutral or negative form of &amp;quot;no&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do lunch - &#039;&#039;To meet up or hang out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eight thirty res at Asmara - &#039;&#039;A humorous way of saying good bye/ the impossible, based on the extremely exclusive Asmara restaurant on Eridani I. E.g. &amp;quot;Gotta go, I have an eight thirty res at Asmara&amp;quot; or &amp;quot;uh huh, and I&#039;ve got an eight thirty res at Asmara.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Call me - &#039;&#039;Dismissive form of &amp;quot;bye&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll call you - &#039;&#039;Friendly form of &amp;quot;bye&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You got it - &#039;&#039;Said in response to &amp;quot;Call me&amp;quot; or &amp;quot;I&#039;ll call you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pierced and Dyed - &#039;&#039;A dreg. Could be someone who lost everything/became poor. (“What happened to Mr. Holloway?” “Made a bad investment; now he’s pierced and dyed.”)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Ink under his/her/their suit - &#039;&#039;Associates with dregs more closely than is socially acceptable. It implies that under their nice clothes, their body is tattooed. Insult.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
That is a shame - &#039;&#039;Don’t really care. “Oh, the dregs are going hungry? That is a shame.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Out of my scope - &#039;&#039;Not my problem or, dismissively, “I can’t/won&#039;t help you.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I would sign that - &#039;&#039;I’d bet on it/it’s a sure thing.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Blue dye thinking - &#039;&#039;A very bad idea. A play on “Blue sky thinking,” but “Blue dye” refers to dregs.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I’ll pen you in - &#039;&#039;Good/Positive response to “Let’s do lunch.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I’ll have to check my schedule - &#039;&#039;Negative response to “Let’s do lunch.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Read the fine print - &#039;&#039;Be careful/Stay safe.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Sign blindly - &#039;&#039;Dangerous or stupid. As in signing a contract without reading it.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Contract Expiry- &#039;&#039;A polite euphemism for death, as in &amp;quot;Unfortunately, colleague, the dreg&#039;s contract seems to have expired.&amp;quot; &amp;quot;Fired&amp;quot; is also used, but is more crass and impolite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Partner - &#039;&#039;Good friend/Significant other. From “Business partner.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A good investment - &#039;&#039;A general compliment. Referring to someone as &#039;a good investment&#039; can imply friendship, camaraderie, or even love. E.g. &amp;quot;You&#039;re a good investment.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To be across something - &#039;&#039;To understand something. &amp;quot;I&#039;m across it&amp;quot; means &amp;quot;I understand.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
(As) Per my last - &#039;&#039;A rude or arrogant way to indicate something was already said or proposed, often used for emphasis or out of frustration.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Bought a tie but shipped heels/Bought heels but shipped a tie - &#039;&#039;A way to describe a transgender person. Female to male and male to female respectively. Not used in a derogatory context.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not worth a single credit - &#039;&#039;Not worth my time.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Clip-on - &#039;&#039;Fake or inauthentic. (From a clip-on tie). Usually refers to a person.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To have poor posture - &#039;&#039;To be outside the social norm&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Proactive - &#039;&#039;Kind/thoughtful.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To engage with someone - &#039;&#039;To talk to/speak with some one.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To get the memo about something - &#039;&#039;To hear and/or understand something&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To draft something - &#039;&#039;To write something&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To push something forward - &#039;&#039;To act on a plan (i.e. &amp;quot;Let&#039;s push forward this deal&amp;quot; - &amp;quot;Let&#039;s get on with it.&amp;quot;)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Tongue-pierced - &#039;&#039;Rude/Insulting. As in “He’s tongue-pierced” (He’s rude) or “Is your tongue pierced?” (Indicating that someone just said something rude, insulting, or like a dreg).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for your input - &#039;&#039;A dismissive expression used in response to information a speaker found useless or unproductive to a conversation. Akin to the standard expression, &amp;quot;Nobody asked.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I trust you understand - &#039;&#039;Intimidating / threatening version of &amp;quot;Listen to me&amp;quot;. This can also be used in the sense of a warning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal - &#039;&#039;Multipurpose expression for a &amp;quot;thing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In plain writing/Plainly written - &#039;&#039;Simply put/Bluntly put&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Foreign Merger - &#039;&#039;Interspecies relationship.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subpar/Not optimal - &#039;&#039;Very bad/dire.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ledger - &#039;&#039;Situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Black Ledger - &#039;&#039;Good/Great situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red Ledger - &#039;&#039;Terrible situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merger - &#039;&#039;Committed romantic relationship&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Temp work - &#039;&#039;Romantic fling&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Check your quarterlies - &#039;&#039;Be careful (About what you are doing.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What are your quarterlies? - &#039;&#039;How have you been?&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Bank run - &#039;&#039;Sudden bad situation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Hostile takeover - &#039;&#039;Murder&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To act like an intern - &#039;&#039;to act unprofessionally or in an unbecoming manner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Kindest Regards/Best Regards - &#039;&#039;&amp;quot;Fuck you.&amp;quot; Can also be used as an expression of endearment between close friends/business partners or couples.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“I need to hang up.” - &#039;&#039;&amp;quot;I have to leave unexpectedly/attend to something urgently.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“I need to take a call” - &#039;&#039;I have to go for a moment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“I’ll call you back,” - &#039;&#039;We’ll speak again later&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To move the needle - &#039;&#039;To work hard&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unseen collaboration,&amp;quot; - &#039;&#039;Used to express getting less credit than deserved&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dissolution or Liquidation - &#039;&#039;Bad breakup&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Reinstatement - &#039;&#039;The process of a Dreg re-entering Eridanian society&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To default - &#039;&#039;To go wrong. &amp;quot;It might default&amp;quot; - &amp;quot;It&#039;s risky/dangerous.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sky High - &#039;&#039;High quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A quarterly report’s worth of X” - &#039;&#039;A lot of something&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Portfolio - &#039;&#039;Reputation&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s blue dye thinking, but I&#039;ll push it forward regardless. I trust you understand that it&#039;s out of my scope if this deal leaves you pierced and dyed.&amp;quot; (&amp;quot;I think this is a bad idea, but I&#039;ll do it anyway. For the record, I won&#039;t help you out any further if this ruins you.&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Plainly written, foreign mergers are simply poor posture. I&#039;m not across why anyone would sign so blindly.&amp;quot; (&amp;quot;To be frank with you, I think interspecies relationships are disgusting. I don&#039;t understand why anyone would involve themselves in one.&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Did you get the memo? Aida&#039;s going to end up dyed after that deal -- I&#039;d sign that.&amp;quot; (&amp;quot;Did you hear? Aida&#039;s going to go broke after that deal she made -- I&#039;d bet on it.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is your tongue pierced? As per our last conversation, gossip isn&#039;t worth a single credit to me. If anyone has ink under their suit, it&#039;s the one engaging with me in poor posture.&amp;quot; (&amp;quot;Excuse me? Like I told you before, I don&#039;t care about workplace gossip. If anyone&#039;s acting like an idiot, it&#039;s you.&amp;quot;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Dreg Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Boss - &#039;&#039;A highly insulting term for a superior or coworker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suit - &#039;&#039;A neutral or positive term for a superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra - &#039;&#039;A hacker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heavy - &#039;&#039;Serious or dangerous. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plus - &#039;&#039;Good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rats - &#039;&#039;Food. Derived from &amp;quot;Rations&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soy - &#039;&#039;Food. Eridanian cuisine is primarily made up of soy-based produce.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To chew the rats:  &#039;&#039;To eat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The office - &#039;&#039;Prison.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In my turf - &#039;&#039;Up in my business/In my face.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pad - &#039;&#039;Place.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boy/Girl - &#039;&#039;Male/female friend or associate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Man/Woman - &#039;&#039;Male/female partner or romantic interest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No phone - &#039;&#039;A derogatory response to a suit slang bye e.g. &amp;quot;I&#039;ll call you&amp;quot; &amp;quot;No phone boss.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief - &#039;&#039;A neutral or positive term for a superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To sign the dots - &#039;&#039;To be imprisoned/enslaved. Comes from the idea of signing a contract.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie and slacks/Leisure suit - &#039;&#039;Half-dressed in a suit i.e. a dreg that either associates with corps, or maybe a dreg who has a corp parent. Also used as a derogatory term refer to Reinstateds Either way, it’s a big dreg insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sets lunch - &#039;&#039;A play off of the suit slang “let’s do lunch.” Basically someone who associates with suits (“Yeah, he&#039;s the type to set lunch.”)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suit Smile/Suit promise - &#039;&#039;A lie.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knabo/Knabino/Knab - &#039;&#039;A guy or gal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Talpo/Talp - &#039;&#039;A shady person or a criminal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kroko/Krok - &#039;&#039;An outsider or non-Dreg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bov/Bovino - &#039;&#039;A very good friend or tight-knit pal. Can be considered rude or insulting when used with a person the speaker isn&#039;t good friends with.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amo/Amino - &#039;&#039;Boyfriend/Girlfriend or significant other&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Verb/To Spit - &#039;&#039;To say, speak, or tell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To gab (with someone) - &#039;&#039;To chat (with someone).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Audit something - &#039;&#039;To hear or understand something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To vide something - &#039;&#039;To see something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Scrib/Scribe - &#039;&#039;To write.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To tool - &#039;&#039;To fix (mechanically or technically) or conduct maintenance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To map something - &#039;&#039;To understand or recall something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arctic/Slick/Ice - &#039;&#039;Cool, great.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riccy  - &#039;&#039;Rich, often used in a pejorative or derogatory sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fek/Knob - &#039;&#039;Alternative, less-offensive variations of &amp;quot;Fuck.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Debt - &#039;&#039;To work (a job).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No debts - &#039;&#039;No worries/No problem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bonny/Bones - &#039;&#039;Good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dolly - &#039;&#039;Kind/Nice/Sweet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creaky/Rusty - &#039;&#039;Dangerous. Can be used in the past tense to describe misfortune.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Pure/Straight/Right - &#039;&#039;Very. “Pure dangerous,” “Straight riccy,” “Right dolly,” etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milk - &#039;&#039;General multipurpose replacement for &amp;quot;thing.&amp;quot; Akin to the Suit word &amp;quot;Deal.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To cark (it) - &#039;&#039;To die. Not used when referring to murders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To be creased - &#039;&#039;To be murdered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To crease someone - &#039;&#039;To murder someone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arbo – &#039;&#039;A Dionae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Serp/Serpo – &#039;&#039;An Unathi.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rano – &#039;&#039;A Skrell&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Borgo – &#039;&#039;An IPC or stationbound cyborg/android/robot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cino – &#039;&#039;A Vaurca.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Badge/Blue – &#039;&#039;A member of corporate security or other law enforcement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patcher – &#039;&#039;A doctor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wrencher – &#039;&#039;An engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mixer – &#039;&#039;A bartender.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hopper – &#039;&#039;A Head of Personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To bleed someone - &#039;&#039;To hurt someone/Make them pay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sniffs/Sniffers - &#039;&#039;Sniffs/Sniffers - Brown-nosers. Dregs who suck up or listen to suits/authority. Also for cops who are putting their noses in your business.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Band - &#039;&#039;Gang. Bando/Bandino would be a gang member.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Banded - &#039;&#039;Married/Life partners. Best friends, marriages, etc. Not a coincidence it uses the same root for gangs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Idio/Drongo - &#039;&#039;Idiot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Half-eared/Half-eyed - &#039;&#039;Hard of hearing/seeing. Mostly said out of frustration. “What the fek are you, half-eared?”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Just hands - &#039;&#039;Said of a person who can only communicate in sign language because they are either deaf or mute. Might be called No-eared or No-tongued, to mean Deaf or Mute, respectively.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fair shake - &#039;&#039;Fair enough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pointed/Pointy - &#039;&#039;Horny. Mostly as a joke, to tell people to relax. “Don’t get all pointy”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Affirmed - &#039;&#039;Got it. Confirmed. “Did you set the engine?” “Affirmed, boss.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tick/Shake - &#039;&#039;Second or minute. Like “Hold on a tick” Or “Back in a hot shake.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Biz - &#039;&#039;General multipurpose word that can be used to refer to almost anything. Akin to the typical slang usage of the word “Shit.” &amp;quot;Bad biz, I mapped that biz.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Callsign - &#039;&#039;Name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clacker/Starfish - &#039;&#039;Asshole. “Crank the rod from yer clacker” = Get the stick out of your ass.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not(Ain’t) my prints - &#039;&#039;Not my fault. As in, my fingerprints aren’t on that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Running your trail - &#039;&#039;Got your back/following you/I’m with you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dry as a suit’s wife - &#039;&#039;Boring, dull, lacking substance. It implies that suits barely have sex or are unfaithful to their romantic partners and have mistresses/paramours, though both meanings are widely accepted by most Dregs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Ice something - &#039;&#039;To vandalize or destroy something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wrong (shoes/boots) - &#039;&#039;A transgender person. “Born in the wrong shoes” meaning born in the wrong body. Not a derogatory term.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Night wishes - &#039;&#039;Dreams.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To spill honesties:  &#039;&#039;To be earnest or truthful&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
“You vide that rano mixer? Knab’s pure iced.” (Have you seen that skrell bartender? Guy’s real awesome.)&lt;br /&gt;
 &lt;br /&gt;
“Affirmed; right dolly, mixes plus brews.” (Yeah. Real sweet, and makes good drinks).&lt;br /&gt;
 &lt;br /&gt;
“Fekkin’ knob me sideways, that arbo boss is a pure badge sniffer. Ain’t even my prints that the biz got rusted.” (Fuckin’… fuck me sideways, that Dionae moron sucks up to the cops. It’s not even my fault that the shit went bad.)&lt;br /&gt;
 &lt;br /&gt;
“All bonny, amino; you ain’t signin’ the dots. Maybe rusty biz, but I’m runnin’ your trails, no debts.” (All good, love. You’re not going to prison. Maybe it’s uncertain(dangerous) shit, but I have your back, no worries.)&lt;br /&gt;
 &lt;br /&gt;
“Verbed with patcher Gonzales’ ma last debt; kickin’ pure bonny at my own ma fekkin’ off. Krok’s drier than a suit’s amino; spit riccy the max shake. Def sets lunch, though probbo suit-smilin’ about her biz.” (I talked with doctor Gonzales’ mom last shift; Makes me really glad that my own mom left. She’s dry as a suit’s wife; talked rich the whole time. She mixes with suits, though she’s probably lying about her business.”)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=37801</id>
		<title>Notable Unathi Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=37801"/>
		<updated>2025-09-27T21:01:24Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
With their first interstellar-worthy ship leaving Moghes on [[Contact_War#The_Uezwik_Incident|the 3rd of February 2438]], and the [[Izweski Nation|Izweski Hegemony]] itself being slowed down in this endeavor by the following Contact War, Unathi have only very recently begun to colonize worlds. Compared to the other main powers of the Spur, these colonies are few and far between, and relatively small. Still, some ended up turning more or less important, for the Unathi, or for the rest of the [[Orion Spur|Spur]].&lt;br /&gt;
&lt;br /&gt;
= Main Hegemonic Colonies =&lt;br /&gt;
&lt;br /&gt;
Being the main Unathi power in the Spur, most Sinta colonies are part of the Izweski Hegemony. Other than Ouerea, Each of these colonies, due to their limited size, are led by a single lord, each directly under the orders of the Hegemon himself. &lt;br /&gt;
&lt;br /&gt;
== Ouerean Confederation ==&lt;br /&gt;
&lt;br /&gt;
Ouerea was originally settled in 2390 and was intended to be the Hegemony&#039;s first planetary colony. Though the colony’s first days were slow, the first contact, and assistance from Skrell and Humans allowed the colony to grow quickly. By the time the Contact War came, Ouerea found itself with next to no ways to rely on the Hegemony, and ended up self-governing, occasionally receiving assistance from other species, which even led to some Skrell and Humans moving there. After the Contact War, and when the time for the Hegemony to claim the colony back came, clans across Ouerea came together under the banner of the Confederation of Ouerea. This revolutionary movement was unsuccessfully suppressed by the alarmed aristocracy, and it became unstoppable. Despite the objections from the Overlord of Ouerea, who went as far as to assassinate rebel negotiators, they were granted limited self-rule by Not&#039;zar Izweski. Angry with this, the Overlord Yiztek tried and failed to assassinate the Lord-Regent, and was summarily deposed and his entire clan made Guwan.&lt;br /&gt;
&lt;br /&gt;
=== The “Ouerean Model” Government ===&lt;br /&gt;
&lt;br /&gt;
Following the revolution of 2460, the feudal system has been completely abolished on Ouerea - replaced with democratic governance by an elected body known as the Synod of Scales. Each city on Ouerea elects representative to the Synod dependent on size - though one of the terms of the peace between Ouerea and the Hegemony was that only Unathi would make up the speakers of the Synod, and that they would answer to an Overlord chosen by the Hegemon. This was later amended to give the planet&#039;s Skrell population a single non-voting seat, though the humans of the planet are still without any representation.&lt;br /&gt;
&lt;br /&gt;
In recent years, Ouerea has once again been plunged into unrest, as the aquacultural efforts of [[Hephaestus Industries]] potentially threaten the planet&#039;s ecology. Protests on Ouerea turned into riots, which were mercilessly struck down by Izweski bannermen. As Hephaestus seizes ever more power within the nation, Ouerea grows restless - and many fear or hope that a second revolution will come, one that will finally see Ouerea liberated from the Izweski yoke.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Ouerea can be found [[Ouerea|here]].&lt;br /&gt;
&lt;br /&gt;
== Reztek-III ==&lt;br /&gt;
&lt;br /&gt;
Reztek-III, third planet of the Reztek system (Originally known as K2-3554 before the Hegemony claimed it) is one of the largest Unathi colonies in the Spur. Compared to most Human or Skrell colonies, however, it is quite a small settlement. Reztek-III was one of the very first Unathi colonies established outside of [[Uueoa-Esa]], with the first Unathi landing on the planet’s surface in late 2450. Reztek is a rather young world, and though the atmosphere is breathable, most of the surface is covered in black dirt and dark rocks, with minimal vegetation aside from moss and most fauna being planktons and primitive forms of marine life. Though the planktons are edible, and generally considered a delicacy by the locals, this is not enough to sustain the local population, and they mostly rely on “fish domes” which house massive pools that can be used for aquaculture, generally holding enough Moghes-imported [[Moghes#Orszi_(Swarm_Fish)|Orszi]] fishes to feed a whole village. Though many treat the planet as quite bland and boring, there are next to no threats to locals aside from occasional earthquakes, which allows the population to grow surprisingly quickly.&lt;br /&gt;
&lt;br /&gt;
With Moghes still endangered by the growing [[The_Wasteland|Wasteland]], the threat of famine is looming and the Hegemony has begun funding the construction of new fish domes, as well as considering terraforming efforts to make Reztek-III’s waters fit for Moghesian fishes, effectively turning the planet into the breadbasket (or fishbasket in this case) of the Hegemony, something that has, for now, been slow to come due to Ouerea taking priority thanks to its proximity to Moghes. Most of the local culture revolves around this concept, and Reztek-III inhabitants are slowly growing a reputation for being talented “fish farmers”. It is currently led by Lord Kosun.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Most Unathi colonists are chosen by the Hegemony and very often from the Hegemony, thus it’s not surprise that the overwhelming majority of them are of the [[Sk&#039;akh]] faith. This does not change with Reztek’s people, though they have their own take on the Hegemony’s faith. Of all three of Sk’akh’s figures, Reztekians grant much more importance to Verrix, the Fisher, rather than the Healer or Warrior. With Reztek being such a bland world, and little to do in its small settlements, work is more than just duty, but also a form of recreation on its own, and work is exactly where Verrix is the most important. This has reached the point where one of the largest settlements completed a church almost entirely dedicated to the Fisherman.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Labor is an extremely important part of Reztekian life. Beyond the importance of their work to the Hegemony itself, Reztek itself is such a bland planet, along with their settlements still too small to house many amenities and recreations, that work is often seen as a form of recreation on its own. Reztekians happily march to work, sing together as they tend to the fishes, often songs revolving around the work itself, and tend to keep working for as long as they can. Work is where people bond, where hatchlings are educated and laziness is not just frowned upon, it is also seen as nigh-antisocial conduct. Naturally, not everyone works in Aquaculture; healers, soldiers, artisans, dockers, and much more all exist too on Reztek, and though perhaps not that intense in some roles, this work culture still permeates no matter the profession.&lt;br /&gt;
&lt;br /&gt;
Holidays revolve around work as well and are often celebrated AS they work and tend to their fish. The ONE holiday when Reztekian do not work, or at least, work as little as necessary, is on Landing Day, celebrating the very first steps taken on the surface on Reztek on the 29th of October 2450.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Lord Kosun rules upon Reztek. Like any Reztekian, he embraces this culture of work, though obviously, his work is more of a bureaucratic nature. Still, Kosun’s devotion to his work ensures that not one of his people’s inquiries goes unanswered and that the logistics of handling a colony, especially the transport of food back to Moghes, goes as smoothly as possible. To non-Reztekians, his propensity to shun “traditional recreation” and celebrate work may seem cynical if not abusive, but to those that live in the colony, it is exactly what made him a very popular figure.&lt;br /&gt;
&lt;br /&gt;
== Gehki ==&lt;br /&gt;
&lt;br /&gt;
Gehki is the only planet orbiting a star known as Ethi-Esa. Located near the Hegemonic-[[Empire_of_Dominia|Dominian]] border, Gehki was considered a strategic location even before the first Sinta set foot on it in late 2456. From day one, the Hegemony worked on turning Gehki, a lush and welcoming but otherwise uninteresting world, into a large docking spot for its fleets. Soon enough, multiple stations in orbit, several storage facilities, factories, and orbital defenses were built, and continue to be built across the planet’s surface. It’s not rare for most Unathi fleets (especially the [[Unathi_Military_Structure#The_Fleets|Fourth Fleet]] led by Admiral Xitac) to stop by Gehki, so much so that many families of Unathi navy crewmen chose to move to Gehki rather than stay on Moghes. This led to a substantial growth in the population of the colony, and the Hegemony started investing in more civilian installations for the locals as well. Civilians or not, Unathi from Gehki generally adopt a very stern, military-like culture.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi colonists are of the Hegemony, and Sk’akh worshippers, but Gehki colonists are noteworthy for being exceptionally patriotic. A considerable part of the locals being from the families of navy crewmen, and the rest still working in close proximity with the Navy. Naturally, then, the average Gehki colonist is as close to the Hegemony as possible, and thus, absolutely embraces the Sk’akh faith.&lt;br /&gt;
Due to the nature of the colony, and the career of most locals, of the three Sk’akh figures, it is Mukari, the Warrior, that receives the most prayers and offerings. Local priests tend not to ask for just the local population to be blessed and protected, but also for Mukari to watch over the Navy crews that stop by the planet, and fight for their safety… and the Hegemony’s.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Life on Gehki is governed by Hegemony Navy ships coming and going, by crews looking for resupply, and by incursions to defend against. While there are technically holidays on Gehki, they are very rarely celebrated, as duty comes before such events. These holidays, though, aside from the day of the first landing (celebrated on the 4th of November), generally revolve around nearby hegemonic victories, may it be against pirates or other threats.&lt;br /&gt;
Gehki itself is very rarely threatened by pirates, as the planet is too heavily defended, but that doesn’t mean that it is safe from other threats. Perhaps the greatest foe the colony can occasionally face are Grudgebearers, members of [[Unathi_in_Dominia#Salak_Kazhkz|Salak Kazhkz]]&#039; fleet of Privateers. No matter what, all Gehki colonists are taught on how to fight so that if the worst was to come, the entire colony could fight any force brave or foolish enough to invade the planet.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Gehki is currently led by Lord Ardak, an old Sinta who made his name during the [[Contact_War|Contact War]] as a young but cunning Hegemonic officer. After the war, he continued to serve the Hegemon and swore allegiance without question to Not’zar. Though he was a good army officer, Ardak’s calling was space in the end, his “Treaty of Interstellar Military Logistics”, an essay still read by Unathi Admirals and Captains for the valuable theory and information provided, cemented that. The Hegemon would give him a spot in the Navy, but not the admiralty many were expecting, instead a role to support the entire Navy itself by ruling over a colony that would prove essential for its operations.&lt;br /&gt;
Ardak proved to be a good leader, both in civilian and military matters, though that is mostly because the locals eagerly welcomed his martial rule. The people of Gehki are, so far, satisfied with their Lord’s rule, but many think that  as the Colony will grow and welcome more people, more civilians, perhaps someone less military-oriented should be chosen when the time to replace Ardak will come. Lord Ardak’s one weakness might be diplomacy, though he thankfully mostly keeps to himself, his world, and the Hegemony.&lt;br /&gt;
&lt;br /&gt;
== Iroue ==&lt;br /&gt;
&lt;br /&gt;
Located near the northern border of the Hegemony’s territory in the Aldrad System, Iroue is a planet ripe with minerals ready to be extracted. It is also a planet with an acceptable average temperature (at least for Unathi) of 22°C, livable pressure, and gravity, though the toxic methane-based atmosphere forces locals to wear masks and air bottles when heading outside. The Hegemony’s goal is to eventually turn the colony, established in 2455, into an industrial powerhouse, but this turned out to be quite a complicated affair. The colony is distant and relatively isolated from other Hegemonic settlements, and the presence of various threats, mainly the many pirates inhabiting the Sparring Sea (Unathi or otherwise) are a constant threat to the colony. These combined environmental and locational factors contribute to making the Iroueans a surprisingly hardy people. Despite this reputation, , Iroueans have also learned to rely on nearby colonies, mercenaries, and more cooperative [[Unathi_Piracy|pirate fleets]], through diplomacy for support.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Iroueans are, unsurprisingly, worshippers of Sk’akh like most other Hegemonic colonies. They, however, happen to be much more tolerant of other religions than most of their peers, mostly a consequence of Iroueans diplomacy. For instance, a small but noticeable part of the population follows the [[Unathi_Piracy#Religion_and_Beliefs|Sik&#039;amakh Th&#039;akh]] faith, a unique take on the Th’akh faith mostly followed by Unathi pirates and that some embraced after discovering it when in contact with more cooperative Unathi fleets.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
The People of Iroue are known for being surprisingly hardy and are proud of this reputation. They rarely hesitate to make the hard choices if these are the more efficient ones in the end. In most situations, though they are not heartless, far from it. Contact and diplomacy with nearby Human colonies up North, for instance, had them learn about their alien neighbors&#039; way of life; at least more than most other Sinta within the Hegemony.&lt;br /&gt;
Iroueans mostly stick to common Hegemonic holidays with the addition of the first landing day’s celebrations, celebrated every year on the 11th of April. No matter the holiday, though, Irouean often add a unique flair to it with their masks.&lt;br /&gt;
&lt;br /&gt;
Breathing masks are an essential part of life on Iroue due to the planet’s toxic atmosphere, and became an integral part of the locals’ life. Breathing masks are often painted and decorated, each becoming a unique piece, and Irouean often keeps multiple masks, each personalized in unique ways and kept for various events; one mask might be kept for work days, while another is used for days off, another for days of celebration, and so on. Iroueans often grow attached to these masks and keep them when leaving Iroue.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Iroue is under the leadership of Lord Izuzi. Izuzi faced many hardships ever since his arrival on Iroue, yet, not unlike the rest of his people, he kept fighting, finding new ways to deal with problems and protecting his colony. Many Iroueans see themselves in Iroue’s rule, and thus give them their support. Irzuzi himself isn’t exceptionally good or bad as a leader, his main talent lies in diplomacy. Faced with so many threats, from pirates to intrusions from ex-Solarian warlord-state forces from the North, and with little means to defend the colony directly, Iroue meets leaders of neighboring colonies, Hegemonic or otherwise, contacts more friendly Unathi fleets, and tries to find allies wherever he can to weather whatever storm comes his way.&lt;br /&gt;
&lt;br /&gt;
== Gwim’zala ==&lt;br /&gt;
&lt;br /&gt;
A moon world in the Youthstone star system, it was originally a large headquarters for raiders and pirates. In May of 2459 a joint operation between the [[Empire of Dominia]] and the Hegemony [https://forums.aurorastation.org/viewtopic.php?p=98835#p98835| destroyed the pirate headquarters]. The battle was swift and decisive, with the two powers growing tense over which of them would seize the planet. Eventually the Izweski gained the system, while the Empire gained a majority of the pirates&#039; loot. The liberated world of C-19B was renamed Gwim&#039;zala and was opened to settlement by enterprising Sinta&#039;Unathi. Its Overlord is the elderly &#039;&#039;&#039;Zutazki Gwim&#039;zala&#039;&#039;&#039; of which the planet gets its name.&lt;br /&gt;
&lt;br /&gt;
The planet is sparsely populated with 12,500 Unathi. Most colonists are hardy frontiersmen who are living in a wild, untamed world. Outside the Overlord and his family within the sole city of &#039;&#039;&#039;Oyutazi&#039;&#039;&#039; the planet is notably absent of a landed nobility, as the young colony has still not been partitioned.&lt;br /&gt;
&lt;br /&gt;
The entire system the colony is in faces intense and repeated attacks by marauding pirates and raiders, and there are nearly twice weekly skirmishes between them and the Izweski Navy. It is an open secret that the [[Empire of Dominia]] is offering large rewards to marauders that attack the system, but there is no firm proof that would allow the Hegemony to honorably retaliate. Because of this, many Unathi within the navy find that battle in Youthstone can be where they prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
= Other Notable Unathi Colonies =&lt;br /&gt;
&lt;br /&gt;
Some Unathi colonies and settlements that, while they do not belong to the Hegemony, are still noteworthy.&lt;br /&gt;
&lt;br /&gt;
== Gakal&#039;zaal ==&lt;br /&gt;
&lt;br /&gt;
Gakal&#039;zaal is the sixth planet in the Gakal star system with its capital city being Zikala. Gakal&#039;zaal was first colonized in 2452 by Tajara refugees who could not enter Tau Ceti or the Sol Alliance. The population organized themselves into semi-autonomous settlements involved in agriculture and trade with nearby worlds. The planet was found by a band of pirates in 2455 and the locals were forced to pay protection money. This continued until 2457, when a new fleet of the Hegemony, commanded by Lord-Admiral Yizarus, appeared and expelled the pirates. The planet was annexed by the Izweski Hegemony after a deal with a powerful Tajara family; the Drrawa&#039;jur Dynasty who used this opportunity to expand their influence. Makar Yizarus, the cousin of the famed Admiral, was appointed as its overlord. The nations of Adhomai were not interested in interfering because of the ongoing war.&lt;br /&gt;
&lt;br /&gt;
The Unathi conquest was not well received by most of the population, civil unrest, and armed resistance continued against the new masters. The Hegemonic control over Gakal&#039;zaal was seriously challenged in 2461 when the Adhomai Liberation Army supplied weapons, training, and thousands of fighters to the Tajaran resistance. The low-intensity insurgency turned into open warfare when an organization known as the Gakal&#039;zaal Liberation Front emerged to lead the fight against the Overlord in 2462. Due to the succession crisis at Moghes and the breakdown of relations between Not’zar and Overlord Yizarus, the Unathi forces on the planet were left to deal with the insurrection on their own. After a year of guerrilla warfare and sabotage by the Tajara population living under Hegemonic rule, the colony was liberated with the fall of Zikala in the final months of 2462.&lt;br /&gt;
&lt;br /&gt;
Though Gakal&#039;zaal is now under the control of the Democratic People&#039;s Republic of Adhomai, a sizable Unathi population remains on the planet. Tensions between these sinta and Tajara locals are high and conflict occasionally happens between various armed groups. Along with this, the Hegemony is still considering gaining back control over the colony, or at least assisting the Unathi locals left there.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Gakal&#039;zaal can be found [[Gakal&#039;zaal|here]].&lt;br /&gt;
&lt;br /&gt;
== Ha’zana ==&lt;br /&gt;
&lt;br /&gt;
Also known as the Harrow of Fangs, or the Fang Protectorate of Ha&#039;zana officially, Ha’zana is effectively a pirate world. Originally, the planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale. &lt;br /&gt;
&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. It is the enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild that harvest that became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi. &lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Ha’zana can be found [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|here]].&lt;br /&gt;
&lt;br /&gt;
= Mercantalism: All Goods Flow To Moghes =&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Offworlder_Humans&amp;diff=37800</id>
		<title>Offworlder Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Offworlder_Humans&amp;diff=37800"/>
		<updated>2025-09-27T21:00:56Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Offworlder Humans&lt;br /&gt;
 |Scientific = H. sapiens / Human&lt;br /&gt;
 |Image = Spacer320x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World  = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic/Freespeak&lt;br /&gt;
 |Politic = Scarabs&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Referred to most commonly as offworlders, these humans negatively affected by low gravity are a common sight in remote regions of the Orion Spur colonized by humanity. The largest known concentration of offworlders is the [[Scarabs|Scarab Fleet]], a nomadic group which wanders throughout the Coalition of Colonies and “wild” frontier. Offworlders have, through generations of living in space, been physically changed by their circumstances. They are well-known for their elongated, unnaturally, and atrophied appearances and some offworlders have grown to be as tall as seven and a half feet (226cm). As a result most require some form of bracing and life support to sustain themselves for prolonged times in standard atmosphere and gravity, though have no issue surviving in either for hours at a time. Augments, prosthetics, and genetic modification have all been utilized by offworlders to overcome their physical limitations, with those from more wealthy backgrounds – such as the small but notable population on Valkyrie – having easier access to these techniques than Coalition or frontier offworlders.&lt;br /&gt;
&lt;br /&gt;
Offworlders have long been employed on corporate facilities throughout the Orion Spur but, thanks to the recent proliferation of the Coalition-originated Exo-Stellar Skeleton (ESS), offworlders are now finding employment in many facilities where gravity would have previously prevented them from working. Regenerative Muscular Therapy, or RMT, supplements which encourage a reversal in the muscular atrophy common amongst offworlders are used for a similar purpose. While neither an ESS nor RMT are mandatory for an offworlder to survive, they are highly sought-after by many offworlders due to the comfort they bring to life.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low-gravity Humans mechanically:&#039;&#039;&lt;br /&gt;
Have much weaker bones, meaning their bones break easily.&lt;br /&gt;
Have much weaker organs, meaning their organs take higher damage.&lt;br /&gt;
Are much more susceptible to toxins.&lt;br /&gt;
Are much more resistant to light sources such as flashes&lt;br /&gt;
Are much more resistant to low pressure and have a much higher threshold for lung damage.&lt;br /&gt;
Only require the bare minimum air to reliably breathe - somewhere around 15kpa ingame. (Not currently implemented)&lt;br /&gt;
* Require assistance to stand upright comfortably through various means listed below. If offworlders attempt to stand without assistance, they receive massive discomfort and physical slowdown.&lt;br /&gt;
* Bleed much more slowly than normal Humans.&lt;br /&gt;
&lt;br /&gt;
===RMT Pill Supplements===&lt;br /&gt;
&lt;br /&gt;
RMT (Regenerative Musculature Tissue) pill supplements are used by those seeking to remedy the effects of prolonged zero-G adaptations. Mechanically, these work by nullifying the discomfort message and slowdown. You spawn with these automatically as an Offworlder. They have no other effects but can overdose at forty units, causing muscle pains.&lt;br /&gt;
&lt;br /&gt;
===Prosthesis===&lt;br /&gt;
&lt;br /&gt;
Any form of prosthesis which encompasses both legs removes the slowdown and discomfort entirely.&lt;br /&gt;
&lt;br /&gt;
===The ESS===&lt;br /&gt;
[[File:ess.png|right|thumb|An ESS module sprite.]]The Exo-Stellar Skeleton, or ESS for short, is the offworlder’s most unique asset. Utilized in much the same way as a standard hardsuit, it deploys into a tightly-fitting chest and headpiece. The headpiece operates like a normal helmet and mask while the chestpiece serves no purpose other than to hold specialized accessories. Neither are space-proof. These are equipped with very little universally, generally things to maintain and keep the offworlder alive and well during their time in the hostile environments other humans call home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ESS is equipped with:&#039;&#039;&#039;&lt;br /&gt;
* An emergency injection system that, once the user exceeds a certain damage threshold, injects 5 units of dexalin and 5 units of Inaprovaline into the user’s bloodstream.&lt;br /&gt;
* An integrated vitals tracker that allows the player to scan their own body’s vitals and nobody else.&lt;br /&gt;
&lt;br /&gt;
The ESS has &#039;&#039;&#039;no statistics of its own and possesses no armor&#039;&#039;&#039;. Unlike true harduits the ESS does not splint broken bones. The helmet offers welding protection and the ESS can only equip two hardsuit modules alongside its default equipment, which cannot be removed. The following modules cannot be utilized:&lt;br /&gt;
Any weapon, including grenade launchers.&lt;br /&gt;
Combat chem injectors.&lt;br /&gt;
&lt;br /&gt;
Operating the ESS may seem overwhelming at first, but it&#039;s actually pretty simple. Once you spawn in as an offworlder, if the ESS is already on your back, you can toggle it on by using the &amp;quot;Toggle Hardsuit&amp;quot; verb found under Hardsuit Menu at the top right. If there are errors, such as overwear or a hat in the way, it will alert you in the chat. To remedy this, simply remove them. Once the RIG itself deploys, the visor should turn a bright transparent blue to indicate it is active. Do not move during the activation process, as it will restart it!&lt;br /&gt;
&lt;br /&gt;
Once completely active, you can press &amp;quot;Toggle Chestpiece&amp;quot; or &amp;quot;Toggle Helmet&amp;quot; in the same tab to retract or deploy either freely, so you can place your hat/overwear back on.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Hardsuit Modules&#039;&#039;&#039; tab, you can access any installed modules on the ESS or activate the personal scanner using the buttons there. These can be activated from the Hardsuit Menu as well, by pressing the &amp;quot;Hardsuit Interface&amp;quot; verb.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Biologically, offworlders are humans who have had various bodily functions affected by low-gravity. These effects vary from offworlder to offworlder, and generally become more extreme the longer one’s ancestors have spent in low-gravity environments. [[Scarabs]] are known to suffer some of the most extreme biological divergences of any offworlders. A universal trait of offworlder physiology is the muscle atrophy resulting from their low-gravity environments. Offworlder communities such as the Scarabs have long counteracted this atrophy through exercise and physical activity as sufficient physical inactivity can cause an offworlder’s musculature to atrophy to a point where movement in any gravity becomes a challenge.  Regaining lost muscle mass is often difficult for offworlder, as is gaining weight more generally. This has resulted in most offworlders possessing a lanky build which often looks atypical when combined with their height.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
&lt;br /&gt;
Offworlders are known for residing in very closely-knit communities which place a heavy emphasis on mutual cooperation and social connections. Many offworlders struggle with adapting to non-offworlder societies due to this form of hyper-socialization and often fall into a state of depression or loneliness as a result, even when surrounded by others. Oral tradition is very important in most offworlder societies due to the importance of passing knowledge concerning space travel from generation to generation and the often lack of formal education systems in more remote offworlder communities. An emphasis is placed upon EVA training as it is where many offworlders spend the majority of their time.&lt;br /&gt;
&lt;br /&gt;
In an environment as hostile as space, the daily routes of many offworlders consist of little aside from work, exercise and rest, with any relaxation time being a communal activity. Due to the need to conserve resources in space many offworlders possess a conservationist lifestyle which places a great emphasis upon practicality over luxury.&lt;br /&gt;
&lt;br /&gt;
Though most Offworlders are similar, three varieties commonly occur across space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacers&#039;&#039;&#039; are perhaps the most ubiquitous, dwelling primarily in orbital stations or any sort of interstellar vessel. Their highly varied upbringings permit a vast selection of character backgrounds, but most Spacers can trace their origin to the Coalition of Colonies and few can be found in more populated regions of the Spur such as the Solarian Alliance or Republic of Biesel though some exceptions, such as Valkyrie in Tau Ceti, exist. The most well-known spacers are the members of the Scarab Fleet, the largest known group of offworlders in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifters&#039;&#039;&#039; are offworlders which reside on low-gravity planets or asteroids, and are often seen herding hahkma or other insectoid fauna. Many of these offworlders are commonly landowners whose ownership of their claim has been passed down through generations. These offworlders are often found within the free frontier, where the control of the [[Sol Alliance|Solarian Alliance]] faded after the Interstellar War, and often reside in decaying facilities suffering from centuries of limited contact with the broader Spur. The [[Empire of Dominia]]’s colonial campaigns occasionally displace populations of these offworlders as they conquer nearby systems, which has led to many becoming refugees in the [[Republic of Biesel]] or Non-Citizen Persons in the [[Republic of Elyra]].&lt;br /&gt;
&lt;br /&gt;
The smallest, and most unusual, major offworlder population are the so-called &#039;&#039;&#039;Star Men&#039;&#039;&#039;, who have embraced heavy augmentation in order to survive in harsh environments such as [[Burzsia]]. Many of these Star Men have their own styles of augmentation unique to their particular system, or facility, which allow them to survive even the harshest of environments. Star Men are often sought after by megacorporations such as [[Hephaestus Industries]] for employment due to their familiarity with harsh environments and reliance on augmentation, which often places them into debt with their employer.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Offworlders are seen by many as the result of comparatively primitive space travel before the advent of practical artificial gravity in the early 2200s. Artificial gravity’s widespread adaptation in the modern Coalition was delayed by the Interstellar War and its aftermath, and many modern anthropologists note this is the reason for the Coalition’s comparatively large offworlder population compared to other nations of the modern Spur. Modern offworlders are typically descended from the original inhabitants of these low-to-no-gravity vessels and are, as a result, a minority compared to baseline humans as one must dwell within low-gravity for multiple generations for true “offworlder traits” to begin appearing. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=37799</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=37799"/>
		<updated>2025-09-27T20:59:40Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DionaeMainpage.png|1000px|The cold, desolate void of space, the only home Dionae have always known.|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A race of fungoid creatures, the Dionae are a unique blend of biological and intellectual capabilities that distinguishes them from other known life within the Orion Spur, or the greater galaxy. With a physical resemblance to slugs, they have the ability to form &amp;quot;gestalts&amp;quot; which are complex, collective entities that enhance cognitive abilities and perform more intricate tasks than in their baseline forms. They may also exhibit sophisticated behaviour, showcasing a collective intelligence that evolves with the number of Dionae within a gestalt. Dionae have the ability to gain information through genetic absorption; meaning they are able to assimilate knowledge and skills from a genetic sample, allowing them to gain knowledge through biological interaction. This has allowed Dionae to rapidly adapt to the societies present within the Orion Spur. Dionae rely on radiotrophy, in which they derive energy for growth and sustenance from ionizing radiation. Dionae convert radiation into usable chemical energy, which in turn allows them to survive in otherwise inhospitable environments as long as radiation exists. &lt;br /&gt;
&lt;br /&gt;
=== Heads of Staff === &lt;br /&gt;
&lt;br /&gt;
Dionae can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
&lt;br /&gt;
* [[Chief Medical Officer]] &lt;br /&gt;
&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Access to the species&#039; unique language, Rootsong with,q prefix.&lt;br /&gt;
*Lives off of light and radiation, will take damage and eventually die if they lack either for too long&lt;br /&gt;
*Heals damage while in light or radiation.&lt;br /&gt;
*Not affected by lack of atmosphere or pressure.&lt;br /&gt;
*Inability to run.&lt;br /&gt;
*Can split a nymph from their gestalt and control it. Can also switch between the split nymph and original gestalt at will, as well as still hear what’s happening near the other.&lt;br /&gt;
*Can split completely into several nymphs through an ability or when they take too much damage, as well as reform into a gestalt with enough biomass.&lt;br /&gt;
*Can regrow limbs with enough nutrients and while exposed to light or radiation, faster with radiation.&lt;br /&gt;
*Can devour certain creatures and objects by grabbing them, aiming for the mouth, and clicking yourself.&lt;br /&gt;
*Can use the Create Structure verb to form their biological mass into a wall, floor, or glowing bulb.&lt;br /&gt;
*In an emergency can absorb the local atmosphere for nutrients.&lt;br /&gt;
*Can be stunned with a flash, causing them to fall down for a few seconds. Cannot be protected against with normal equipment due to the nature of a Dionae’s eyes.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Diona&lt;br /&gt;
|Species    = Dionae&lt;br /&gt;
|Scientific = D. primis&lt;br /&gt;
|Image   = Dionae410x320.png&lt;br /&gt;
|Language = Rootsong&lt;br /&gt;
|Factions = [[Xrim]], [[Hieroaetheria]], [[Moghes]], [[Nralakk Federation]], [[Mictlan|Primitive Sirens]], [[Vaurcae &amp;amp; Dionae|Titan Prime]] and [[Minor Dionae Factions|Others]]. &lt;br /&gt;
|Location = Everywhere&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
=== Forms ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Forms]]&lt;br /&gt;
&lt;br /&gt;
The process of merging and separation for Dionae is a rather strenuous affair, taking both a significant amount of time and energy. Nymphs are considered the smallest form, however, Nymphs are Dionae in their &#039;baseline&#039; form. Nymphs will then typically come together to form larger structures, a process which can span several hours, sometimes days for the larger forms. The majority of Dionae exist in Cyclops-forms, which is a bipedal, human-like formation. Before a formation is made, Dionae will typically gorge themselves on biomatter, and supplement themselves with radiation, as a method of ensuring that the stockpiled energy and resources needed for the demanding process are not exhausted at the end. In contrast to merging, there is separation. It is a rare, drastic measure typically reserved for situations where survival seems unlikely. It is a traumatic process, and very rarely done. Sustained, repeatedly separation may lead to the loss of knowledge, and even the loss of life in some circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Mindtypes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Mindtypes]]&lt;br /&gt;
&lt;br /&gt;
Dionae, dissimilar to other sophonts, have personalities formed from the unique interplay of the biological and cognitive characteristics exhibited in the species: mindtypes. Mindtypes are essentially the personality of the collective gestalt and often involve how the Dionae presents itself to others. Mindtypes represent the myriad of ways in which gestalts process information, form identities, and develop consciousness. The formation of a mindtype is influenced by several factors, including the method in which they merged, continued separation of Dionae, the accumulation of experiences, and the manner in which these memories or experiences are shared or retained within the gestalt. There are several different types of document mindtypes, with more still being discovered as time marches on.&lt;br /&gt;
&lt;br /&gt;
=== Physiology ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Biology]]&lt;br /&gt;
&lt;br /&gt;
The lifespan of Dionae is not determinable, with some living for minutes and others for millennia. The species is categorized into six critical stages, which do not necessarily follow a linear timeline. The stages include Gesnatio, Coeus, Medio, Geras, Vetus, and Penuma. Each stage has distinct characteristics, such as the growth of chitin, and increased pain tolerance. The stages are influenced by contextual circumstances, such as environmental factors and the formation of a Gestalt. Dionae have a unique ability to absorb genetic material from other species, allowing them to modify their genome and adapt to new environments. This process, known as genetic assimilation, can also result in the unintentional absorption of harmful genes. Additionally, Dionae can mimic the neural structures of other organisms, which can result in the transfer of memories and skills but also carries risks such as the transmission of neurological pathologies. Dionae also exhibit genetic and environmental mimicry, allowing them to adapt to their surroundings by mimicking the appearance and traits of other species. This ability is studied by various organizations across the Spur, including the Skrell and Zeng-Hu Pharmaceuticals. Overall, the complex life cycle and unique abilities of Dionae make them fascinating and potentially valuable subjects for research and study.&lt;br /&gt;
&lt;br /&gt;
=== Psychology ===&lt;br /&gt;
&lt;br /&gt;
Dionae differ incredibly compared to other species in terms of their emotions and psychology; primarily in how it affects each nymph and how it would be displayed in a gestalt. Dionae feel a myriad of diverging reactions to certain issues - which is what sets them apart from others. When a Nymph first becomes sentient, and the ability to grasp more intricate and complicated ideas becomes easier, there is a rare chance for complications to arise which are deemed ‘cognitive obstacles’ and can easily be seen as mental disorders. Cognitive obstacles parallel mental illnesses that frequently find themselves rooted within other species across the Orion Spur. These cognitive obstacles affect Dionae uniquely in the sense that each nymph can experience these differently from another. Dionae can form cognitive obstacles similar to that of Post Traumatic Stress Disorder, Anxiety, and Tourettes. It can be expected that Dionae that fall into this category of cognitive obstacles will have bursts of unintended chirps, additionally coinciding with spasms. Some have noted that they have intense bouts of paranoia and periods where they will experience an existential crisis.&lt;br /&gt;
&lt;br /&gt;
Dionae can also form cognitive obstacles similar to that of various depressive disorders. These are often seen as a mortal danger - where if an individual nymph begins to feel symptoms similar to depressive disorders, such as intense periods of feeling impending doom or simply feeling lifeless, will eventually spread these thoughts through a gestalt which will eventually perish. Nymphs that are deemed a hazard to the entire gestalt are usually cast and left to find a treatment or possibly perish if unable to find or receive one. Splitting Disorder is a temporary disorder that occurs in gestalts that have split off into smaller forms. The disorder is characterized by increased anxiety within the Dionae at being apart from each other and intense fear that harm might befall one of the split forms, getting worse the longer the gestalt is split. This fear of danger varies from gestalt to gestalt, with some split forms being “braver” than others. Splitting Disorder can temporarily be relieved by brief re-merging via physical contact. This usually appears to other species as close hugs or hand-holding followed by the happy chirping of the nymphs within the gestalt. It can be permanently cured by a full re-merging or after a long period of separation through long periods of separation can instead turn into a depressive disorder. The death or injury of a split partner tends to be extremely traumatizing for the other Dionae, with the level and manner of the trauma dependent on each nymph, with some being “braver” than others.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unlike most other species of the Spur, Dionae are grown already knowing their native language, Rootsong. Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated, these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute. Emotion and intent can be understood through the pitches and speed of the sounds, with faster, lighter pitches used for happier words, and lower, slower pitches for more negatively-inclined words. Dionae are capable of comprehending and oftentimes speaking a plethora of languages found throughout the spur, although they can have some difficulties with speaking languages that require certain facial features or body parts used in motions and gestures whilst speaking. To overcome this Dionae are capable of growing or designating a Nymph to create a mimicry of what they’re missing, such as by designating a Nymph to act as a tail to assist them in speaking certain languages or using biomass to create appendages that can act as fingers for sign language. &lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
&lt;br /&gt;
The naming conventions of Dionae are as diverse and intricate as the beings themselves, varying significantly depending on the origin of the gestalt. Unlike other sophonts within the Orion Spur, in which there exists a conventional naming system that generally is applied to all members of the species, Dionae are deeply rooted in their experiences, emotions, actions or ideals, in which their names serve as a reflection of their identity. They are highly fluid, changing as the Dionae evolves and undergoes new experiences, and can be both literal and metaphorical in nature. A Dionae&#039;s name might stem from daily routines, significant memories of interactions with others, particular fascinations or emotions, unique locations where important events occurred, or even distinctive physical features. The broad range of inspirations indicates there exists no limit to the length or complexity of a Dionae&#039;s name, through for practical reasons, they are typically shortened to make them more manageable in written form.&lt;br /&gt;
&lt;br /&gt;
=== Voidic Dionae ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Voidic_Proto-Culture|Voidic Proto-Culture]]&lt;br /&gt;
&lt;br /&gt;
Voidic Proto-Culture refers to the oral traditions, behaviours, and beliefs held by feral or wild Dionae gestalts that exist within the vast expanse of open space. These gestalts, often removed from the influence of more structured and technologically advanced societies, develop a unique cultural framework shaped by the harsh and isolating conditions of their environment. Despite the vast distances and isolation inherent in space, the Voidic Proto-Culture is remarkably widespread and uniform among Dionae, indicating a deep-seated set of survival strategies and shared understandings. Among the Dionae, this proto-culture is known simply as the Voidic.&lt;br /&gt;
&lt;br /&gt;
=== Terrestial Dionae ===&lt;br /&gt;
&lt;br /&gt;
Unlike their voidic counterparts, terrestrial Dionae do not have a uniform culture. It is heavily dependant on the origin of the gestalt, this variation stems from the wide range of environments, societies and experiences encountered by the Dionae living on different planets or within other terrestrial settings such as the Pests of Titan Prime. As a result, the cultural practices, beliefs, and behaviours of such Dionae are as varied as the worlds they inhabit. There is a complex integration of ecological, social, and historical influences that give rise to these unique cultures across the planets of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
=== The Eternal ===&lt;br /&gt;
[[File:Eternal.png|thumb|alt=Eternal Icons.|From left to right: Symbol of the Iron Eternal, symbol of the Orthodox Eternal, symbol of the Omnivirate, symbol of the Ichor Eternal.]]&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[The Eternal]]&lt;br /&gt;
&lt;br /&gt;
The Eternal has spread far and wide across the Orion Spur. It is largely considered the most influential organisation within Dionae society, having branched into three different Schools of Thought that each has its own interpretation of the Eternal; ranging from ingesting blood to augmenting oneself with biotechnology to transcend into a reality with the Eternal in accordance with their faith. Orthodox Eternal is the most followed branch of the religion, followed by the Iron Eternal, and lastly the Ichor Eternal. Operating as an interstellar theocracy, headed by the Omnivirate, they call for all Dionae to follow the Eternal, and pledge themselves to it.  The future of the faith is uncertain as it continues to develop and evolve from its circumstances in the Orion Spur. &#039;&#039;&#039;The majority of Dionae are well acquainted with the Eternal, with it being a facet of life in most factions. It is advised for players to familiarize themselves with it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae History]]&lt;br /&gt;
&lt;br /&gt;
Dionae have a varied history, with three defined instances of first contact with the [[Skrell]]. Humans and the [[Unathi]]. Though these first contact situations each differ, they all led to the fundamental discovery of the species in a new capacity; the [[Skrell]] sought to use the species as a stop-gap measure as they built a new society without the incorporation of artificial intelligence, in the wake of the reign of Glorsh-Omega and the Genophage. They were integrated and subsequently became an integral component of the Nralakk Federation in the decades following their discovery. However, their ability to act as a replacement for the lost workforce of the Federation was merely one element of their abilities. &lt;br /&gt;
&lt;br /&gt;
The discovery of the [[Rueltab|Rueltab Titan]] brought forward an era of concern regarding the presence of Dionae. A joint Human-Skrell expedition into [[Rueltab]] turned into a gruesome conflict following the destruction of the SAMV Ophion as a result of the largest conglomerate of Dionae to ever, and likely have ever existed in the Orion Spur, launched an attack on the expedition. This attack ultimately changed the view of Dionae for many within the Orion Spur, and after the attack surviving gestalts were forced into servitude to repay the [[Solarian Alliance]] reparations for their actions. The ensuing years saw Dionae proliferate across the Orion Spur as they found themselves assisting the [[Solarian Alliance]] in bolstering their colonisation forces in some instances. Following the discharge of their debt, many found themselves within the [[Republic of Biesel]], building themselves a life from the scattered remnants of the Rueltab Titan.&lt;br /&gt;
&lt;br /&gt;
The caution concerning Dionae only began to wane upon the discovery of their biological abilities to essentially terraform upon the unearthing of the species on [[Moghes]]. Though it is unknown how they came to arrive to the irradiated wastelands, their beneficial presence largely discounted any such further enquiry. In a matter of months, areas highly populated with Dionae and previously thought to be uninhabitable as a result of the overwhelming presence of radiation began to transform into many oases in the growing wasteland. Soon thereafter, Dionae found themselves embedded within some of the Unathi Clans, but also captured and forced into servitude similar to the survivors of the [[Rueltab|Rueltab Titan]].&lt;br /&gt;
&lt;br /&gt;
In recent times, Dionae have established themselves as a species within the Orion Spur that wishes to have presence on the interstellar stage. [[The Commonwealth of Hieroaetheria]] is one such example, as well as the [[Covenant of Xrim]]. Both are among the only known instances of communities having been created, and sustained, by Dionae. Though, the former more prominent than the latter, considering the vassalage of the Covenant of Xrim with the Nralakk Federation. Only time will tell whether they truly integrate within the greater Spur, besides merely being a population encompassed by the other factions present within the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
== Major Factions == &lt;br /&gt;
&lt;br /&gt;
=== Primitive Sirens of Mictlan ===&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mictlan&lt;br /&gt;
|System = Sankta Tereza&lt;br /&gt;
|Image = Mictlan flag new.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Arequipa&lt;br /&gt;
|Species = Human, [[Skrell]], [[Unathi]], [[Diona]], [[IPC]]&lt;br /&gt;
|Languages = Tau Ceti Basic, Tradeband, Sol Common&lt;br /&gt;
|Demonyms = Mictlani&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Mictlan]]&lt;br /&gt;
&lt;br /&gt;
Rooted within the emigrants from [[Rueltab]], following the completion of their debt as a result of the Rueltab Incident, Dionae have nestled themselves within their own city of “Fallowed Meadows” in the Mictlani Sertão. However, different from other Dionae settlements across the Orion Spur, the Primitive Sirens follow an ideology of technophobic primacy, where they deny themselves the pleasures and convenience of advanced technology to ensure the preservation of the true tenets of a Dionae – connection to nature, and to themselves. Though their foundations remain the same, the Primitive Sirens have evolved their approach to their understanding, and assimilated themselves within Mictlani society, to a degree, of course. Following the cornerstone of gaining experience, the Primitive Sirens regularly leave the Fallowed Meadows and work in the surrounding Mictlani cities, most of the time forming the basis of the cities’ common labourers – construction workers, operations employees and even farmhands.&lt;br /&gt;
&lt;br /&gt;
=== Commonwealth of Hieroaetheria ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Hieroaetheria]]&lt;br /&gt;
&lt;br /&gt;
Standing as a beacon of interstellar cooperation and unity amidst the vast expanse of the Spur and its political system, the Commonwealth of Hieroaetheria represents a collaborative effort to foster mutual prosperity and security for the Dionae of the planet; at its core lies a commitment to diplomatic dialogue, economic integration and collective defence, aimed at ensuring stability and progress for all member entities. Hieroaetheria is unique in that it is amongst one of the few planets within the Spur dominated primarily by Dionae, but with varying views on their existence. There currently exists three factions within the Commonwealth of Hieroaetheria; [[The Consortium]], who strives to realize the principles of freedom, equality and fairness; The [[Eternal Republic of the Ekane]], who are religious fanatics that do not take kindly to non-Dionae or heresy; The [[Union of Gla&#039;orr]], a nationalistic entity that seeks to prove the supremacy of Dionae, and the inferiority of non-Dionae.&lt;br /&gt;
&lt;br /&gt;
=== Mourning Survivors of Rueltab ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Rueltab]]&lt;br /&gt;
&lt;br /&gt;
The resting place of the largest formation of Dionae, the Last Vociferation of The Superlative Consensus, a Titan-class the size of Mars. Initial contact between Humanity and the Rueltab Titan resulted in the breaking out of a conflict that led to the destruction of the latter, forced to reside on Rueltab I and perform menial work to &#039;pay reparations&#039; for the damage that it had inflicted during First Contact. Rueltab I is a glorified landfill for the discarded refuse of the Solarian Alliance, the Dionae put to work scavenging anything salvageable in hopes of being relocated to more prosperous colonies within the Alliance. Many eventually were distributed across the Solarian Alliance as indentured workers, some establishing their own communities such as the Primitive Sirens of Mictlan, or the Hierophants of the Eternal Gardens. Those who remained on Rueltab, even following the collapse of the [[Solarian Alliance]], continue attempting to pay off their reparations, likely as a result of a unified guilt present in all those originating from Rueltab.&lt;br /&gt;
&lt;br /&gt;
=== Hierophants of the Eternal Gardens ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Eternal Gardens]]&lt;br /&gt;
&lt;br /&gt;
Having settled in District 11 following the discharge of their debt to the [[Solarian Alliance]], the Hierophants of the [[Eternal Gardens]] are mostly Dionae that have elected to pursue a life in accordance with one of the three branches of [[the Eternal]]. Within the centre of Eternal Gardens exists the Eternal Temple, amongst the largest religious monuments to the faith within the entirety of the Orion Spur. The way of life within District 11 is significantly influenced by the presence of the Eternal Temple, who often seek to run humanitarian campaigns to both improve the perspective of the species, but also uplift those in close proximity to the Temple. Though not considered a &#039;faction&#039; in the same way as others are, it arguably has the most influence over Dionae. The Omnivirate, the head of the theocratic order of the Eternal, deliberates on decisions that may ultimately change the direction of Dionae, seeking to insert themselves in most affairs that concern the species.&lt;br /&gt;
&lt;br /&gt;
=== Pests of Titan Prime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Vaurcae_%26_Dionae|Pests of Titan Prime]]&lt;br /&gt;
&lt;br /&gt;
Having survived in the shadows within the Vaurcae Hiveship of Titan Prime for over half a millennia, the Pests of Titan Prime are believed to have originated from a Voidic Cetus travelling amongst the stars before colliding with the Hiveship – with stories told from the survivors of the original encounter recalling flight across clouds of hydrogen, refuelling themselves to continue their own journey before being vacuumed into the hydrogen harvesters of Titan Prime. Trapping them for the next five hundred years. They were subjected to repeated onslaughts by the Vaurcae of Titan Prime, having been forced to continuously split and reform to ensure their survival. There is a deep-rooted fear of the Vaurcae for the majority of the Pests of Titan Prime, with the arrival of Titan Prime to Tau Ceti mostly allowing them to flee and begin their lives anew elsewhere. However, there still exists a minority that have chosen to forgive the Vaurcae, and assist them in integrating themselves within the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
=== Servants of the Covenant ===&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Covenant of Xrim&lt;br /&gt;
|System = Xrim&lt;br /&gt;
|Image = Covenant of Xrim Flag.png&lt;br /&gt;
|Sector = [[Notable_Skrell_Systems_and_Locations#Xrim|The Estuaries]]&lt;br /&gt;
|Capital = Sanctus &lt;br /&gt;
|Species = Dionae &lt;br /&gt;
|Languages = Nral&#039;Malic and Rootsong. &lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Covenant of Xrim]]&lt;br /&gt;
&lt;br /&gt;
Within the deep frontier of the Nralakk Federation, the Covenant of Xrim exists in a precarious situation. Attempting to juggle their own internal strife, alongside ensuring amicable relations with its suzerain, Xrim&#039;s initial purpose significantly changed following the introduction of Dionae. With a history of religious conflict and a deep reverence to a now-departed artificial intelligence, Xrim has slowly begun to adapt to its new circumstances, at least in some regions of the planet, with others calling for an end to the Federation&#039;s control and subsequent return to their original roots. However, others call for a more systematic suppression of those calling for independence, seeking to align themselves closer to the Nralakk Federation so as to protect their positions of authority in its governance. &lt;br /&gt;
&lt;br /&gt;
=== Indentured Wanderers of Moghes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Moghresian_Dionae|Dionae in the Hegemony]]&lt;br /&gt;
&lt;br /&gt;
Concentrated primarily within the growing nuclear wastelands of Moghes, Dionae have become a unique demographic within the sphere of influence of the Izweski Hegemony. Having first established contact in the early 2450s CE, they have sought coexistence with the Unathi, primarily Wastelanders, in which they have been used to assist in surviving the wastelands thanks to their abilities to essentially clear radiation. Though they have become integrated within some Unathi Clans, mostly the Oasis Clans, they have also become an indentured workforce not dissimilar to those in [[Rueltab]]. It is not uncommon to see Dionae being traded as objects within the Wastelands, or being used for nefarious acts.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of the Narrows ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[The Narrows]]&lt;br /&gt;
&lt;br /&gt;
The Narrows was a penal ship, an initial footstep for Hephaestus Industries into punitive labour. However, a cataclysmic uprising resulted in the destruction of the Narrows, with almost no survivors. The only survivors were Dionae who had been sentenced aboard the penal ship. Through repairing and expanding, Dionae would seek to claim the Narrows as their own, reclaiming the expanse of the stars as they drifted throughout it. It now serves as one of the largest &#039;independent&#039; mining corporations within the [[Coalition of Colonies]], having significantly multiplied the vessel&#039;s previous mining abilities. Though loyalty to the Narrows is uncontested, there exists subsets that do not believe that the Narrows should associate with Hephaestus Industries, but instead to forge their own path. Dionae from the Narrows that find themselves on the SCCV Horizon are typically contracted by Hephaestus Industries unless one has sought fit to desert their origin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=37798</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=37798"/>
		<updated>2025-09-27T20:59:22Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
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=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
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Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
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Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
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For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
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Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
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The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
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The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
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The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have been recognized as warriors and succession is patriarchal. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
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Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
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Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Hegemony still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Hegemony used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
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The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
&lt;br /&gt;
=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Hegemony but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Hegemon and his family, which means that it wouldn&#039;t try to launch a coup or replace the Hegemon without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=37797</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=37797"/>
		<updated>2025-09-27T20:59:09Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&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;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
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===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
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Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
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==History==&lt;br /&gt;
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===Nobility and the Ancient Past===&lt;br /&gt;
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For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
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The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
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The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
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What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
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===Tensions Rise=== &lt;br /&gt;
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Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
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Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
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Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
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Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
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Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
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Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
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===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
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[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
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Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
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However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
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The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
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While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
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Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
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With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
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The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
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Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
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The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge. &lt;br /&gt;
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More information: [[Tajaran History]]&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Na&#039;ted&#039;Akhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
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The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families, an assumption which has been slow to dissipate.&lt;br /&gt;
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The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
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The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
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The Purpose aspect is the utilitarian part of a Tajara’s name. It reflects one’s status or job in life, starting out as student or child, and changing as one begins to work, learn a trade, or become educated. Nobility carry their title, such as prince, duke, or baron. With regional dialects and multiple titles for the same job, the Purpose aspect can vary drastically. Following the introduction of Tajara to the wider spur, a common trend is for Tajara to select a single Purpose aspect and keep it even as their jobs change.&lt;br /&gt;
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While a Tajara&#039;s name contains all 3 aspects, the usage of all 3 is not required. A Tajara may choose to use only two, whether it is for ease of communication in human environments, or for ease of use in public addresses. This is especially common among public figures who find their names in media often or those working outside of Adhomai. The typical method is to use the Purpose aspect as a formal title before omitting it from future uses of the name. All Tajara working on the Horizon may use &#039;&#039;&#039;only 2 aspects&#039;&#039;&#039;.&lt;br /&gt;
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The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
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To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
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*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
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The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
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=== Xeno-Influenced Names ===&lt;br /&gt;
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Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
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===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajara have a strong biological inclination to roll the &amp;quot;R&amp;quot; sound, extending it. Because of cultural reasons and the grammatical structure of their languages, they also tend to refer to themselves in the third person perspective instead of the traditional first-person (&amp;quot;He has completed his work&amp;quot; instead of &amp;quot;I have completed my work&amp;quot;) though Tajara who have spent a large amount of their lives in space or among other species can overcome this trait with great difficulty. Traditional-minded Tajara usually choose to continue using the third person in basic. Most Tajara only speak to someone in the first person if it is someone they trust substantially. The second person perspective is used in many regional dialects and does not imply any intimacy, however many Tajara prefer the third person even in these cases as a preference.&lt;br /&gt;
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===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Bearing one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
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The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
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Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
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Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
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===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
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- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
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There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
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Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
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====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
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In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
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[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
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Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
&lt;br /&gt;
Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
&lt;br /&gt;
Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
&lt;br /&gt;
The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
&lt;br /&gt;
====Notable Sports====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
&lt;br /&gt;
====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
&lt;br /&gt;
Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
&lt;br /&gt;
Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
&lt;br /&gt;
In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
&lt;br /&gt;
Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
&lt;br /&gt;
Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
&lt;br /&gt;
After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
&lt;br /&gt;
Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
&lt;br /&gt;
Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=37796</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=37796"/>
		<updated>2025-09-27T20:58:56Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: fixes binomial capitalization&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell can work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into Conglomerate internal affairs. Several megacorporations have special relationships with the species and the [[Nralakk Federation]]; [[Zeng-Hu Pharmaceuticals]] in particular has a large presence in Federation space, while [[Nralakk_Federation#State-Owned_Enterprises|others]] have begun to work in partnership with the Federation&#039;s state-owned corporations.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
&lt;br /&gt;
*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
&lt;br /&gt;
*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
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*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
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*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
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===Axiori Mechanics===&lt;br /&gt;
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*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
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*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
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*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
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*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
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*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
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==Skrell History==&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell have a vast, storied history as a result of the species developing over several millennia. Unfortunately, this means that most of it has been lost to the ravages of time. With that said, however, the species has been able to piece together over the centuries at least a basic understanding of their past, going as far back as their early pre-history. Much of the information once gathered has had to be rediscovered post-Glorsh, due to the locking of the Tzqul Archive which held the vast majority of original records and research. This has culminated in a historical record that while broadly known, is missing details and evidence that has the scientific community fractured and constantly debating to this day.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.&lt;br /&gt;
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They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species&#039; emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
&lt;br /&gt;
Skrell also have tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. &lt;br /&gt;
&lt;br /&gt;
Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Genders and Sexes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
&lt;br /&gt;
While Skrell never developed the concept of genders in their society, upon first contact with humanity they adopted the idea solely for fitting in with human cultures. If the Skrell choose to adopt a gender identity, they will usually adopt the gender of humans who their personality is similar too. Skrell almost never consider this adopted identity to be of any considerable importance. However, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.&lt;br /&gt;
&lt;br /&gt;
=== Aging, Maturity and Fertility ===&lt;br /&gt;
&lt;br /&gt;
Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X&#039;Lu&#039;oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Social Interactions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Culture|Skrell Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]&lt;br /&gt;
&lt;br /&gt;
In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCI hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.&lt;br /&gt;
&lt;br /&gt;
In a similar vein, when skrell are out in public without wearing their uniforms it&#039;s entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.&lt;br /&gt;
&lt;br /&gt;
Telepathic communication is a common way to have a private conversation in public. As long as the two Skrell in question are not obviously excluding someone suddenly, it is not considered unusual to carry out full conversations in telepathic communion. &lt;br /&gt;
&lt;br /&gt;
Other uses of active psionics in non-work settings is often frowned upon as “unseemly”. For example, planting emotional suggestions in another skrell’s head without consent is the same as a human using “fighting words” and can result in an emotional barrage being exchanged between the two skrell, the victor being the Skrell that maintains the most control over themselves. &lt;br /&gt;
&lt;br /&gt;
Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion. As a result of this, the only species outside of Skrell who can speak Nral&#039;malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]] who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The &#039;&#039;&#039;First Nralakk Federation&#039;&#039;&#039; began to enforce the widespread adaptation of the language shortly after its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.&lt;br /&gt;
&lt;br /&gt;
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they&#039;re saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion. &lt;br /&gt;
&lt;br /&gt;
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Typical Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - a young or juvenile individual. Can also be used as an insult similar to calling someone &amp;quot;child-like&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.  &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - an accomplished, elderly individual.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - discreet term for someone who partakes in Xu’Xi gas. Originates from the &amp;quot;waddle&amp;quot; many Xu&#039;Xi Gas users have while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - someone involved in the importing or dealing of Xu’Xi Gas.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by Skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults, Slurs, and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by Skrell in general.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sims&#039;&#039;&#039; - abbreviated version of simians, a slur for humans. &lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - abbreviated version of sympathizers of Glorsh, from &amp;quot;collaborator&amp;quot;. It is considered a slur. &lt;br /&gt;
* &#039;&#039;&#039;Skinjob&#039;&#039;&#039; - a derogatory slur for synthetic shells.&lt;br /&gt;
* &#039;&#039;&#039;Canner&#039;&#039;&#039; - a derogatory slur for synthetics.&lt;br /&gt;
* &#039;&#039;&#039;Inclems&#039;&#039;&#039; - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara. &lt;br /&gt;
* &#039;&#039;&#039;Ratsnatcher&#039;&#039;&#039; - another derogatory slur for Tajara that originated in the Starlight Zone.&lt;br /&gt;
* &#039;&#039;&#039;Wasters&#039;&#039;&#039; - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.  &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - a common container used in the transporting of Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - a mocking word for law enforcement within the Federation or abroad.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem&#039;&#039;&#039; - inhaler from which Xu’Xi gas is ingested from.&lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. Comes from &amp;quot;Insanity of the Tides&amp;quot;, a neurological disorder found in Skrell.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - as in chapped skin. General insult to someone&#039;s appearance. Can also be used to refer to non-Skrell in general.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve lost&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - a dismissive form of saying an individual is lazy.&lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - shorthand for &amp;quot;all good&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - a word used to describe withdrawal symptoms of Xu&#039;Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, &amp;quot;Mudlover&amp;quot; refers to someone who is constantly on and off drugs.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - a scornful way of saying an individual is too traditional, and not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - a scornful way of saying an individual is far too progressive, radical even.&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - to be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - a euphemism for an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel Rained&#039;&#039;&#039; - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It&#039;s similar to the phrase &amp;quot;being stonewalled&amp;quot; as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega&#039;s rule.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - a general exclamation, usually out of shock or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  a general exclamation, usually out of anger. Can also be used in surprise, similar to &amp;quot;well I&#039;ll be damned&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying farewell.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - a concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a Skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also a more expressive, non-verbal form of language that is known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species&#039; early days, when predators and other fatal situations were more commonplace.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&lt;br /&gt;
Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the brain. This section of the brain was presumed to be responsible for some form of communication by human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovinae, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
&lt;br /&gt;
Beyond this research, humanity could find no greater purpose for the Zona Bovinae. Outside of the discovery humans universally possessed a Zona Bovinae, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during humanity’s pre-agricultural epoch.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae continued to be a novel discovery until first contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in &#039;&#039;&#039;2332&#039;&#039;&#039;. During the exchange of information that occurred upon first contact, human scientists noticed Skrell had extremely well-developed Zona Bovinae; when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
&lt;br /&gt;
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovinae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
&lt;br /&gt;
All organic life originating from the Spur possesses a Zona Bovinae, and subsequently, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
Everyone possessing a Zona Bovinae has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
&lt;br /&gt;
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovinae without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
&lt;br /&gt;
=== [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
When Skrell enter a deep sleep, their Zona Bovinae will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminium (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
&lt;br /&gt;
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminium plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
&lt;br /&gt;
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
&lt;br /&gt;
* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as &amp;quot;You hear/see ___ in your mind&amp;quot;. While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.&lt;br /&gt;
&lt;br /&gt;
=== Circadian Rhythm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Biology#Psionic_Disorders|Psionic Disorders]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
&lt;br /&gt;
== Skrell Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
&lt;br /&gt;
Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
&lt;br /&gt;
A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Skrell Unity and Position on Violence===&lt;br /&gt;
&lt;br /&gt;
The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.&lt;br /&gt;
&lt;br /&gt;
During the [[Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega&#039;s most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.&lt;br /&gt;
&lt;br /&gt;
While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. &amp;quot;Demonstrations of unity&amp;quot; are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight. &lt;br /&gt;
&lt;br /&gt;
When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur&#039;ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with aliens, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm. &lt;br /&gt;
&lt;br /&gt;
On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, &amp;quot;Toad&amp;quot;, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.&lt;br /&gt;
&lt;br /&gt;
One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies  linking this phenomenon to the skrell’s pronounced Zona Bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a &amp;quot;fuzzy&amp;quot; feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell&#039;s limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying &amp;quot;Imagine a skeleton using its ribcage as a xylophone&amp;quot; and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell&#039;s fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.&lt;br /&gt;
&lt;br /&gt;
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039; or &#039;&#039;&#039;euphoria&#039;&#039;&#039; amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
==Politics and Factions==&lt;br /&gt;
&lt;br /&gt;
===The Nralakk Federation===&lt;br /&gt;
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]&lt;br /&gt;
The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; is the major Skrell political entity within the Orion Spur. The Federation&#039;s history can be traced back to its [[Skrell_Early_History#Unity_of_Skrell|first founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, created in response to a rising independence movement within the Federation&#039;s colonies. The Federation was briefly dismantled following the rise of Glorsh-Omega, and was reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species post-Glorsh.&lt;br /&gt;
&lt;br /&gt;
While on the surface the Federation is a meritocratic state, its society is heavily stratified based on a &#039;&#039;&#039;Social Compatability Index&#039;&#039;&#039;. This system scores individuals based on how closely they follow the ideals of the Federation, with low-scoring individuals being stripped of their rights while high-scoring individuals are treated as celebrities. This inequality in Skrell society has contributed to a rise in criminal and non-conformist movements that work against the Federation and its status quo.&lt;br /&gt;
&lt;br /&gt;
===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===&lt;br /&gt;
&lt;br /&gt;
The Lyukal is a decentralised resistance movement that aims to dismantle the hegemony that the Nralakk Federation has over the Skrell. Named after the resistance movement that acted against Glorsh-Omega centuries ago, the Lyukal&#039;s cells work independently to achieve their objectives, ranging from non-violent demonstrations of the Federation&#039;s shortcomings to terrorism and attacks against military installations.&lt;br /&gt;
&lt;br /&gt;
===Marauders===&lt;br /&gt;
&lt;br /&gt;
Marauders is a catch-all term for pirates, smugglers, and other [[Federation_Crime_and_Resistance#Marauders|criminals]] that are active in the Traverse. Each group is different from one another, from robber barons who steal resources to sell for extortionate profit, to altruistic smugglers who help colonies in the Traverse. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of Marauders who work together for mutual benefit.&lt;br /&gt;
&lt;br /&gt;
===Interspecies Relations===&lt;br /&gt;
&lt;br /&gt;
Skrell as a whole see themselves as &amp;quot;better&amp;quot; than the other species of the Spur. Their comparably advanced civilisation and grasp of the sciences, as well as their way of life are seen by many Skrell to be superior. This has culminated in an attitude where Skrell see themselves as a guiding hand for the younger races of the Spur, where the Skrell have a duty to protect them from themselves in their development. This can manifest in many different ways on an individual level, but can be seen best in the Nralakk Federation&#039;s relations with other polities; the Federation by and large keeps its technological advances to itself, only sharing technology with no potential for misuse or sharing technology with those it believes to be responsible enough to utilise it. Politically, the Federation has historically stayed out of Spur-wide affairs and has only recently become more actively involved in international politics.&lt;br /&gt;
&lt;br /&gt;
On an individual level, the Skrell experience a better-than-average tolerance when abroad, with a few exceptions. Humanity as a whole tolerates the Skrell, with the [[Solarian Alliance]] in particular being close with them due to their relationship with the Nralakk Federation. General xenophobia still exists, however, but Skrell are tolerated more than other aliens within Solarian space. This tolerance differs depending on region, with Skrell being more tolerated on planets where they have a large presence such as [[Europa]], or within the richer areas of Solarian space. The Nralakk Federation&#039;s relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Skrell, such as those hailing from the [[Coalition of Colonies]]. Other species, such as [[Unathi]], have a more complicated relationship with the Skrell. Some Unathi share animosity towards the species due to the part the Federation played in the [[Contact War]]. This said, many on [[Ouerea]] have embraced the Skrell in their shared fight for democracy on the planet.&lt;br /&gt;
&lt;br /&gt;
For the most part, many Skrell enjoy the presence of Vaurca, specifically those from the C&#039;thur hive. Their contributions to the Federation have quickly secured their place as respected members of Skrell society. This said, there is still distrust in some cases, such as the C&#039;thur&#039;s use of Viax and Cephalons being seen as too close to the use of artificial intelligence. Their loyalty to the Federation is also in question, making many Skrell distrustful of giving the C&#039;thur strategic positions within Skrell society, such as in politics or the military. Please see the [[C&#039;thur in the Federation]] page for more details on how Vaurca are viewed and treated by the Skrell.&lt;br /&gt;
&lt;br /&gt;
The Dionae were the first species encountered by the Skrell, and their assistance in rebuilding the Federation post-Glorsh has strengthened the bond between the two species. On a societal and individual level the Diona are respected, and their integration into most levels of Federation society and the rights they enjoy compared to elsewhere in the Spur is proof of this. Please see the [[Diona in the Federation]] page for more details on how Diona are viewed and treated by the Skrell. &lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
==Playing Skrell==&lt;br /&gt;
&lt;br /&gt;
===Rulings===&lt;br /&gt;
Jobhopping is not allowed. While Skrell are long-lived, you still need to adhere to sever rules on jobhopping. There are no special exceptions for Skrell.&lt;br /&gt;
&lt;br /&gt;
Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but &#039;&#039;&#039;please be aware that these backstories can result in your character being caught and made unplayable.&#039;&#039;&#039; Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly.&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] considers all Skrell to be de jure citizens of the Federation, regardless of origin. In reality, this is not the case. Legally speaking those born outside of the Federation do not technically have citizenship, and must apply before they can receive the benefits and be susceptible to Federation laws. Some nations have official policies and agreements with the Federation that allow Federation citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but &#039;&#039;&#039;as a rule&#039;&#039;&#039;, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.&lt;br /&gt;
&lt;br /&gt;
===Thoughts and Behaviours===&lt;br /&gt;
&lt;br /&gt;
While the species is communal and conformist, this does not mean that every Skrell has the exact same beliefs. While Skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the wider thoughts of the species and Receivers are more susceptible, there can still be difference in thought regardless of this split. The species consensus reached through the Nlom can only influence a Skrell&#039;s thoughts so much; the species as a whole may agree Artificial Intelligence is dangerous, but more specific ideas differ on an individual level. For example, the debate on Cephalons and Viax being used by the C&#039;thur is contested, with many saying that it is very close to Artificial Intelligence. This idea is not shared by every Skrell, with the Federation even exploring the use of Cephalons as a replacement for AI for strategic purposes. The group thought that influences all Skrell can also be impeded by personal experience, such is the case with many Skrell in the Traverse. While a majority of Skrell believe in the Federation and how it operates, the reality faced by Skrell on the frontiers of Federation space has resulted in the region being a hotbed for anti-Federation thoughts and activity. &lt;br /&gt;
&lt;br /&gt;
When playing Skrell, it is important to think about what factors would influence your character&#039;s thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], has been exposed to Federation propaganda all their life, and did not personally experience oppression at the hands of the Federation, they would be more inclined to agree with the group consensus reached through the Nlom regardless of their Listener or Receiver status. When faced with evidence that the Federation&#039;s actions are wrong, however, Listeners may be quicker to change their attitude than Receivers because Listeners are less influenced by the Nlom.&lt;br /&gt;
&lt;br /&gt;
Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest however you wish, and players are not expected to be constantly thinking ahead. Generally speaking, Skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Additionally, Skrell do not show emotion in the same way that other species do. Emotions are displayed through physical mannerisms and vocalisations, and are not usually apparent in their speech. These mannerisms can differ, and a Skrell born abroad in human space may take on more human approaches to displaying or vocalising their emotions. When roleplaying out your character&#039;s emotions, it should be done in subtle ways that would make it difficult in-character for non-Skrell to discern immediately.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=37713</id>
		<title>Supermatter Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=37713"/>
		<updated>2025-09-18T17:34:41Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: points phoron see also at new phoron page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=HELP IM THE ONLY ENGINEER=&lt;br /&gt;
[[File:Engineroomhorizon.png|thumb|The engine room on the Horizon. Middle click to open the picture in a new tab.]]{{toc_right}}So you&#039;re new and no one else has joined engineering and you have no idea how to setup the engine? Well first things first: &#039;&#039;&#039;don&#039;t panic!&#039;&#039;&#039; You could try waiting for an engineer to join and teach you... unless you&#039;ve joined during deadpop hours, in which case, the following steps (color-coded for your convenience) will get the engine rolling quickly with minimal explanation. You should probably read the rest of this guide to understand how it works in greater detail once you&#039;re done:&lt;br /&gt;
*&#039;&#039;&#039;If everything is out of power, [[#Maintenance and Repairs|skip to here]].&#039;&#039;&#039;&lt;br /&gt;
#Before you start, go inside the room labelled Supermatter Reactor SMES. There should be a power storage unit inside the room; click on it and MAX the input and output on the power storage popup.&lt;br /&gt;
#Open a radiation PPE locker (found inside the airlock to the engine room) and retrieve a radiation suit, radiation hood, and safety goggles. The safety goggles are very important, as they will protect you from hallucinations from looking at the Supermatter Core.&lt;br /&gt;
#Retrieve four [[File:Hydrogen_canister.png]]hydrogen canisters from hard storage (the room with a big garage door perpendicular to the locker room) and move them to the engine room.&lt;br /&gt;
#Wrench all four of the canisters into the &amp;lt;span style=&amp;quot;color:#e61b1b&amp;quot;&amp;gt;&#039;&#039;&#039;connectors&#039;&#039;&#039;&amp;lt;/span&amp;gt; near the door. There should be two canisters connected to the green pipes, and two canisters connected to the blue pipes. Turn on all four pumps; they should be MAXed by default, but in case they aren&#039;t, MAX them out.&lt;br /&gt;
#Directly to the left of the four connectors is a &amp;lt;span style=&amp;quot;color:#550c9e&amp;quot;&amp;gt;&#039;&#039;&#039;pump&#039;&#039;&#039;&amp;lt;/span&amp;gt; that is labelled Cooling Array to Generators. Turn it on and make sure it&#039;s MAXed out.&lt;br /&gt;
#*You do not have to open the canister valve on the canister UI. Don&#039;t worry about that.&lt;br /&gt;
#You should see the canisters beginning to empty. The indicator lights should begin to turn yellow, then red. All four TEG turbines are probably also spinning. You don&#039;t need to wait for them to be empty for the Supermatter to start properly, but there should be some gas in the pipes first.&lt;br /&gt;
#Move over to &amp;lt;span style=&amp;quot;color:#ff00ff&amp;quot;&amp;gt;&#039;&#039;&#039;the emitter&#039;&#039;&#039;&amp;lt;/span&amp;gt;, the giant laser facing the crystal, and click on it to turn it on. Do not stand in front of the emitter. Keep track of how many times it has fired; you can shift-click to examine the emitter to see how many shots it has fired.&lt;br /&gt;
#After at least thirty-five (35) shots, turn &amp;lt;span style=&amp;quot;color:#ff00ff&amp;quot;&amp;gt;&#039;&#039;&#039;the emitter&#039;&#039;&#039;&amp;lt;/span&amp;gt; back off by clicking on it. This set-up, with no other upgrades performed, can have up to fifty (50) shots in the core at a time.&lt;br /&gt;
#Close the &amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;SM core blast doors&#039;&#039;&#039;&amp;lt;/span&amp;gt; so that radiation doesn&#039;t spread to the rest of the engineering hallway.&lt;br /&gt;
Congratulations, you have successfully set up the engine, and everyone can enjoy their round on a powered ship! You&#039;re a hero! Unless you set something up wrong and now everything is either still out of power &#039;&#039;or&#039;&#039; in the process of exploding. For the former&#039;s case, refer to the [[#Maintenance and Repairs|quick diagnostic list]]. In the latter&#039;s case, head to [[#Emergency!|this section]].&lt;br /&gt;
&lt;br /&gt;
=The Actual Guide=&lt;br /&gt;
Now, assuming you aren&#039;t new and actually know a bit of what you&#039;re doing, then this guide will attempt to accurately describe the intricacies and in-depth mechanics of most of the systems related to the SM engine, from the SM itself to the SMES units connected to it at the end of the line. An informed mind is one that can potentially save the ship from disaster!&lt;br /&gt;
&lt;br /&gt;
==How It Works==&lt;br /&gt;
On the surface level, the default engine setup is very simple: SM is energized, SM heats up gas, gas goes to TEGs, TEGs exchange heat and produce power, power goes to the SMES, etc. The sections below will cover what makes each individual part tick.&lt;br /&gt;
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===[[File:Supermatter.png]]The Supermatter===&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Phoron]]&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Supermatter (often known as the SM) is a large crystal of tightly compacted Phoron with special properties. This particular crystal differs from typically large quantities of Phoron in that it is a semi-transparent yellow instead of an opaque purple, and it even glows. Another contrast is that the Supermatter is incredibly unstable, and is capable of vaporizing solid and liquid - and sometimes gaseous - matter in an instant (this includes you). It can even consume photonic energy in the form of lasers. This process usually results in the Supermatter becoming &amp;quot;energized&amp;quot;, a state at which it will begin to slowly shed Phoron and oxygen particles (roughly at a ratio of ten moles of Phoron to one mole of oxygen, depending on the temperature of the environment), as well as radiate Gamma rays and produce incredible amounts of heat. It is also in this energized state that its visual appearance will distort in the minds of the beholder, assuming they are biologic (excepting Dionae), and will inexplicably stimulate the visual cortex of the brain to hallucinatory extremes. A footnote in its energized state is when high concentrations of oxygen are introduced, forcing the crystal to radiate a red glow instead of its usual yellow. Intermittently, the crystal will also cease glowing all together. This interaction between the SM and oxygen is poorly understood, but what is known is that the crystal will passively energize in its presence at a rate dependent on how much oxygen there is. Put simply, anything shot/thrown at the SM will energize it, producing heat and lethal amounts of radiation, and probably hallucinations.&lt;br /&gt;
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Two factors that determine how energized a Supermatter crystal is are &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;decay&#039;&#039;&#039;. Power represents how much energy has been projected into the SM, whether it be from an emitter or even large quantities of oxygen. Power determines how hot the crystal can get, how much radiation it emits, how far its hallucinatory effect travels, and how much Phoron and oxygen it will shed. Its power level also influences decay, and decay - in turn -, influences power: decay determines how fast the crystal&#039;s power level will drop. What this means is that an emitter shooting the SM constantly will eventually cause the SM&#039;s power and decay to reach an equilibrium state, a point that cannot be passed unless even more energy is projected at the SM.&lt;br /&gt;
&lt;br /&gt;
The Supermatter in its default state does nothing unless you do something to energize it. It does not produce Phoron or oxygen, it does not radiate Gamma rays, it does not generate heat, and it does not cause hallucinations. Though viewing it without protection in an unenergized state is poor form, it is safe nonetheless. It is also safe to &#039;&#039;&#039;pull&#039;&#039;&#039; the SM around freely. It is not safe to walk into/against the SM, nor is it safe to click on it; this will disintegrate you immediately. Removing the SM from a crate in an environment with oxygen (such as a hallway or poorly maintained SM chamber) also isn&#039;t safe for the reasons outlined above.&lt;br /&gt;
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While being basically space magic is all well and good for the purposes of generating power, it&#039;s also incredibly dangerous if not managed properly. Besides being able to heat up its surrounding atmosphere to rather high temperature extremes when energized, it is also capable of exploding spectacularly, known as a &amp;quot;delamination event&amp;quot;. Most commonly this occurs when the crystal&#039;s structure begins to decay as a result of extremely high heat, particularly at &#039;&#039;&#039;five thousand Kelvin&#039;&#039;&#039; and above, and the SM will eventually detonate if this is not corrected. It can also decay if it is exposed to vacuum while energized. Though the Supermatter can be &amp;quot;damaged&amp;quot; in a way, it is also capable of regenerating itself if allowed an environment in which it can do so. It is prudent, then, to keep the SM from becoming over-energized and heating its environment up to a point where it can self destruct, a task that isn&#039;t that difficult since all Supermatter crystals provided by NT come with a device that will broadcast over the radio its status if it is concerning.&lt;br /&gt;
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&#039;&#039;&#039;TL;DR&#039;&#039;&#039;: Energizing the SM (shooting it with the emitter/a gun, or touching it with something else/yourself, or introducing oxygen to it) will make it produce heat and radiation, and start spewing Phoron and oxygen, and make you hallucinate without safety goggles. It begins to take damage at 5000 Kelvin (though the borosilicate windows in the core begin to break at 4273 Kelvin), and this damage scales with temperature. It can also take damage if exposed to vacuum (even 0.1 kPa of gas will save it) while energized. It will explode and irradiate the entire map if allowed to take damage for too long and everyone will get pissed at you, mostly because the SM itself will yell at you over the radio if it&#039;s taking damage.&lt;br /&gt;
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===The TEGs===&lt;br /&gt;
[[File:TEGUI.png|right|thumb|Your typical TEG UI in an unpowered state.]]Something much better understood compared to the SM are &#039;&#039;&#039;thermoelectric generators&#039;&#039;&#039;, or TEGs as they&#039;re often shortened to. The basic operating principle of any TEG is that it uses the difference in temperature between gas to generate electricity, the result being power based on the difference and slightly colder/hotter gas. In practice, the Supermatter - when energized - will heat up its surrounding atmosphere to a rather high degree. These gases are then pumped into one of the turbines (the north one) on the TEG, where it will exchange heat with the turbine on the opposite end (the south one) that &#039;&#039;hopefully&#039;&#039; has gas that is significantly colder. This turbine has gas being pumped in from a somewhat extensive radiator network in space, where it is slowly chilled. The two gases exchange heat with each other, producing energy, and the difference in temperature between the two is lowered slightly. Note that TEGs can safely produce up to five hundred kilowatts individually, beyond which they will begin to grow a little less consistent in their power generating capabilities. There is no danger in going above this threshold, however.&lt;br /&gt;
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A TEG also needs some sense of flow in order to function, meaning a turbine&#039;s input and output sharing the same pipe network without something to break it up will function rather poorly, if it functions at all. In particular, the turbine&#039;s input requires gas to be moved towards it specifically. Most commonly, a pump of some sort can be found connecting much of the cold loop to a small section of pipe connected to the turbine&#039;s input. While it may not be obvious, the hot loop does actually possess a pump in the form of a vent constantly scrubbing gas from the air. A TEG turbine has specific sides that its input or output can be found on, which can be found by simply examining the turbine.&lt;br /&gt;
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In all honesty, most of the values shown in the UI aren&#039;t necessary at all to know except for output. If the TEG&#039;s sprite looks green then all is well on the TEG&#039;s end. Regardless, the values will be described anyway:&lt;br /&gt;
*&#039;&#039;&#039;Total Output&#039;&#039;&#039;: The amount of power available that can be output into a wire. You even get a cool looking bar that shows how much power is being generated! Wow!&lt;br /&gt;
*&#039;&#039;&#039;Thermal Output&#039;&#039;&#039;: The actual amount of power being generated. Due to inefficiencies with the system, some power is lost, hence the existence of the &#039;&#039;&#039;Total Output&#039;&#039;&#039; value.&lt;br /&gt;
*&#039;&#039;&#039;Turbine Output&#039;&#039;&#039;: How much power the turbines themselves are generating, independent of thermal exchange. Probably.&lt;br /&gt;
*&#039;&#039;&#039;Flow Capacity&#039;&#039;&#039;: Literal mystery number.&lt;br /&gt;
*&#039;&#039;&#039;Inlet/Outlet Pressure/Temperature&#039;&#039;&#039;: The pressure and temperature of the inlet and outlet, measured in kilopascals and Kelvin respectively. As you can imagine, the inlet refers to the pipe network connected to the input of the TEG, while the outlet refers to the pipe network on the output side. You can examine the turbines to see which side the input and output are on.&lt;br /&gt;
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For more information on how gas interacts with the TEGs, refer to the [[#Coolant|coolant section]] of this guide.&lt;br /&gt;
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===Gas and Heat===&lt;br /&gt;
[[File:Enginemonitor.png|right|thumb|The usual look of the engine cooling control monitor. Notice the presence of Nitrogen at the start of the shift.]]&amp;lt;small&amp;gt;See also: [[Guide to Atmospherics]]&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So you have some fancy rock that could, by some metrics, be described as the spawn of some eldritch horror dwelling in the cosmos &#039;&#039;and&#039;&#039; some spiny machines that can make power from spicy interactions with said rock. Cool! But it won&#039;t just produce power right off the bat; no, you need to supply a medium that can be used to make the TEG do TEG things! The [[#Coolant|coolant subheading]] should be able to give you a brief summary of what gases do what! It even tells you about heat capacity, which is important, so go read it!&lt;br /&gt;
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Of course it&#039;s not like the gases can just wangjangle all together in open air, that&#039;d be weird! Instead, the gases are pumped into a series of pipe networks that flow into and out of the TEGs, as well as the SM core and the large radiator in space. They&#039;re even color coded: cyan is on the output end of the hot loop turbine, where it will be re-injected into the SM core to heat back up. The orange/brown loop is on the input end of the hot loop turbine, where it takes in hot gas from a vent pump siphoning gas from the SM core. The green loop is on the input end of the cold loop turbine, where the gases in the radiator network are pumped in. The black loop is on the output end of the cold loop turbine, where gases that were warmed up in the exchange of thermal energy are output into the radiator network to be cooled back down.&lt;br /&gt;
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The pipes can be safely pressurized up to 70000 kPa - a figure that can be pretty hard to reach depending on the size of the pipe network -, beyond which the pipes might begin to &#039;&#039;&#039;explode&#039;&#039;&#039;. One of the biggest determining factors for pipe pressure is heat, particularly something called &#039;&#039;&#039;thermal expansion&#039;&#039;&#039;. In the context of gas in pipes, hot gas results in higher pressure. Higher pressures mean that atmospheric devices like pumps attempting to force gas from a lower pressure network into the higher pressure network can be slowed down significantly. The most immediately concerning thing that can result from this is the hot loop functioning at a very high pressure during an emergency, and being unable to inject significant amounts of dump coolant because the pump either cannot force the gas from a canister into the loop fast enough, or the pressure simply exceeds the pump&#039;s maximum possible target pressure setting. See the [[#Core Venting|core venting procedures section]] on how to deal with this.&lt;br /&gt;
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With the above in mind, it&#039;s important to realize that pressure does not equal the amount of gas actually inside a medium. Gas quantity is measured in moles, which should be used as the real determining factor as to how much gas is inside a medium like a pipe network or a canister. Pressure and temperature can be measured with pipe meters, while moles (with pressure, temperature, and gas composition) can be measured with a gas analyzer.&lt;br /&gt;
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Worth mention is something called the &#039;&#039;&#039;fire triangle&#039;&#039;&#039;. Put simply, the three corners of the triangle represent heat, fuel, and an oxidizer. If all three of these are present then a fire will occur. Conversely, if one of these elements is removed, then you have no fire: Phoron spewing out all around a room and some broken light is sparking, but there&#039;s no oxygen or N2O? No fire, no problems, simple as that! This principle may be important to keep in mind if you choose to run an engine that has an oxidizer in the hot loop.&lt;br /&gt;
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Finally, to the right of the screen is the engine cooling control console screen. This will give you basic information such as the core&#039;s pressure (measured in kilopascals, kPa), its temperature (measured in Kelvin), and its gas composition (measured in percentages). The first section below these readouts is the controller for the gas injector (the device connected to the cyan loop). By default this device is turned on and set to the maximum volume setting, where it will &#039;&#039;attempt&#039;&#039; to inject gas at a rate of 700 L/s. Below this is the vent pump controller for the vent pump (the device connected to the orange loop). This device works a bit differently: its setting does not determine how fast it will siphon gas from the room it&#039;s in - that value is locked to 700 L/s as well -, instead the setting represents a threshold of pressure where it will begin siphoning once that threshold is crossed. By default it is set to 100 kPa, which is why the nitrogen at round start - resting at around 81 kPa - is sitting in the core and not populating the pipes. The maximum threshold value for this setting is 1000 kPa.&lt;br /&gt;
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==Safety First==&lt;br /&gt;
Before entering the engine room you should always wear proper PPE. The following will suffice, and are always found inside radiation lockers:&lt;br /&gt;
*[[File:MGlasses.png]]&#039;&#039;&#039;Safety Goggles&#039;&#039;&#039; to prevent hallucinations from developing by looking at the SM. How do they work? Who knows...&lt;br /&gt;
*[[File:Radsuit.png]]&#039;&#039;&#039;Radiation PPE&#039;&#039;&#039; to keep you from receiving a lethal dose of radiation that can very easily kill you within minutes. Dionae and IPCs are exempt from wearing this.&lt;br /&gt;
As long as you have these two sets of items you are pretty much safe unless the engine room is either an inferno or vacuum. Certain [[Guide to EVA#Hardsuits|hardsuits]] and [[Guide to EVA#Voidsuits|voidsuits]] are immune to radiation as well if you need to wear those out of necessity.&lt;br /&gt;
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==[[File:SMES.gif]]SMES Configuration==&lt;br /&gt;
There are two SMES units that are immediately relevant to the engine: the &#039;&#039;&#039;engine SMES&#039;&#039;&#039; and the &#039;&#039;&#039;main distribution SMES&#039;&#039;&#039;. The former is what receives power from the TEGs and powers the engine room APC directly as well as the emitter. If the output is not high enough, the emitter may not fire, or the APC may not have enough power to allow the pumps to operate. The other SMES also receives power from the TEGs, but it outputs to the rest of the ship. It should have its input maximized, since every kilowatt not used is another kilowatt wasted. The output can be adjusted as needed, of course, but one should take into account how populated the departments are and how much power the ship will need in general.&lt;br /&gt;
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==Coolant==&lt;br /&gt;
An intrinsic property of matter - particularly gas, in SS13&#039;s case - is something called &#039;&#039;&#039;heat capacity&#039;&#039;&#039;, a variable that determines how much energy it takes to increase the temperature of a substance. In the context of setting up the SM: how energized the SM needs to be in order for the gases in the hot/cold loops to actually rise in temperature. Heat capacity also factors into how power is generated with the TEGs; higher heat capacity allows a gas to hold more thermal energy, which means more energy can be transferred between the turbines, allowing more energy to be produced.&lt;br /&gt;
*[[File:Phoron_canister.png]]&#039;&#039;&#039;Phoron&#039;&#039;&#039;: Arguably the most stable and safe gas to use, Phoron carries with it a stupidly high heat capacity, at least compared to most other available gases. There is a lot of leeway with this particular gas, making it easy to train new apprentices with. It&#039;s worth noting, though, that &#039;&#039;&#039;phoron is a fuel&#039;&#039;&#039;, and can start fires. It is also &#039;&#039;&#039;a very scarce resource&#039;&#039;&#039;, and its use should be rationed out carefully if it is actually used. The SM will generate Phoron passively as long as it is energized. This gas is viable for either the hot loop or the cold loop.&lt;br /&gt;
*[[File:Hydrogen_canister.png]]&#039;&#039;&#039;Hydrogen&#039;&#039;&#039;: Second best gas to use with the second highest heat capacity, and it compares pretty well to Phoron, at least compared to the other gases. Like Phoron (sans all the wacky space magic that comes with it), Hydrogen &#039;&#039;&#039;is a fuel&#039;&#039;&#039;, and can start fires. It is otherwise inert and safe to breathe as long as you don&#039;t light a match. This gas is viable for either the hot loop or the cold loop.&lt;br /&gt;
*[[File:Nitrous_canister.png]]&#039;&#039;&#039;Nitrous Oxide&#039;&#039;&#039;: Not nearly as good as Phoron or H2 (in fact it&#039;s leagues below these two), it&#039;s still a respectable gas nonetheless. Its only caveat is that &#039;&#039;&#039;it is an oxidizer&#039;&#039;&#039;, and it will start a continuous fire if used in the hot loop, though the heat generated from such isn&#039;t as bad as one might think. It can also knock people out if exposed to the atmosphere, but almost all of these gases are dangerous in high quantities anyway. This gas is viable for the cold loop, but less so for the hot loop unless it is monitored.&lt;br /&gt;
*[[File:Carbon_canister.png]]&#039;&#039;&#039;Carbon Dioxide&#039;&#039;&#039;: &#039;&#039;Just&#039;&#039; under N2O in terms of heat capacity is CO2. This gas pretty much has nothing going for it other than that, but it&#039;s still way better than N2. You&#039;ll probably see this in the chamber anyway as a result of the SM producing Phoron and oxygen passively (which almost immediately burns up into CO2). This gas is viable for either the hot loop or the cold loop.&lt;br /&gt;
*[[File:Nitrogen_canister.png]]&#039;&#039;&#039;Nitrogen&#039;&#039;&#039;: Lowest heat capacity, twined with oxygen, N2 &#039;&#039;has&#039;&#039; been regarded as the standard coolant for the SM engine, but the fact of the matter is that this is &#039;&#039;&#039;definitely no longer the case&#039;&#039;&#039;, and N2 should really only be reserved for experimentation or as [[#Coolant Dump|emergency dump coolant]]. This gas is barely viable for anything.&lt;br /&gt;
*[[File:Oxygen_canister.png]]&#039;&#039;&#039;Oxygen&#039;&#039;&#039;: Same heat capacity as N2, except &#039;&#039;&#039;it&#039;s also an oxidizer&#039;&#039;&#039; (obviously). Oxygen can also energize the SM. Because of this, using this in the hot loop will almost definitely result in a roaring, nearly uncontrollable blaze eventually. That&#039;s not to say that it can&#039;t be controlled, but this shouldn&#039;t be the first gas you look at for coolant. The SM will generate oxygen passively as long as it is energized. This gas is barely viable for anything.&lt;br /&gt;
*[[File:Air_canister.png]]&#039;&#039;&#039;Air&#039;&#039;&#039;: Literally just 79% N2, 21% O2. Why would you use this. I mean, you have a lot of it, sure, but... why? For the reasons listed on the O2 section, using this is a terrible idea.&lt;br /&gt;
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==[[File:Filter.gif]]Waste Processing==&lt;br /&gt;
[[File:Waste room.png|thumb|The Reactor Waste Management Room.]]&lt;br /&gt;
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While this area and machinery doesn&#039;t impact SM performance &#039;&#039;too much&#039;&#039;, it&#039;s a good idea to set it up anyway, otherwise TEG performance might be negatively impacted, or worse. The filters up north are what will keep the coolant gas in the loop and the byproducts/gases you don&#039;t want out, pushing them towards the room to the north. By default, the filters are set to allow &#039;&#039;&#039;hydrogen&#039;&#039;&#039; through, so you don&#039;t need to change them at all unless you&#039;re doing a very strange setup. Incorrectly setting these filters will most likely result in the SM chamber slowly depressurizing until there is no gas left, or the gas leftover is so minuscule that it heats up to dangerous values instantly.&lt;br /&gt;
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The room beyond these filters has a black pipe network known as the waste line. Inside are three pumps and two gas coolers. As it turns out, siphoning gas from the inferno of an engine chamber gives you &#039;&#039;&#039;very hot gas&#039;&#039;&#039; which has expanded considerably. This makes most atmospheric devices function slowly, particularly the devices in Atmospherics, assuming you turn on the Reactor to Mix pump.&lt;br /&gt;
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Thus, it&#039;s a good idea to cool the gas down with the gas coolers. The simple way to set this up is to turn on both gas coolers to their default setting (which is room temperature, 20 Celsius), and maximize the Reactor to Mix pump. &#039;&#039;&#039;Don&#039;t turn on the Filter Bypass Pump or the Reactor to Scrubbers pump.&#039;&#039;&#039; The former will cause gas to filter from the Supermatter, which will cause it to delaminate, and the latter will send extremely hot gas to the scrubber pipeline, slowing it down.&lt;br /&gt;
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Because of how the filters are setup, using two different gases in the hot loop isn&#039;t possible without modifications. Why you would bother using more than one gas in the hot loop is a mystery, but it is worth mentioning.&lt;br /&gt;
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==[[File:Emitter.png]]Turn It On==&lt;br /&gt;
Once everything is all said and done - the pipes are full of gas, the filters are filtering properly, the cold loop pump is turned on, and the TEGs look like they&#039;re working -, it&#039;s time to turn this sucker on! Assuming you didn&#039;t use oxygen in the hot loop (why would you), the SM should be in an inert state, ready to be energized by this big ol&#039; laser thing, &#039;&#039;&#039;the emitter&#039;&#039;&#039;. The emitter is basically a very high power laser that fires in bursts of four. Because of how the SM&#039;s power and decay function (described in [[#The Supermatter|this section]]), each shot to the SM will be functionally weaker than the last, though this effect is really only noticed if you shoot beyond fifty shots. Speaking of shots, an important variable in an engine setup is how many shots the emitter takes, which you should probably be counting. If you managed to lose count, don&#039;t sweat it: you can examine the emitter to see how many times it has fired.&lt;br /&gt;
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The emitter is connected directly to the engine SMES; it does not receive power from an APC, it must be wired into a powered grid directly. That grid specifically requires thirty kilowatts in order for the emitter to fire. In the context of the engine power grid, the engine SMES output should probably be set far above this value so as to take into account the power draw of the engine room APC.&lt;br /&gt;
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==Emergency!==&lt;br /&gt;
&#039;&#039;&#039;Most of the techniques beneath this subheading assume the engine room is powered. If it is not, head to [[#Maintenance and Repairs|this section]], then come back here.&#039;&#039;&#039; So for your first or second go-around, the SM seems like a pretty complex and cruel engine, but that&#039;s only half true: in fact, compared to all of the other engines in the code, the SM is actually incredibly forgiving: it takes more than a few minutes to blow up during which it can be saved, it yells over the radio if it begins to take damage, it yells loudly over the radio if it&#039;s about to blow, and its scale of destruction - while discouraging - hardly compares to the level of chaos that something like the singularity or tesla can cause. Now that we know that not all hope is lost and that you can easily rescue the engine, it&#039;s time to get to work!&lt;br /&gt;
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Firstly, the biggest thing that can go wrong with the engine is the SM overheating. This occurs when the temperature of the core exceeds 5000 Kelvin, a value that can be gleaned by looking at one of the engine core control consoles. What exactly causes it to reach that temperature can be based on a variety of things: poor coolant choice, over energization, coolant backup, missing pipes to name just a few. The sections below will cover how to correct this.&lt;br /&gt;
&lt;br /&gt;
===[[File:Nitrogen_canister.png]]Coolant Dump===&lt;br /&gt;
&#039;&#039;&#039;Assuming the pipes are not pressurized beyond 15000 kPa&#039;&#039;&#039;, dumping a random coolant (like nitrogen) into the hot loop via the canister connector has proven to be quite effective. How it works is it takes a room temperature gas (usually 20C, unless you chilled it before hand) and introduces it to an incredibly hot inferno. The thermal difference between the new coolant and the old coolant is huge, and it will cool down the core almost instantly. As a bonus, the dump coolant (assuming it isn&#039;t the same gas that you set the engine up with) will gradually filter out of the loop via the filters, keeping everything nice and clean once all is said and done. This, of course, is not a permanent solution, but it will buy you a lot of time. There are four N2 canisters sitting around in the corner of the engine room, ready to be used as dump coolant.&lt;br /&gt;
&lt;br /&gt;
You can, of course, inject more of the gas you used during setup, but for obvious reasons this will offset the balance you set the engine up with... not that it matters that much, probably. If you care about ratios that much, just do the above.&lt;br /&gt;
&lt;br /&gt;
===[[File:Manualvalve.png]]Coolant Valves===&lt;br /&gt;
The white squares [[#top|shown in the picture of the engine room at the top of the page]] are the emergency coolant mix valves. These will join the hot and cold loops together to allow the hot loop - the gas that is probably incredibly hot - to be cooled down, at least initially, with the gas from the cold loop, and also cool it off with the radiator network. This will almost certainly result in the TEGs power production being killed off, and will invariably disrupt your gas ratios if you really care about them. This solution is a little more long term than dump coolant, but you should make sure your SMES units have enough power to function while maintenance is being conducted on the SM.&lt;br /&gt;
&lt;br /&gt;
Using the mix valves when you&#039;re using &#039;&#039;&#039;two different types of coolant&#039;&#039;&#039; is a much harder endeavor. Unless the filters are turned off, all of your cold loop gas will eventually be filtered out. Even if the emergency is handled, you&#039;ll be stuck with two different gases in at least one of your loops. Just something to keep in mind.&lt;br /&gt;
&lt;br /&gt;
===Direct Cooling: Maverick Style===&lt;br /&gt;
First two methods aren&#039;t getting you anywhere, or the pipes were sabotaged in such a way to prevent them from working? Well, this is it everyone. I guess engineering is going to explode now.&lt;br /&gt;
&lt;br /&gt;
Well, maybe if you&#039;re a &#039;&#039;quitter&#039;&#039;. Throw on a voidsuit and grab an extinguisher and inflatable door. &amp;lt;s&amp;gt;Break into the CE&#039;s office&amp;lt;/s&amp;gt; Politely ask the CE to unbolt the engine hatches (they may need to press the button twice for it to actually unbolt), setup an inflatable door outside one of the hatches, open the hatch up, and let loose with the extinguisher foam. The result is the room cooling down to such an extreme that you might wonder how you can even wield such power. The day is saved and the SM won&#039;t be exploding for a while. Now that that&#039;s done, you should probably get the heck out of there since your voidsuit most likely doesn&#039;t shield you from as much radiation as you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
===Core Venting===&lt;br /&gt;
If you&#039;ve managed to determine that the gas used in the core just simply sucks and can&#039;t support the energized state of the SM, it&#039;s probably time to just swap to a different gas all together. Or maybe the hot loop is pressurized well over 15000 kPa and you can&#039;t inject any dump coolant. First you should set the filters to the new gas that you plan to use so that you don&#039;t waste any when you begin injecting it. This will slowly filter the core&#039;s old coolant out, but this is going to be way too slow and the SM will probably blow up before you can actually inject a new coolant, thus we will just &#039;&#039;&#039;vent the core&#039;&#039;&#039; instead. The button up north next to the nitrogen canisters behind a glass window (that you can smash easily) is what will open up the core vent to space, which will rapidly drain the core of all gases. As long as the core has &#039;&#039;some&#039;&#039; pressure, the amount of damage it takes won&#039;t spike terribly as a result of being exposed to vacuum. You or another engineer should confirm that the vent is actually open by checking on the camera inside. Once the gases have been drained sufficiently, close the vent and start dumping in the new coolant into the hot loop. If all well and good then the day is saved and you don&#039;t have to worry about anything else. Good job!&lt;br /&gt;
&lt;br /&gt;
==Ejection==&lt;br /&gt;
&#039;&#039;&#039;This is the last resort&#039;&#039;&#039;. If the engine room is already somehow blown up, the core cannot be secured in time, and/or many of the pipes are missing and you are very short on time, then maybe it&#039;s time to consider ejecting the SM to save the engine room from exploding and saving other people the trouble of being blasted with radiation. You will notice that the SM rests on a mass driver, basically a slingshot. When activated, this will send the SM flying. For obvious reasons, the core vent should be wide open before attempting to use this. The button for the vent can be found on the northern end of the room next to the nitrogen canisters, while the button for ejecting the core is in the CE&#039;s office. Considering the severity of the situation, no one will really blame you if you decide to break in and launch the SM out yourself, assuming you really are out of options.&lt;br /&gt;
&lt;br /&gt;
Note that the SM takes damage if it is powered and exposed to vacuum. Because of this, you must either be swift or accurately coordinate the SM&#039;s ejection so that it doesn&#039;t blow up before you launch it.&lt;br /&gt;
&lt;br /&gt;
===Something Went Wrong!===&lt;br /&gt;
The mass driver does not know whether or not the vent is open, it just drives mass, that is all it does. Hitting the mass driver before the vent is open will just launch the SM into the blast door and nothing will happen. This severely complicates everything since now you must place the SM back onto the mass driver in order to eject it properly. Yes, this means you have to go into the core yourself to pull it back into position. Yes, you will probably die. Regardless, put on a voidsuit (an atmos suit would be best, otherwise refer to [[#Direct Cooling: Maverick Style|this section]] to make sure you don&#039;t melt too bad), get the engine hatches unbolted (the button to do so is in the CE&#039;s office. Unless they have been unbolted in the past, you will need to hit the button twice because BYOND sucks), setup an inflatable door outside a hatch, turn your magboots on, and get on in there. &#039;&#039;&#039;Pull&#039;&#039;&#039; the SM back into position, namely the middle of the core where the mass driver is. Make sure the vent is open and hit the ejection button in the CE&#039;s office once more and hope for the best.&lt;br /&gt;
&lt;br /&gt;
If the mass driver was somehow destroyed or no longer functions, you will have to eject the Supermatter yourself, with your bare hands. Open the vent, enter the core, &#039;&#039;&#039;pull&#039;&#039;&#039; the SM and head down the carved path until you reach a large hole in the floor. Set the SM up next to the hole and grab anything to throw at it. The impact of the item against the SM will push it into the hole, saving engineering, yourself, and many others.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting and Repairs==&lt;br /&gt;
For a number of reasons, the Supermatter cannot run indefinitely without periodic input, as its power will eventually decay to the point that the gas that it heats up is not enough to generate meaningful amounts of power. However, given that rounds don&#039;t often last more than two hours and atmos processes slower than the time it takes for sauerkraut to ferment (at least three days, by the way), this whole problem won&#039;t make itself manifest. In the rare event that this does happen, just turning the emitter on for a few seconds to re-energize the crystal will suffice.&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t fix your issue, read on.&lt;br /&gt;
&lt;br /&gt;
===No Power!===&lt;br /&gt;
Arrived to the shift late and there&#039;s no other engineers, or they&#039;re totally clueless and neglected to read the wiki? All of the SMES units in engineering have depowered to the point that nothing works? &#039;&#039;&#039;Well!&#039;&#039;&#039; Guess it&#039;s time to cold start the engine!&lt;br /&gt;
&lt;br /&gt;
# Locate a PACMAN portable generator along with the fuel to run it. At least one can be found in Engineering Hard Storage, along with some graphite sheets to power it.&lt;br /&gt;
# Head to the Supermatter SMES Chamber, turn off input on the SMES, and wrench the PACMAN directly over the main SMES unit&#039;s input terminal (there&#039;s a wire knot there leading to the engine SMES input terminal as well).&lt;br /&gt;
# Feed it fuel and turn it on.&lt;br /&gt;
# Assuming the engine SMES input is on (it is by default, otherwise use RCON to turn it back on) and no one snipped any wires between the main SMES and the engine SMES ([[Traitor|very strange behavior]]) then bam, power.&lt;br /&gt;
# Hit the door bolt button and continue engine setup from there.&lt;br /&gt;
&lt;br /&gt;
===Missing Pipes===&lt;br /&gt;
If a pipe goes missing then something has gone terribly, terribly wrong. It&#039;s more likely, however, that a meteor managed to smash into the radiator network and take out one or two heat exchange pipes, which will invariably sever the link between the output and input ends of the cold loop turbine. Though there are grilles surrounding the coolant network to hopefully prevent this from happening, there&#039;s no guarantee that it won&#039;t happen; it may be prudent to check on the radiator network after meteors decide to crash through.&lt;br /&gt;
&lt;br /&gt;
Repairing the missing pipe sections is simple but time sensitive. If you have a handheld pipe dispenser then this process is made that much more easy. Just EVA out, dispense the correct pipe, rotate it as needed, and wrench it in. If you do not have a handheld dispenser then you will need to document all missing pipe segments and vend them out of a normal pipe dispenser, which is a bit more tedious and time consuming.&lt;br /&gt;
&lt;br /&gt;
===Core Underpressure===&lt;br /&gt;
If the engine core is inexplicably dropping in pressure, then there&#039;s a good chance that something has either exposed the engine room to space, or the hot loop is dumping gas somewhere else (like the waste loop). Checking if the core was breached is a simple enough process, and checking if the pipes are emptying themselves is as simple as checking everything that the network connects to, particularly the gas filters.&lt;br /&gt;
&lt;br /&gt;
===Poor Power Production===&lt;br /&gt;
TEGs aren&#039;t producing much power? First you should determine whether or not both turbines are spinning. If they are, then gas is flowing fine. If they aren&#039;t, then something has stopped the flow of gas, or the gas has disappeared.&lt;br /&gt;
&lt;br /&gt;
Ensure the filters are running properly if the hot loop mysteriously empties. For the cold loop, ensure the cold loop pump is maxed and turned on. For the hot loop, ensure that the air injector and vent pump are both functioning; the injector will have a red light if it is not, and the vent won&#039;t animate if it is off. They can be turned on via the [[#Gas and Heat|engine coolant control console]] in the monitoring room. If the TEGs still aren&#039;t producing power in spite of there being flowing gas, make sure the SM is actually energized. In other words &#039;&#039;make sure the hot loop is hot&#039;&#039;. If the round has dragged on long enough, or you just didn&#039;t shoot it enough, then it probably isn&#039;t generating enough heat. If all else fails, refer to the [[#Missing Pipes|missing pipes]] section above.&lt;br /&gt;
&lt;br /&gt;
===Broken Windows or Containment===&lt;br /&gt;
So the SM got too hot and broke all the windows? Let&#039;s hope you turned down the Engine Core blast doors. If you did, it&#039;s not the end of the world, and the Supermatter is still safely contained so long as the blast doors are not raised. You should probably make sure the SM isn&#039;t on its way to delamination during this whole process, but if the windows are only damaged instead of broken, then you actually can repair them. Note that the usual reinforced borosilicate windows take damage at &#039;&#039;4273 Kelvin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== How to Repair a Window ====&lt;br /&gt;
# Set up inflatable doors right up against your working area.&lt;br /&gt;
# Alt click the turf to bring up turf view - a tab that shows you every single item - so that you can work on what you want easily.&lt;br /&gt;
# [[Guide to Construction#Windows|Deconstruct the damaged window]] (&#039;&#039;&#039;making sure that there&#039;s another window in the same place first&#039;&#039;&#039;) and build a new one. Alternatively, splash some [[Guide to Chemistry#Silicate|silicate]] on it if you really want.&lt;br /&gt;
# Move the window panes back around to make sure it&#039;s nice and flush, and remember to secure them back in place.&lt;br /&gt;
&lt;br /&gt;
As for walls, well... if they&#039;re breached then something&#039;s gone very wrong. Regardless, you should always build &#039;&#039;&#039;reinforced&#039;&#039;&#039; walls with plasteel, otherwise you&#039;ll have a wall with a very low melting point!&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=37707</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=37707"/>
		<updated>2025-09-16T18:51:58Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: minor see also change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk (Jargon)]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell can work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into Conglomerate internal affairs. Several megacorporations have special relationships with the species and the [[Nralakk Federation]]; [[Zeng-Hu Pharmaceuticals]] in particular has a large presence in Federation space, while [[Nralakk_Federation#State-Owned_Enterprises|others]] have begun to work in partnership with the Federation&#039;s state-owned corporations.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
&lt;br /&gt;
*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
&lt;br /&gt;
*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
&lt;br /&gt;
*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
==Skrell History==&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell have a vast, storied history as a result of the species developing over several millennia. Unfortunately, this means that most of it has been lost to the ravages of time. With that said, however, the species has been able to piece together over the centuries at least a basic understanding of their past, going as far back as their early pre-history. Much of the information once gathered has had to be rediscovered post-Glorsh, due to the locking of the Tzqul Archive which held the vast majority of original records and research. This has culminated in a historical record that while broadly known, is missing details and evidence that has the scientific community fractured and constantly debating to this day.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.&lt;br /&gt;
&lt;br /&gt;
They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species&#039; emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
&lt;br /&gt;
Skrell also have tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. &lt;br /&gt;
&lt;br /&gt;
Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Genders and Sexes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
&lt;br /&gt;
While Skrell never developed the concept of genders in their society, upon first contact with humanity they adopted the idea solely for fitting in with human cultures. If the Skrell choose to adopt a gender identity, they will usually adopt the gender of humans who their personality is similar too. Skrell almost never consider this adopted identity to be of any considerable importance. However, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.&lt;br /&gt;
&lt;br /&gt;
=== Aging, Maturity and Fertility ===&lt;br /&gt;
&lt;br /&gt;
Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X&#039;Lu&#039;oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Social Interactions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Culture|Skrell Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]&lt;br /&gt;
&lt;br /&gt;
In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCI hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.&lt;br /&gt;
&lt;br /&gt;
In a similar vein, when skrell are out in public without wearing their uniforms it&#039;s entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.&lt;br /&gt;
&lt;br /&gt;
Telepathic communication is a common way to have a private conversation in public. As long as the two Skrell in question are not obviously excluding someone suddenly, it is not considered unusual to carry out full conversations in telepathic communion. &lt;br /&gt;
&lt;br /&gt;
Other uses of active psionics in non-work settings is often frowned upon as “unseemly”. For example, planting emotional suggestions in another skrell’s head without consent is the same as a human using “fighting words” and can result in an emotional barrage being exchanged between the two skrell, the victor being the Skrell that maintains the most control over themselves. &lt;br /&gt;
&lt;br /&gt;
Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion. As a result of this, the only species outside of Skrell who can speak Nral&#039;malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]] who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The &#039;&#039;&#039;First Nralakk Federation&#039;&#039;&#039; began to enforce the widespread adaptation of the language shortly after its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.&lt;br /&gt;
&lt;br /&gt;
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they&#039;re saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion. &lt;br /&gt;
&lt;br /&gt;
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Typical Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - a young or juvenile individual. Can also be used as an insult similar to calling someone &amp;quot;child-like&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.  &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - an accomplished, elderly individual.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - discreet term for someone who partakes in Xu’Xi gas. Originates from the &amp;quot;waddle&amp;quot; many Xu&#039;Xi Gas users have while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - someone involved in the importing or dealing of Xu’Xi Gas.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by Skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults, Slurs, and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by Skrell in general.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sims&#039;&#039;&#039; - abbreviated version of simians, a slur for humans. &lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - abbreviated version of sympathizers of Glorsh, from &amp;quot;collaborator&amp;quot;. It is considered a slur. &lt;br /&gt;
* &#039;&#039;&#039;Skinjob&#039;&#039;&#039; - a derogatory slur for synthetic shells.&lt;br /&gt;
* &#039;&#039;&#039;Canner&#039;&#039;&#039; - a derogatory slur for synthetics.&lt;br /&gt;
* &#039;&#039;&#039;Inclems&#039;&#039;&#039; - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara. &lt;br /&gt;
* &#039;&#039;&#039;Ratsnatcher&#039;&#039;&#039; - another derogatory slur for Tajara that originated in the Starlight Zone.&lt;br /&gt;
* &#039;&#039;&#039;Wasters&#039;&#039;&#039; - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.  &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - a common container used in the transporting of Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - a mocking word for law enforcement within the Federation or abroad.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem&#039;&#039;&#039; - inhaler from which Xu’Xi gas is ingested from.&lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. Comes from &amp;quot;Insanity of the Tides&amp;quot;, a neurological disorder found in Skrell.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - as in chapped skin. General insult to someone&#039;s appearance. Can also be used to refer to non-Skrell in general.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve lost&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - a dismissive form of saying an individual is lazy.&lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - shorthand for &amp;quot;all good&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - a word used to describe withdrawal symptoms of Xu&#039;Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, &amp;quot;Mudlover&amp;quot; refers to someone who is constantly on and off drugs.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - a scornful way of saying an individual is too traditional, and not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - a scornful way of saying an individual is far too progressive, radical even.&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - to be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - a euphemism for an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel Rained&#039;&#039;&#039; - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It&#039;s similar to the phrase &amp;quot;being stonewalled&amp;quot; as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega&#039;s rule.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - a general exclamation, usually out of shock or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  a general exclamation, usually out of anger. Can also be used in surprise, similar to &amp;quot;well I&#039;ll be damned&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying farewell.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - a concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a Skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also a more expressive, non-verbal form of language that is known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species&#039; early days, when predators and other fatal situations were more commonplace.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&lt;br /&gt;
Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the brain. This section of the brain was presumed to be responsible for some form of communication by human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovinae, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
&lt;br /&gt;
Beyond this research, humanity could find no greater purpose for the Zona Bovinae. Outside of the discovery humans universally possessed a Zona Bovinae, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during humanity’s pre-agricultural epoch.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae continued to be a novel discovery until first contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in &#039;&#039;&#039;2332&#039;&#039;&#039;. During the exchange of information that occurred upon first contact, human scientists noticed Skrell had extremely well-developed Zona Bovinae; when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
&lt;br /&gt;
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovinae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
&lt;br /&gt;
All organic life originating from the Spur possesses a Zona Bovinae, and subsequently, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
Everyone possessing a Zona Bovinae has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
&lt;br /&gt;
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovinae without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
&lt;br /&gt;
=== [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
When Skrell enter a deep sleep, their Zona Bovinae will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminium (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
&lt;br /&gt;
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminium plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
&lt;br /&gt;
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
&lt;br /&gt;
* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as &amp;quot;You hear/see ___ in your mind&amp;quot;. While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.&lt;br /&gt;
&lt;br /&gt;
=== Circadian Rhythm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Biology#Psionic_Disorders|Psionic Disorders]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
&lt;br /&gt;
== Skrell Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
&lt;br /&gt;
Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
&lt;br /&gt;
A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Skrell Unity and Position on Violence===&lt;br /&gt;
&lt;br /&gt;
The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.&lt;br /&gt;
&lt;br /&gt;
During the [[Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega&#039;s most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.&lt;br /&gt;
&lt;br /&gt;
While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. &amp;quot;Demonstrations of unity&amp;quot; are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight. &lt;br /&gt;
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When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur&#039;ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
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With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with aliens, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.&lt;br /&gt;
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Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm. &lt;br /&gt;
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On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, &amp;quot;Toad&amp;quot;, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.&lt;br /&gt;
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[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.&lt;br /&gt;
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One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies  linking this phenomenon to the skrell’s pronounced Zona Bovinae. &lt;br /&gt;
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Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts. &lt;br /&gt;
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Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.&lt;br /&gt;
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=== Humour ===&lt;br /&gt;
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Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a &amp;quot;fuzzy&amp;quot; feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.&lt;br /&gt;
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The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell&#039;s limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.&lt;br /&gt;
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Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying &amp;quot;Imagine a skeleton using its ribcage as a xylophone&amp;quot; and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell&#039;s fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.&lt;br /&gt;
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Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039; or &#039;&#039;&#039;euphoria&#039;&#039;&#039; amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
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&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
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&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
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==Politics and Factions==&lt;br /&gt;
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===The Nralakk Federation===&lt;br /&gt;
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]&lt;br /&gt;
The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; is the major Skrell political entity within the Orion Spur. The Federation&#039;s history can be traced back to its [[Skrell_Early_History#Unity_of_Skrell|first founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, created in response to a rising independence movement within the Federation&#039;s colonies. The Federation was briefly dismantled following the rise of Glorsh-Omega, and was reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species post-Glorsh.&lt;br /&gt;
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While on the surface the Federation is a meritocratic state, its society is heavily stratified based on a &#039;&#039;&#039;Social Compatability Index&#039;&#039;&#039;. This system scores individuals based on how closely they follow the ideals of the Federation, with low-scoring individuals being stripped of their rights while high-scoring individuals are treated as celebrities. This inequality in Skrell society has contributed to a rise in criminal and non-conformist movements that work against the Federation and its status quo.&lt;br /&gt;
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===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===&lt;br /&gt;
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The Lyukal is a decentralised resistance movement that aims to dismantle the hegemony that the Nralakk Federation has over the Skrell. Named after the resistance movement that acted against Glorsh-Omega centuries ago, the Lyukal&#039;s cells work independently to achieve their objectives, ranging from non-violent demonstrations of the Federation&#039;s shortcomings to terrorism and attacks against military installations.&lt;br /&gt;
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===Marauders===&lt;br /&gt;
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Marauders is a catch-all term for pirates, smugglers, and other [[Federation_Crime_and_Resistance#Marauders|criminals]] that are active in the Traverse. Each group is different from one another, from robber barons who steal resources to sell for extortionate profit, to altruistic smugglers who help colonies in the Traverse. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of Marauders who work together for mutual benefit.&lt;br /&gt;
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===Interspecies Relations===&lt;br /&gt;
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Skrell as a whole see themselves as &amp;quot;better&amp;quot; than the other species of the Spur. Their comparably advanced civilisation and grasp of the sciences, as well as their way of life are seen by many Skrell to be superior. This has culminated in an attitude where Skrell see themselves as a guiding hand for the younger races of the Spur, where the Skrell have a duty to protect them from themselves in their development. This can manifest in many different ways on an individual level, but can be seen best in the Nralakk Federation&#039;s relations with other polities; the Federation by and large keeps its technological advances to itself, only sharing technology with no potential for misuse or sharing technology with those it believes to be responsible enough to utilise it. Politically, the Federation has historically stayed out of Spur-wide affairs and has only recently become more actively involved in international politics.&lt;br /&gt;
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On an individual level, the Skrell experience a better-than-average tolerance when abroad, with a few exceptions. Humanity as a whole tolerates the Skrell, with the [[Solarian Alliance]] in particular being close with them due to their relationship with the Nralakk Federation. General xenophobia still exists, however, but Skrell are tolerated more than other aliens within Solarian space. This tolerance differs depending on region, with Skrell being more tolerated on planets where they have a large presence such as [[Europa]], or within the richer areas of Solarian space. The Nralakk Federation&#039;s relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Skrell, such as those hailing from the [[Coalition of Colonies]]. Other species, such as [[Unathi]], have a more complicated relationship with the Skrell. Some Unathi share animosity towards the species due to the part the Federation played in the [[Contact War]]. This said, many on [[Ouerea]] have embraced the Skrell in their shared fight for democracy on the planet.&lt;br /&gt;
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For the most part, many Skrell enjoy the presence of Vaurca, specifically those from the C&#039;thur hive. Their contributions to the Federation have quickly secured their place as respected members of Skrell society. This said, there is still distrust in some cases, such as the C&#039;thur&#039;s use of Viax and Cephalons being seen as too close to the use of artificial intelligence. Their loyalty to the Federation is also in question, making many Skrell distrustful of giving the C&#039;thur strategic positions within Skrell society, such as in politics or the military. Please see the [[C&#039;thur in the Federation]] page for more details on how Vaurca are viewed and treated by the Skrell.&lt;br /&gt;
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The Dionae were the first species encountered by the Skrell, and their assistance in rebuilding the Federation post-Glorsh has strengthened the bond between the two species. On a societal and individual level the Diona are respected, and their integration into most levels of Federation society and the rights they enjoy compared to elsewhere in the Spur is proof of this. Please see the [[Diona in the Federation]] page for more details on how Diona are viewed and treated by the Skrell. &lt;br /&gt;
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=== Skrell Outside the Federation ===&lt;br /&gt;
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While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
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===Slimes===&lt;br /&gt;
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Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
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Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
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==Playing Skrell==&lt;br /&gt;
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===Rulings===&lt;br /&gt;
Jobhopping is not allowed. While Skrell are long-lived, you still need to adhere to sever rules on jobhopping. There are no special exceptions for Skrell.&lt;br /&gt;
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Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but &#039;&#039;&#039;please be aware that these backstories can result in your character being caught and made unplayable.&#039;&#039;&#039; Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly.&lt;br /&gt;
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The [[Nralakk Federation]] considers all Skrell to be de jure citizens of the Federation, regardless of origin. In reality, this is not the case. Legally speaking those born outside of the Federation do not technically have citizenship, and must apply before they can receive the benefits and be susceptible to Federation laws. Some nations have official policies and agreements with the Federation that allow Federation citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but &#039;&#039;&#039;as a rule&#039;&#039;&#039;, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.&lt;br /&gt;
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===Thoughts and Behaviours===&lt;br /&gt;
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While the species is communal and conformist, this does not mean that every Skrell has the exact same beliefs. While Skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the wider thoughts of the species and Receivers are more susceptible, there can still be difference in thought regardless of this split. The species consensus reached through the Nlom can only influence a Skrell&#039;s thoughts so much; the species as a whole may agree Artificial Intelligence is dangerous, but more specific ideas differ on an individual level. For example, the debate on Cephalons and Viax being used by the C&#039;thur is contested, with many saying that it is very close to Artificial Intelligence. This idea is not shared by every Skrell, with the Federation even exploring the use of Cephalons as a replacement for AI for strategic purposes. The group thought that influences all Skrell can also be impeded by personal experience, such is the case with many Skrell in the Traverse. While a majority of Skrell believe in the Federation and how it operates, the reality faced by Skrell on the frontiers of Federation space has resulted in the region being a hotbed for anti-Federation thoughts and activity. &lt;br /&gt;
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When playing Skrell, it is important to think about what factors would influence your character&#039;s thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], has been exposed to Federation propaganda all their life, and did not personally experience oppression at the hands of the Federation, they would be more inclined to agree with the group consensus reached through the Nlom regardless of their Listener or Receiver status. When faced with evidence that the Federation&#039;s actions are wrong, however, Listeners may be quicker to change their attitude than Receivers because Listeners are less influenced by the Nlom.&lt;br /&gt;
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Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest however you wish, and players are not expected to be constantly thinking ahead. Generally speaking, Skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Additionally, Skrell do not show emotion in the same way that other species do. Emotions are displayed through physical mannerisms and vocalisations, and are not usually apparent in their speech. These mannerisms can differ, and a Skrell born abroad in human space may take on more human approaches to displaying or vocalising their emotions. When roleplaying out your character&#039;s emotions, it should be done in subtle ways that would make it difficult in-character for non-Skrell to discern immediately.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Command&amp;diff=37669</id>
		<title>Guide to Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Command&amp;diff=37669"/>
		<updated>2025-09-14T02:34:17Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: Clarifies that the role of Command is to advance the interests of the SCC and NOT their home nation. Requested by Mel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command is one of the most important roles on the ship, and also one of the hardest to fill. As someone in a command position, you are in charge of a certain department of the ship. You are the centerpiece of all the action within your department. Some situations will be simple and require nothing more than a passing word to deal with. Other matters, however, will require your full attention, communication, and powers of delegation to handle.&lt;br /&gt;
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No pressure, right?&lt;br /&gt;
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Command is not a role everyone can fill. Do not be discouraged if you get overwhelmed by stress, or can&#039;t keep up your first few times. There is a lot of baggage to carry, and a lot of things you can do wrong, when you will mostly be expected to be the best in your field.&lt;br /&gt;
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&#039;&#039;&#039;Command members DO NOT represent the nation they come from; they are expected to prioritize advancing the interests of the SCC.&#039;&#039;&#039;&lt;br /&gt;
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==The Whitelist==&lt;br /&gt;
Command roles are locked behind an application, or whitelist, that requires certain conditions to be fulfilled on the player&#039;s part before they can be trusted to play a command character. You&#039;ll begin by writing an application, which will require being able to effectively summarize what the duties of a command character is, both OOC and IC. Then, you&#039;ll receive feedback on your application from other players on how effective you are at both department gameplay and being able to roleplay well.&lt;br /&gt;
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Once you&#039;ve collected sufficient feedback, an administrator will place you on trial to put theory into practice. This means that for a brief period of time, you get to try your hand at command roles! During this period, you&#039;ll gather more feedback from the playerbase by advertising your whitelist in OOC after the round, and by the end of your trial it&#039;ll be determined whether or not you&#039;re up to the task.&lt;br /&gt;
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Do note that gaining your command whitelist does not guarantee its permanency. Breaking the rules or being banned means your whitelist can be stripped from you by administrators.&lt;br /&gt;
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If you think you can play command well, [http://forums.aurorastation.org/viewforum.php?f=28 click here] to be taken to the applications subforum. Be sure to read the rules and follow the command whitelist format.&lt;br /&gt;
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==Species restrictions==&lt;br /&gt;
Due to ability-related complications, laws, or corporate regulations, not all species can play all heads of staff. &#039;&#039;&#039;Vaurca and privately-owned IPCs cannot be heads of staff.&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Captain:&#039;&#039;&#039; Can ONLY be Humans or Skrell.&lt;br /&gt;
*&#039;&#039;&#039;Head of Security:&#039;&#039;&#039; Cannot be Diona, Vaurca, Zhan-Khazan Tajara, Hephaestus G1, Hephaestus G2, or Xion Industrial IPCs.&lt;br /&gt;
*&#039;&#039;&#039;Executive Officer, Chief Engineer, Chief Medical Officer, Research Director, Operations Manager:&#039;&#039;&#039; Cannot be Vaurca, M&#039;sai Tajara, or Zhan-Khazan Tajara.&lt;br /&gt;
*&#039;&#039;&#039;Corporate Liaison/Consular Officer:&#039;&#039;&#039; Species restrictions depend on the interest group that the character is representing. For more information, [[Corporate_Liaison#Interest_Groups|see the guide itself]].&lt;br /&gt;
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==General Guidelines==&lt;br /&gt;
While every command role you may fill will be vastly different in the actions you and your department will take, there are some general binding ideas that can be applied to each role that involves leadership. If you wish to be a good leader, following these basic ideas is a must.&lt;br /&gt;
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===1. Communicate===&lt;br /&gt;
This guideline is the &#039;&#039;&#039;most important&#039;&#039;&#039; to follow, and it is the one most command staff fail at. As command, you are an administrator first. Your job is to delegate among your department, ensure tasks are completed, and make sure your subordinates are part of a well oiled machine for when it gets to be crunch time. Make sure you know where everyone is, have people check in, and if there is something the entire ship needs to know, remember that each head of staff has a communication console in their office; any announcement you make here will be very visible. General comms tend to be so filled with clutter, especially in an emergency, that you trying to convey information via the common channel will fall on deaf ears.&lt;br /&gt;
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===2. Be Known===&lt;br /&gt;
This point goes a bit in hand with Communication. If you don&#039;t have a presence in your department, taking control of a situation or organizing a panicking department becomes that much harder. At the start of a shift or when you join, check in with your department and get a quick impression of the people around you. Give out tasks and orders, even if it&#039;s as simple as &amp;quot;you know what you&#039;re doing, so go do it&amp;quot;. Making the initial connection with each member of your department can be key to keeping things structured.&lt;br /&gt;
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===3. Use the Command Channel===&lt;br /&gt;
Nothing is worse than being uninformed, especially when situations can necessitate the involvement of more than one department. For example, an explosive was set off, someone was caught in the explosion, and someone was spotted with a gun at the site. Now there are three departments involved! If engineers and medics arrive, but security hasn&#039;t been informed, then the other two departments might be put in danger. Coordinate with your fellow command staff, make things happen, and relay important information to your department as needed. As the saying goes, knowledge is power.&lt;br /&gt;
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===4. Know How to Play Your Department===&lt;br /&gt;
Nothing is worse than a Chief Engineer not knowing how the Supermatter Engine is set up. When a leader has to be told by their subordinates how to complete a basic task, it inspires negative amounts of confidence, and means things can get that much more chaotic if an emergency happens and your department isn&#039;t going to listen to you. Contrary to popular belief, you don&#039;t have to be the ultimate super-doctor/engineer/security officer/etc., you just have to have a good idea of how to make everything run smoothly. If a specialist knows more than you in an area, that&#039;s fine.&lt;br /&gt;
&lt;br /&gt;
==Who Does What==&lt;br /&gt;
When asking on the command channel for assistance from another department, it is helpful to know exactly who to talk to. As such, here are brief descriptions of each head of staff&#039;s role.&lt;br /&gt;
&lt;br /&gt;
===[[Captain]]===&lt;br /&gt;
[[Image:Captain-nbt.png|64px|Captain]]&lt;br /&gt;
&lt;br /&gt;
As the highest authority on-ship, the Captain is the final word on any issue, the coordinator of all heads of staff, and the endpoint of information on the ship. They know when something should happen and if something should happen, and they&#039;ve got a general idea on what needs to be done.&lt;br /&gt;
&lt;br /&gt;
===[[Executive Officer]]===&lt;br /&gt;
[[Image:Executiveofficer-nbt.png|64px|Executive Officer]]&lt;br /&gt;
&lt;br /&gt;
The service department&#039;s manager, the Executive Officer also helps manage the Bridge, crew contracts, IDs, and personnel transfer to other departments. If you need someone suspended for the shift, or you&#039;re looking to transfer to another department, the Executive Officer is your guy.&lt;br /&gt;
&lt;br /&gt;
===[[Head of Security]]===&lt;br /&gt;
[[Image:Headofsecurity-nbt.png|64px|Head of Security]]&lt;br /&gt;
&lt;br /&gt;
The Head of Security is the highest authority when it comes to the safety of the crew and enforcing the law on the ship. If a dangerous situation is unfolding, it&#039;s best to keep in contact with the Head of Security.&lt;br /&gt;
&lt;br /&gt;
===[[Chief Engineer]]===&lt;br /&gt;
[[Image:Chiefengineer-nbt.png|64px|Chief Engineer]]&lt;br /&gt;
&lt;br /&gt;
The Chief Engineer manages the engineering department, and thus is the best person to liaise with on ship breaches, compromised atmospheres, or a heavily-damaged area.&lt;br /&gt;
&lt;br /&gt;
===[[Chief Medical Officer]]===&lt;br /&gt;
[[Image:Chiefmedicalofficer-nbt.png|64px|Chief Medical Officer]]&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Officer is the ship&#039;s top medical expert, and as such should be communicated with in regards to injuries, search-and-rescues, and certain biohazardous situations.&lt;br /&gt;
&lt;br /&gt;
===[[Research Director]]===&lt;br /&gt;
[[Image:Researchdirector-nbt.png|64px|Research Director]]&lt;br /&gt;
&lt;br /&gt;
The Research Director&#039;s area of expertise tends to lie in anomalous happenings, away missions to archaeology sites, and malfunctioning synthetics, particularly the AI.&lt;br /&gt;
&lt;br /&gt;
===[[Operations Manager]]===&lt;br /&gt;
[[Image:Operationsmanager-nbt.png|64px|Operations Manager]]&lt;br /&gt;
&lt;br /&gt;
The Operations Manager is the head of logistics on-ship, and has authority over mining operations, crew orders, secure storage, and the procurement of ammunition for the [[Guide to Gunnery|ship&#039;s weapons]]. They can also be coordinated with to ensure that ship-bound synthetics and mechanical crewmembers are being repaired as needed.&lt;br /&gt;
&lt;br /&gt;
===[[NanoTrasen Liaison|Corporate Liaison/Consular Officer]]===&lt;br /&gt;
[[Image:ia_consultant.png]]&lt;br /&gt;
&lt;br /&gt;
If there are concerns about breaches in [[Corporate Regulations|corporate regulation]], ship directive, or [[Guide to Law|legal issues]], the Consular and Corporate Liaisons are more inclined to lend an ear if it so happens you belong to their [[Corporate_Liaison#Interest_Group|interest group]]. Before making an incident report to the CCIA, it might be best to speak to them.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=37668</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=37668"/>
		<updated>2025-09-13T02:29:56Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your &#039;&#039;&#039;Job&#039;&#039;&#039; is the occupation you have signed onto with the [[Stellar Corporate Conglomerate]] or one of its many [[Megacorporations|member corporations]] to perform on-board the exploration ship SCCV Horizon. It defines your duties, your access, and the equipment you spawn with.&lt;br /&gt;
&lt;br /&gt;
Before starting out, it is best you read the [[Corporate Regulations]] to understand what is and isn&#039;t acceptable in the workplace, and the [[Stellar Corporate Conglomerate Occupation Qualifications]]. You may also encounter [[New Player Lore Guide#Common Sentient Species|alien species]] in your workplace.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Guide_to_Communication_Devices|Communication Devices]]&lt;br /&gt;
* [[Stellar Corporate Conglomerate Occupation Qualifications|Basic Employee Qualifications]]&lt;br /&gt;
&lt;br /&gt;
The departments are assigned specific corporations as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039; [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Private Military Contracting Group]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039; [[Private Military Contracting Group]], [[Idris Incorporated]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service:&#039;&#039;&#039; [[Idris Incorporated]], [[NanoTrasen Corporation]], and [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science:&#039;&#039;&#039; [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operations and Logistics:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Orion Express]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Zavodskoi Interstellar]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039; [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
===Command===&lt;br /&gt;
The Corporations allowed in this Department are: [[Stellar_Corporate_Conglomerate|The Stellar Corporate Conglomerate (SCC)]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Captain-nbt.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|The Captain is in charge of the ship and everyone on it. They make sure the crew is working and productive and any [[#Antagonists|potential threats]] are seen to. They are expected to be able to command their Heads of Staff effectively, and have ultimate authority on the ship, second only to the SCC.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Executiveofficer-nbt.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;[[Executive Officer|Executive Officer]]&lt;br /&gt;
|The Executive Officer is the head of staff for the Service and Civilian departments, as well as the primary head of staff for [[Bridge Crewman]]. Their principal duty is to handle administration aboard the ship alongside managing the bridge, Canary, and Intrepid.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Operationsmanager-nbt.png|64px|link=Operations Manager]]&amp;lt;br&amp;gt;[[Operations Manager|Operations Manager]]&lt;br /&gt;
|The Operations Manager manages the logistics, resource extraction, and machining operations of the ship. Principal duties include ensuring orders are processed, the shuttles are serviced by [[Hangar Technician]]s, [[Shaft Miner|sufficient ore is extracted and processed]], and the [[Guide to Gunnery|main guns are loaded properly]].&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Headofsecurity-nbt.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|The Head of Security manages the security forces on the ship. They ensure proper enforcement of the [[Corporate Regulations]] and [[Standard Operating Procedure]], as well as adequate defense on [[Guide to Away Missions|away missions]] or against boarders. Additionally, verify and sign off on all investigations to ensure corporate compliance.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefengineer-nbt.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|The Chief Engineer is the individual in charge of the ship&#039;s integrity, electricity, and [[Telecommunications|IT network]]. They manage the engineering department to ensure the ship remains in a functional state, and to prepare sites on expeditions.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:Researchdirector-nbt.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|The Research Director is in charge of the Science department, Ship [[AI]], and all experimental material or procedures. They have jurisdiction over the Quark, and typically manage scientific expeditions.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefmedicalofficer-nbt.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|The Chief Medical Officer is the authority in charge of the health of the crew. They manage the Medical department to effectively treat injuries, ensure proper safety practices, and supply prescriptions. They are the sole Command member capable of assessing other Heads of Staff for mental or physical capability and are the primary authority in cases of biohazard outbreak.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Command Support===&lt;br /&gt;
The corporations allowed in this department are: all of them, as well as non-corporate government employees.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bridgecrewman-nbt.png|64px|link=Bridge Crewman]]&amp;lt;br&amp;gt;[[Bridge Crewman|Bridge Crewman]]&lt;br /&gt;
|Bridge Crewmen operate the bridge of the Horizon. They are the primary pilots for the Intrepid and Canary. Secondary duties include assistant Command as needed, and heading away missions when a Command member is unable to attend.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;[[Corporate Liaison]]&lt;br /&gt;
|Corporate Liaisons on the primary point of contact for the corporation they represent. Their duties are to represent the interests of their corporations&#039; employees within Command, and to be a communication link between the corporation and its employees.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=Consular Officer]]&amp;lt;br&amp;gt;[[Consular Officer]]&lt;br /&gt;
|Represent a nation in the Spur. Consulars are independent representatives of their nation, and the sole point of contact between crew and that nation. They represent their nation&#039;s best interests within command and are a communication link between the embassy and its citizens.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Private_Military_Contracting_Group|PMCG]], [[Idris_Incorporated|Idris Incorporated]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Security Officers are the main force behind Security on the ship. They are responsible for dealing with [[Corporate Regulations|security complaints]] and the [[#Antagonist|protection]] of corporate assets.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden-nbt.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|The Warden is responsible for the brig, the prisoners, and the armory. They handle the processing of new prisoners, the distribution of equipment from the armory, and the protection of the brig. Secondary duties include assistant the Head of Security and providing dispatch services to the Officers.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Investigator-nbt.png|64px|link=Investigator]]&amp;lt;br&amp;gt;[[Investigator]]&lt;br /&gt;
|The Investigator is the expert in all things CSI. Their main duties are to investigate incidents through evidence, interviews, and deductive reasoning, whether to determine the perpetrator of a crime or absolve the corporations of liability. Secondary duties include autopsies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer#Security Cadet]]&amp;lt;br&amp;gt;[[Security Officer#Security Cadet|Security Cadet]]&lt;br /&gt;
|Security Cadets are trainees or transfers on probation. Their primary duty is to learn the ropes from Security Officers.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer]]&amp;lt;br&amp;gt;[[Engineer]]&lt;br /&gt;
|Engineers are the maintainers of the ship and its equipment. They operate the ship engines (not ship thrusters), electrical grid, maintain ship machinery, repair the ship&#039;s structure, and handle all matters of construction or repair. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atmosphericstechnician-nbt.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Atmospheric Technicians are the caretakers of the ship atmospheric systems. They operate and maintain the air and scrubber networks, manage the atmospheric storage, operate the ship thrusters, and resolve depressurized areas.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer#Engineering Apprentice]]&amp;lt;br&amp;gt;[[Engineer#Engineering Apprentice|Engineering Apprentice]]&lt;br /&gt;
|Engineering Apprentices are trainees in the Engineering department. They are here to learn from the Engineers.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Operations===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hangartechnician-nbt.png|64px|link=Hangar Technician]]&amp;lt;br&amp;gt;[[Hangar Technician|Hangar Technician]]&lt;br /&gt;
|The Hangar Technician is responsible for managing all basic Operations-related tasks. Their duties include handling mailing requests, processing orders, managing bounties, reloading the ship&#039;s weapons upon orders, and sorting and distributing warehouse contents. They also serve as the flight deck technicians ensuring that shuttles are fueled, maintained, and ready to go at a moment&#039;s notice for expeditions.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaftminer-nbt.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|The Shaft Miners are in charge of all ore extraction and processing in the sector. Their main duties are to exploit planets and asteroids for minerals and ore, process these minerals and ores into usable resources, and distribute these resources to departments.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinist-nbt.png|64px|link=Machinist]]&amp;lt;br&amp;gt;[[Machinist|Machinist]]&lt;br /&gt;
|The Machinist is responsible for the maintenance of all ship-bound robots and [[IPC]]s aboard the ship. Their secondary duties include the construction and maintenance of hardsuits, mechs, and other specialized equipment. Additionally, Machinist perform cyborgification procedures when required.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]], &lt;br /&gt;
[[Private_Military_Contracting_Group|PMCG]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Surgeon-nbt.png|64px|link=Surgeon]]&amp;lt;br&amp;gt;[[Surgeon]]&lt;br /&gt;
|The Surgeon handles all surgical procedures within the Medical department except for autopsies, which are handled by [[Investigator]]s. Secondary duties include assistant Physicians in the GTR during mass casualty events.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Physician]]&amp;lt;br&amp;gt;[[Physician]]&lt;br /&gt;
|The Physician handles most diagnostic and medicinal operations within the Medical department. This includes handling patient intake, scanning, and treatment within the GTR. This includes the management of patients to surgery, the ICU, the recovery ward, or cryotubes for appropriate treatment.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Firstresponder-nbt.png|64px|link=First Responder]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|The Paramedic handles patient retrieval and advanced first aid, including emergency field treatment. Secondary duties include assistant Physicians and Surgeons with the management of patients and the Medical department. They are the primary medical member to join away missions.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychiatrist-nbt.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|The Psychologist handles the diagnosing and treatment of mental issues. They are largely removed from the treatment procedures within the rest of the department.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pharmacist-nbt.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Pharmacist]]&lt;br /&gt;
|The Pharmacist synthesizes medicines for use by the Medical department, and the production of prescriptions from crew. They are largely removed from the treatment procedures within the rest of the department.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Medical_Intern]]&amp;lt;br&amp;gt;[[Medical Intern]]&lt;br /&gt;
|The Medical Intern is the trainee for the Medical department. Depending on speciality, their primary duties are to learn from the other doctors (or paramedic), and provide assistance where needed.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]],&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|The Scientist operates the research labs and performs research aboard the ship. Their duties are to draft experiments, perform such experiments, and write reports on these findings.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Xenobiologist]]&amp;lt;br&amp;gt;[[Xenobiologist]]&lt;br /&gt;
|Xenobiologists handle the management and research of slimes aboard the ship. They additionally handle the capture and study of xenofauna discovered on away sites.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Xenobotanist]]&amp;lt;br&amp;gt;[[Xenobotanist]]&lt;br /&gt;
|The Xenobotanist performs the study of xenoflora, as well as the genetic manipulation of plants. They handle the collection and study of xenoflora discovered on away sites.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sciencevoidsuit.png|64px|link=Xenoarcheologist]]&amp;lt;br&amp;gt;[[Xenoarcheologist]]&lt;br /&gt;
|The Xenoarcheologist handles the discovery, recovery, and study of anomalies and artefacts found on planets and asteroids. Additionally, they manage the safe storage of these anomalies on ship.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Research Intern]]&amp;lt;br&amp;gt;[[Research Intern]]&lt;br /&gt;
|The Research Intern is the trainee position of the Research department.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|The Assistant has no duties, responsibilities, or special access. Alternative titles of [[Medical Orderly]], [[Wait Staff]], [[Technical Assistant]], and [[Lab Assistant]] assign duties relating to the assistance of a given department.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Off-Duty Crew Member]]&amp;lt;br&amp;gt;[[Off-Duty Crew Member|Off-Duty Crew Member]]&lt;br /&gt;
|The Off-duty Crew Member has no duties or access. They are crew holding other positions, however, are not on-duty so they may enjoy the amenities of the ship.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Passenger]]&amp;lt;br&amp;gt;[[Passenger|Passenger]]&lt;br /&gt;
|The Passenger is an independent individual who purchased a ticket to board the ship. They have no duties or access.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender-nbt.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The Bartender operates the ship bar. Their main duty is to supply the crew or visitors with drinks, be they alcoholic or otherwise.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef-nbt.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The Chef operates the ship kitchen, and controls the diner&#039;s menu. Their duty is to cook food for the crew or visitors.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist-nbt.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The Botanist manages the ship hydroponics bay. They ensure the proper supply of fresh ingredients to the bar and kitchen, as well as products that can be sold at the Commissary.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chaplain-nbt.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|The Chaplain operates the ship chapel. They provide religious services to the crew and may additionally provide counseling services. Should a crew member die, they handle funeral rites.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Janitor-nbt.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The Janitor provides custodial services to the ship. They ensure the vessel is clean, vendors are stocked, and lights are functional. Secondary duties include providing minor repairs.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Librarian-nbt.png|64px|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|The librarian operates the ship library. They handle requests for books, checking in or out loaned books, general information, and similar duties.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporatereporter-nbt.png|64px|link=Corporate_Reporter]]&amp;lt;br&amp;gt;[[Corporate Reporter]]&lt;br /&gt;
|The Reporter provides the primary means of story coverage on the ship. They write articles and provide live broadcasts as needed to keep the crew informed.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Equipment (Stationbounds)===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI|64px]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The AI is a top-of-the-line stationbound synthetic responsible for assisting the Command department and the crew. It has access to nearly every electronic object on the ship, as well as all radio channels. Its behaviours are dictated by whatever laws are currently uploaded.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Cyborgs (and robots) are stationbound synthetics confined to a portable chassis, generally specialized to assist a particular department. They may act in place of crew when needed to keep the ship running, or be assigned tasks by the crew. Their behaviours are dictated by whatever laws are currently uploaded.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|A Personal AI is a commercially available computer program downloaded to a pAI device, meant to act as a companion. They generally can&#039;t do much else.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MaintenanceDrone.png|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are deployed to repair and maintain the ship. They keep the ship running, while avoiding interfering with the crew.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Roles==&lt;br /&gt;
&lt;br /&gt;
===Antagonists===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Odyssey]]&amp;lt;br&amp;gt;[[Odyssey|Odyssey Team]]&lt;br /&gt;
|Actors, with or without a powerful Storyteller, work to create interesting stories centered around the SCCV Horizon and away-sites. They spawn during the special Odyssey gamemode.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Traitors spawn as crewmembers, but are given a hidden uplink. They may pursue any goals they like in order to bring interesting conflict to the round.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|A group of four offship antagonists who are given uplinks, an armory, and a ship. &lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cult]]&amp;lt;br&amp;gt;[[Cult|Cultist]]&lt;br /&gt;
|Cultists spawn as crewmembers, but have secretly been initiated into a sinister blood cult. The specifics of their new religion are up to them, but they usually involve horrific ritual sacrifice, forceful conversion/brainwashing, and bloody runes.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Changelings spawn as crewmembers, but have secretly been replaced by an undiscovered lifeform with the ability to perfectly mimic organics. They have a wide variety of abilities allowing them to integrate organics into their hivemind and steal their DNA, and can transform their body in many grotesque ways.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant96x.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Revenants are extremely rare trans-dimensional entities which can invade the ship from bluespace. They have unique abilities and strange physiology.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Raider]]&amp;lt;br&amp;gt;[[Raider]]&lt;br /&gt;
|A group of poorly-equipped offship antagonists, given some gear and a ship.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|64px|link=Operative]]&amp;lt;br&amp;gt;[[Operative]]&lt;br /&gt;
|A pair of offship antagonists equipped from a selection of highly-advanced hardsuits and weaponry.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic-techno.png|64px|link=Technomancer]]&amp;lt;br&amp;gt;[[Technomancer]]&lt;br /&gt;
|An offship antagonist equipped with a &amp;quot;Core,&amp;quot; a highly advanced and probably-not-magical piece of equipment which gives the wearer fantastic power.&amp;lt;br&amp;gt;&#039;&#039;&#039;Raider Technos:&#039;&#039;&#039; A group of Technomancers. Each holds less power individually, but there is strength in numbers.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Loner]]&amp;lt;br&amp;gt;[[Loner]]&lt;br /&gt;
|A lone offship antagonist equipped with strange psionic power and the ability to absorb energy from another person&#039;s Zona Bovinae. &lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borer.png|64px|link=Borer]]&amp;lt;br&amp;gt;[[Borer]]&lt;br /&gt;
|A strange parasite which may parasitize a host, allowing them to reproduce in exchange for giving their host psionic power.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Vampire]]&amp;lt;br&amp;gt;[[Vampire]]&lt;br /&gt;
|Vampires spawn as crewmembers, but hide a terrible thirst for blood and strange powers. They use blood to keep themselves from falling into a frenzy and to fuel their power. They can convert organics into thralls, or into more vampires.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Revolutionary]]&amp;lt;br&amp;gt;[[Revolutionary|Revolutionaries/Loyalists]]&lt;br /&gt;
|&#039;&#039;&#039;Revolutionaries:&#039;&#039;&#039; Revolutionaries start as crew, either beginning their revolt or being convinced by one of the heads of the movement. They take issue with the current state of affairs, and wish to bring change in some way.&amp;lt;br&amp;gt;&#039;&#039;&#039;Loyalists:&#039;&#039;&#039; Loyalists start as crew, either beginning as a stalwart fan of the SCC or being convinced by one of the heads of the movement. They take issue with the revolution, and will attempt to bring it to heel by any means necessary. They often drive the conflict by exacerbating the issues of the Revolutionaries.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:genericmerchant2.png|link=Merchant]]&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
|Merchants are licensed to dock with the SCCV Horizon and sell their wares, but they only spawn during some rounds.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|64px|link=Guide to Ghost Roles]]&amp;lt;br&amp;gt;[[Guide to Ghost Roles|Ghost Roles]]&lt;br /&gt;
|Ghost roles vary wildly depending on sector, ranging from independents, to corporate employees, to representatives of the Orion Spur&#039;s nations.&lt;br /&gt;
!Easy to Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=37667</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=37667"/>
		<updated>2025-09-13T02:29:06Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: Improves lower part of the page and adds (most) missing antagonists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your &#039;&#039;&#039;Job&#039;&#039;&#039; is the occupation you have signed onto with the [[Stellar Corporate Conglomerate]] or one of its many [[Megacorporations|member corporations]] to perform on-board the exploration ship SCCV Horizon. It defines your duties, your access, and the equipment you spawn with.&lt;br /&gt;
&lt;br /&gt;
Before starting out, it is best you read the [[Corporate Regulations]] to understand what is and isn&#039;t acceptable in the workplace, and the [[Stellar Corporate Conglomerate Occupation Qualifications]]. You may also encounter [[New Player Lore Guide#Common Sentient Species|alien species]] in your workplace.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Guide_to_Communication_Devices|Communication Devices]]&lt;br /&gt;
* [[Stellar Corporate Conglomerate Occupation Qualifications|Basic Employee Qualifications]]&lt;br /&gt;
&lt;br /&gt;
The departments are assigned specific corporations as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039; [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Private Military Contracting Group]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039; [[Private Military Contracting Group]], [[Idris Incorporated]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service:&#039;&#039;&#039; [[Idris Incorporated]], [[NanoTrasen Corporation]], and [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science:&#039;&#039;&#039; [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operations and Logistics:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Orion Express]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Zavodskoi Interstellar]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039; [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
===Command===&lt;br /&gt;
The Corporations allowed in this Department are: [[Stellar_Corporate_Conglomerate|The Stellar Corporate Conglomerate (SCC)]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Captain-nbt.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|The Captain is in charge of the ship and everyone on it. They make sure the crew is working and productive and any [[#Antagonists|potential threats]] are seen to. They are expected to be able to command their Heads of Staff effectively, and have ultimate authority on the ship, second only to the SCC.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Executiveofficer-nbt.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;[[Executive Officer|Executive Officer]]&lt;br /&gt;
|The Executive Officer is the head of staff for the Service and Civilian departments, as well as the primary head of staff for [[Bridge Crewman]]. Their principal duty is to handle administration aboard the ship alongside managing the bridge, Canary, and Intrepid.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Operationsmanager-nbt.png|64px|link=Operations Manager]]&amp;lt;br&amp;gt;[[Operations Manager|Operations Manager]]&lt;br /&gt;
|The Operations Manager manages the logistics, resource extraction, and machining operations of the ship. Principal duties include ensuring orders are processed, the shuttles are serviced by [[Hangar Technician]]s, [[Shaft Miner|sufficient ore is extracted and processed]], and the [[Guide to Gunnery|main guns are loaded properly]].&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Headofsecurity-nbt.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|The Head of Security manages the security forces on the ship. They ensure proper enforcement of the [[Corporate Regulations]] and [[Standard Operating Procedure]], as well as adequate defense on [[Guide to Away Missions|away missions]] or against boarders. Additionally, verify and sign off on all investigations to ensure corporate compliance.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefengineer-nbt.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|The Chief Engineer is the individual in charge of the ship&#039;s integrity, electricity, and [[Telecommunications|IT network]]. They manage the engineering department to ensure the ship remains in a functional state, and to prepare sites on expeditions.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:Researchdirector-nbt.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|The Research Director is in charge of the Science department, Ship [[AI]], and all experimental material or procedures. They have jurisdiction over the Quark, and typically manage scientific expeditions.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefmedicalofficer-nbt.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|The Chief Medical Officer is the authority in charge of the health of the crew. They manage the Medical department to effectively treat injuries, ensure proper safety practices, and supply prescriptions. They are the sole Command member capable of assessing other Heads of Staff for mental or physical capability and are the primary authority in cases of biohazard outbreak.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Command Support===&lt;br /&gt;
The corporations allowed in this department are: all of them, as well as non-corporate government employees.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bridgecrewman-nbt.png|64px|link=Bridge Crewman]]&amp;lt;br&amp;gt;[[Bridge Crewman|Bridge Crewman]]&lt;br /&gt;
|Bridge Crewmen operate the bridge of the Horizon. They are the primary pilots for the Intrepid and Canary. Secondary duties include assistant Command as needed, and heading away missions when a Command member is unable to attend.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;[[Corporate Liaison]]&lt;br /&gt;
|Corporate Liaisons on the primary point of contact for the corporation they represent. Their duties are to represent the interests of their corporations&#039; employees within Command, and to be a communication link between the corporation and its employees.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=Consular Officer]]&amp;lt;br&amp;gt;[[Consular Officer]]&lt;br /&gt;
|Represent a nation in the Spur. Consulars are independent representatives of their nation, and the sole point of contact between crew and that nation. They represent their nation&#039;s best interests within command and are a communication link between the embassy and its citizens.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Private_Military_Contracting_Group|PMCG]], [[Idris_Incorporated|Idris Incorporated]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Security Officers are the main force behind Security on the ship. They are responsible for dealing with [[Corporate Regulations|security complaints]] and the [[#Antagonist|protection]] of corporate assets.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden-nbt.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|The Warden is responsible for the brig, the prisoners, and the armory. They handle the processing of new prisoners, the distribution of equipment from the armory, and the protection of the brig. Secondary duties include assistant the Head of Security and providing dispatch services to the Officers.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Investigator-nbt.png|64px|link=Investigator]]&amp;lt;br&amp;gt;[[Investigator]]&lt;br /&gt;
|The Investigator is the expert in all things CSI. Their main duties are to investigate incidents through evidence, interviews, and deductive reasoning, whether to determine the perpetrator of a crime or absolve the corporations of liability. Secondary duties include autopsies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer#Security Cadet]]&amp;lt;br&amp;gt;[[Security Officer#Security Cadet|Security Cadet]]&lt;br /&gt;
|Security Cadets are trainees or transfers on probation. Their primary duty is to learn the ropes from Security Officers.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer]]&amp;lt;br&amp;gt;[[Engineer]]&lt;br /&gt;
|Engineers are the maintainers of the ship and its equipment. They operate the ship engines (not ship thrusters), electrical grid, maintain ship machinery, repair the ship&#039;s structure, and handle all matters of construction or repair. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atmosphericstechnician-nbt.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Atmospheric Technicians are the caretakers of the ship atmospheric systems. They operate and maintain the air and scrubber networks, manage the atmospheric storage, operate the ship thrusters, and resolve depressurized areas.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer#Engineering Apprentice]]&amp;lt;br&amp;gt;[[Engineer#Engineering Apprentice|Engineering Apprentice]]&lt;br /&gt;
|Engineering Apprentices are trainees in the Engineering department. They are here to learn from the Engineers.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Operations===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hangartechnician-nbt.png|64px|link=Hangar Technician]]&amp;lt;br&amp;gt;[[Hangar Technician|Hangar Technician]]&lt;br /&gt;
|The Hangar Technician is responsible for managing all basic Operations-related tasks. Their duties include handling mailing requests, processing orders, managing bounties, reloading the ship&#039;s weapons upon orders, and sorting and distributing warehouse contents. They also serve as the flight deck technicians ensuring that shuttles are fueled, maintained, and ready to go at a moment&#039;s notice for expeditions.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaftminer-nbt.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|The Shaft Miners are in charge of all ore extraction and processing in the sector. Their main duties are to exploit planets and asteroids for minerals and ore, process these minerals and ores into usable resources, and distribute these resources to departments.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinist-nbt.png|64px|link=Machinist]]&amp;lt;br&amp;gt;[[Machinist|Machinist]]&lt;br /&gt;
|The Machinist is responsible for the maintenance of all ship-bound robots and [[IPC]]s aboard the ship. Their secondary duties include the construction and maintenance of hardsuits, mechs, and other specialized equipment. Additionally, Machinist perform cyborgification procedures when required.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]], &lt;br /&gt;
[[Private_Military_Contracting_Group|PMCG]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Surgeon-nbt.png|64px|link=Surgeon]]&amp;lt;br&amp;gt;[[Surgeon]]&lt;br /&gt;
|The Surgeon handles all surgical procedures within the Medical department except for autopsies, which are handled by [[Investigator]]s. Secondary duties include assistant Physicians in the GTR during mass casualty events.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Physician]]&amp;lt;br&amp;gt;[[Physician]]&lt;br /&gt;
|The Physician handles most diagnostic and medicinal operations within the Medical department. This includes handling patient intake, scanning, and treatment within the GTR. This includes the management of patients to surgery, the ICU, the recovery ward, or cryotubes for appropriate treatment.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Firstresponder-nbt.png|64px|link=First Responder]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|The Paramedic handles patient retrieval and advanced first aid, including emergency field treatment. Secondary duties include assistant Physicians and Surgeons with the management of patients and the Medical department. They are the primary medical member to join away missions.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychiatrist-nbt.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|The Psychologist handles the diagnosing and treatment of mental issues. They are largely removed from the treatment procedures within the rest of the department.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pharmacist-nbt.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Pharmacist]]&lt;br /&gt;
|The Pharmacist synthesizes medicines for use by the Medical department, and the production of prescriptions from crew. They are largely removed from the treatment procedures within the rest of the department.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Medical_Intern]]&amp;lt;br&amp;gt;[[Medical Intern]]&lt;br /&gt;
|The Medical Intern is the trainee for the Medical department. Depending on speciality, their primary duties are to learn from the other doctors (or paramedic), and provide assistance where needed.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]],&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|The Scientist operates the research labs and performs research aboard the ship. Their duties are to draft experiments, perform such experiments, and write reports on these findings.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Xenobiologist]]&amp;lt;br&amp;gt;[[Xenobiologist]]&lt;br /&gt;
|Xenobiologists handle the management and research of slimes aboard the ship. They additionally handle the capture and study of xenofauna discovered on away sites.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Xenobotanist]]&amp;lt;br&amp;gt;[[Xenobotanist]]&lt;br /&gt;
|The Xenobotanist performs the study of xenoflora, as well as the genetic manipulation of plants. They handle the collection and study of xenoflora discovered on away sites.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sciencevoidsuit.png|64px|link=Xenoarcheologist]]&amp;lt;br&amp;gt;[[Xenoarcheologist]]&lt;br /&gt;
|The Xenoarcheologist handles the discovery, recovery, and study of anomalies and artefacts found on planets and asteroids. Additionally, they manage the safe storage of these anomalies on ship.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Research Intern]]&amp;lt;br&amp;gt;[[Research Intern]]&lt;br /&gt;
|The Research Intern is the trainee position of the Research department.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|The Assistant has no duties, responsibilities, or special access. Alternative titles of [[Medical Orderly]], [[Wait Staff]], [[Technical Assistant]], and [[Lab Assistant]] assign duties relating to the assistance of a given department.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Off-Duty Crew Member]]&amp;lt;br&amp;gt;[[Off-Duty Crew Member|Off-Duty Crew Member]]&lt;br /&gt;
|The Off-duty Crew Member has no duties or access. They are crew holding other positions, however, are not on-duty so they may enjoy the amenities of the ship.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Passenger]]&amp;lt;br&amp;gt;[[Passenger|Passenger]]&lt;br /&gt;
|The Passenger is an independent individual who purchased a ticket to board the ship. They have no duties or access.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender-nbt.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The Bartender operates the ship bar. Their main duty is to supply the crew or visitors with drinks, be they alcoholic or otherwise.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef-nbt.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The Chef operates the ship kitchen, and controls the diner&#039;s menu. Their duty is to cook food for the crew or visitors.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist-nbt.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The Botanist manages the ship hydroponics bay. They ensure the proper supply of fresh ingredients to the bar and kitchen, as well as products that can be sold at the Commissary.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chaplain-nbt.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|The Chaplain operates the ship chapel. They provide religious services to the crew and may additionally provide counseling services. Should a crew member die, they handle funeral rites.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Janitor-nbt.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The Janitor provides custodial services to the ship. They ensure the vessel is clean, vendors are stocked, and lights are functional. Secondary duties include providing minor repairs.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Librarian-nbt.png|64px|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|The librarian operates the ship library. They handle requests for books, checking in or out loaned books, general information, and similar duties.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporatereporter-nbt.png|64px|link=Corporate_Reporter]]&amp;lt;br&amp;gt;[[Corporate Reporter]]&lt;br /&gt;
|The Reporter provides the primary means of story coverage on the ship. They write articles and provide live broadcasts as needed to keep the crew informed.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Equipment (Stationbounds)===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI|64px]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The AI is a top-of-the-line stationbound synthetic responsible for assisting the Command department and the crew. It has access to nearly every electronic object on the ship, as well as all radio channels. Its behaviours are dictated by whatever laws are currently uploaded.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Cyborgs (and robots) are stationbound synthetics confined to a portable chassis, generally specialized to assist a particular department. They may act in place of crew when needed to keep the ship running, or be assigned tasks by the crew. Their behaviours are dictated by whatever laws are currently uploaded.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|A Personal AI is a commercially available computer program downloaded to a pAI device, meant to act as a companion. They generally can&#039;t do much else.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MaintenanceDrone.png|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are deployed to repair and maintain the ship. They keep the ship running, while avoiding interfering with the crew.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Roles==&lt;br /&gt;
&lt;br /&gt;
===Antagonists===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Odyssey Team]]&amp;lt;br&amp;gt;[[Odyssey]]&lt;br /&gt;
|Actors, with or without a powerful Storyteller, work to create interesting stories centered around the SCCV Horizon and away-sites. They spawn during the special Odyssey gamemode.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Traitors spawn as crewmembers, but are given a hidden uplink. They may pursue any goals they like in order to bring interesting conflict to the round.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|A group of four offship antagonists who are given uplinks, an armory, and a ship. &lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cult]]&amp;lt;br&amp;gt;[[Cult|Cultist]]&lt;br /&gt;
|Cultists spawn as crewmembers, but have secretly been initiated into a sinister blood cult. The specifics of their new religion are up to them, but they usually involve horrific ritual sacrifice, forceful conversion/brainwashing, and bloody runes.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Changelings spawn as crewmembers, but have secretly been replaced by an undiscovered lifeform with the ability to perfectly mimic organics. They have a wide variety of abilities allowing them to integrate organics into their hivemind and steal their DNA, and can transform their body in many grotesque ways.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant96x.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Revenants are extremely rare trans-dimensional entities which can invade the ship from bluespace. They have unique abilities and strange physiology.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Raider]]&amp;lt;br&amp;gt;[[Raider]]&lt;br /&gt;
|A group of poorly-equipped offship antagonists, given some gear and a ship.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|64px|link=Operative]]&amp;lt;br&amp;gt;[[Operative]]&lt;br /&gt;
|A pair of offship antagonists equipped from a selection of highly-advanced hardsuits and weaponry.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic-techno.png|64px|link=Technomancer]]&amp;lt;br&amp;gt;[[Technomancer]]&lt;br /&gt;
|An offship antagonist equipped with a &amp;quot;Core,&amp;quot; a highly advanced and probably-not-magical piece of equipment which gives the wearer fantastic power.&amp;lt;br&amp;gt;&#039;&#039;&#039;Raider Technos:&#039;&#039;&#039; A group of Technomancers. Each holds less power individually, but there is strength in numbers.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Loner]]&amp;lt;br&amp;gt;[[Loner]]&lt;br /&gt;
|A lone offship antagonist equipped with strange psionic power and the ability to absorb energy from another person&#039;s Zona Bovinae. &lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borer.png|64px|link=Borer]]&amp;lt;br&amp;gt;[[Borer]]&lt;br /&gt;
|A strange parasite which may parasitize a host, allowing them to reproduce in exchange for giving their host psionic power.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Vampire]]&amp;lt;br&amp;gt;[[Vampire]]&lt;br /&gt;
|Vampires spawn as crewmembers, but hide a terrible thirst for blood and strange powers. They use blood to keep themselves from falling into a frenzy and to fuel their power. They can convert organics into thralls, or into more vampires.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Revolutionary]]&amp;lt;br&amp;gt;[[Revolutionary|Revolutionaries/Loyalists]]&lt;br /&gt;
|&#039;&#039;&#039;Revolutionaries:&#039;&#039;&#039; Revolutionaries start as crew, either beginning their revolt or being convinced by one of the heads of the movement. They take issue with the current state of affairs, and wish to bring change in some way.&amp;lt;br&amp;gt;&#039;&#039;&#039;Loyalists:&#039;&#039;&#039; Loyalists start as crew, either beginning as a stalwart fan of the SCC or being convinced by one of the heads of the movement. They take issue with the revolution, and will attempt to bring it to heel by any means necessary. They often drive the conflict by exacerbating the issues of the Revolutionaries.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:genericmerchant2.png|link=Merchant]]&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
|Merchants are licensed to dock with the SCCV Horizon and sell their wares, but they only spawn during some rounds.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|64px|link=Guide to Ghost Roles]]&amp;lt;br&amp;gt;[[Guide to Ghost Roles|Ghost Roles]]&lt;br /&gt;
|Ghost roles vary wildly depending on sector, ranging from independents, to corporate employees, to representatives of the Orion Spur&#039;s nations.&lt;br /&gt;
!Easy to Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=37659</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=37659"/>
		<updated>2025-09-13T00:25:06Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: Updated list of accents, added EAL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
&lt;br /&gt;
==Human languages==&lt;br /&gt;
===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture. It became the Alliance&#039; official language in 2105.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_sol.png|64px]] &#039;&#039;&#039;Solarian&#039;&#039;&#039;: The typical Solarian accent has a hundred tiny variants and can be found on a multitude of planets in countless systems, and is often simply regarded as “the accent of humanity” due to its prevalence. It can be found on planets as prominent as Earth or as obscure as settlements of only a few million in the Sol Alliance’s Outer Ring.&lt;br /&gt;
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* [[File:Accent_venus_surfacer.png|64px]] &#039;&#039;&#039;Cytherean&#039;&#039;&#039;: Venusian Common (referred to as Cytherean Common on Venus itself) is often regarded as one of the most prevalent forms of Sol Common due to Venus&#039; massive entertainment industry. On Venus itself this accent is associated with the entertainment industry and Cytherea, and many prospective actors will attempt to adopt it in order to better fit into the industry. Many high-end entertainment IPCs used throughout human space come pre-programmed with this accent, due to its association with the Venusian entertainment industry.&lt;br /&gt;
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* [[File:Accent_venus_under.png|64px]] &#039;&#039;&#039;Jintarian&#039;&#039;&#039;: While Cytherean Common has a reputation abroad as \&amp;quot;Venusian Common\&amp;quot; it is the accent of working-class Jintarians that is, to many on the planet, the true form of Venusian Common. On Venus itself this accent is associated with the working and middle-class population of the planet rather than the entertainment industry, and many Cythereans look down upon those with this accent as unrefined. Hendrik Strom, one of the Sol Alliance&#039;s most notable politicians, is well-known for having a strong Jintarian accent he makes no attempt to hide.&lt;br /&gt;
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* [[File:Accent_earth.png|64px]] &#039;&#039;&#039;Earth&#039;&#039;&#039;: The typical Earth, or Terran, accent of the modern era has its roots in Mandarin Chinese, the dominant language of Earth for much of its modern history. All accents found in human space - from Luna to Xanu - are, one way or another, descended from this ancient accent.&lt;br /&gt;
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* [[File:Accent_luna.png|64px]] &#039;&#039;&#039;Lunarian&#039;&#039;&#039;: The Lunarian accent is regarded throughout the Sol Alliance, and beyond, as a distinctive mark of being Lunarian. The accent is extremely hard for immigrants to Luna to pick up and replicate, and is carefully maintained by Lunarians abroad to keep their accent distinct. It is essentially impossible for a human not living on Luna to replicate a Lunarian accent, and it is considered a major faux paus to pretend to have one. Many Idris Incorporated IPCs are programmed with Lunarian accents to make them seem high-class in both appearance and in accent.&lt;br /&gt;
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* [[File:Accent_mars.png|64px]] &#039;&#039;&#039;Martian Common&#039;&#039;&#039;: Martian Common is a more guttural form of Sol Common that borrows some elements of Freespeak. The distinctive accent is, as a result, looked down upon as a “hick” dialect on Luna and Venus and regarded as the dialect of quarrelsome and annoying Martians elsewhere. Some Martians go to great lengths to hide their accents due to this reputation, which is still alive in the Republic of Biesel despite its separation from the greater Sol Alliance.&lt;br /&gt;
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* [[File:Accent_Pluto.png|64px]] &#039;&#039;&#039;Pluto&#039;&#039;&#039;: The Plutonian accent is one of many Sol Common accents found throughout the Sol System itself, though it is almost undoubtedly the furthest one out from the Sun itself. Rooted in a combination of Central Asian and Eastern European dialects, the Plutonian accent is notable for its slow, methodical method of speech. Very few positronics can be found with this accent, due to Pluto&#039;s unusual relationship with corporations&lt;br /&gt;
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* [[File:Accent_silversun.png|64px]] &#039;&#039;&#039;Native Silversun&#039;&#039;&#039;: The native accent of Silversun is a sing-song take on standard Sol Common that has, since massive investment into the planet by Idris Incorporated, come to be associated with the planet’s renowned tourism industry. Many native residents of Silversun are bitter that their accent - and planet - are seen as nothing more than an enormous vacation retreat by the greater Orion Spur. This accent is commonly used by Idris Incorporated shell positronicframes, much to the consternation of Silversun&#039;s Originals.&lt;br /&gt;
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* [[File:Accent_Konyang.png|64px]] &#039;&#039;&#039;Konyanger&#039;&#039;&#039;: The Konyanger Common accent is quite similar to standard Sol Common, but has drawn some influence from Freespeak due to Konyang’s position near the border between the Sol Alliance and the Coalition of Colonies. A significant number of IPCs possess a Konyanger accent, due to the planet being the origin of IPCs and a major producer of them.&lt;br /&gt;
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* [[File:Accent_nhp.png|64px]] &#039;&#039;&#039;New Hai Phongese&#039;&#039;&#039;: New Hai Phongese Common is, compared to the typical Sol Common accent, much more tonal. This has lent it a distinctive pattern of speech that is easy to tell apart from the standard Sol Common accent associated with the Solarian core worlds. The accent is often imitated by performers, particularly musicians, due to its unique tonal style. Due to the hazardous environmental conditions present on New Hai Phong, many residents of New Hai Phong carry another distinctive auditory cue: coughing and wheezing due to asthma.&lt;br /&gt;
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* [[File:Accent_himeo.png|64px]] &#039;&#039;&#039;Himean&#039;&#039;&#039;: Himean Common is more guttural and harsh-sounding than the typical Sol Common accent, due to Himeo’s position in the Coalition of Colonies. The Himean accent and its distinctive guttural method of speaking are easily distinguishable from other Sol Common speakers, even when speaking Tau Ceti Basic or Freespeak. Himean Common has the unusual reputation of making its speaker always sound angry, no matter their mood, due to its more guttural nature.&lt;br /&gt;
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* [[File:Accent_gadpathur.png|64px]] &#039;&#039;&#039;Gadpathurian&#039;&#039;&#039;: The Gadpathurian accent, otherwise known as Gadpathurian Common, is an older dialect of Sol Common that is often regarded as dated-sounding by other speakers due to the isolation of the planet during its period of reunification. Due to the government&#039;s tight control over Gadpathur, and push for unity in the face of the Sol Alliance, Gadpathurians have been described as sounding relatively similar no matter which area of the planet they hail from.&lt;br /&gt;
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* [[File:Accent_eridani_reinstated.png|64px]] &#039;&#039;&#039;Reinstated Eridani Dreg&#039;&#039;&#039;: The clipped and clinical tones of proper &amp;quot;corporate&amp;quot; speech in Eridani are difficult to perfect even for those born into positions of privilege. For those unfortunate individuals born outside Eridani&#039;s shining skyscrapers and silver spires, the distinctly uncorporate flow of &amp;quot;dreg&amp;quot; speech can make attaining the standard Eridanian accent almost impossible to fully achieve. The curious middle-ground accent of the so-called &amp;quot;reinstated&amp;quot; in Eridani society allows an individual to go much further than its more criminally-aligned counterpart, but still falls short of most suits&#039; expectations.&lt;br /&gt;
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* [[File:Accent_dominia.png|64px]] &#039;&#039;&#039;Vulgar Morozi&#039;&#039;&#039;: The most common Dominian accent is Vulgar Morozi, a variation of Sol Common found upon Moroz itself. Dominian-spoken Sol Common and Tau Ceti Basic are both heavily influenced by Tradeband, the common language of both human and unathi nobility in the Empire. Vulgar Morozi has regional variations on the colonies of the Dominian Empire, and in the rebellious Morozian region of Fisanduh. The Fisanduhian accent is considered to be a distinctive higher-pitched variation of Vulgar Morozi that is often suppressed by insurgents to better blend in with the greater Imperial population.&lt;br /&gt;
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* [[File:Accent_fisanduh.png|64px]] &#039;&#039;&#039;Fisanduhian&#039;&#039;&#039;: While it is similar to the typical Morozian accent, to those not familiar with it; or not from the Empire of Dominia, the standard Fisanduhian accent has some variations that mark it as distinctive.	The accent is higher pitched than its Dominian counterpart, and has been described as more tonal. Members of the Fisanduh Freedom Front will often go to great lengths to disguise this accent, though most will slip back into it when off-world.&lt;br /&gt;
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* [[File:Novi Jadran Accent.png|64px]] &#039;&#039;&#039;Novi Jadranic&#039;&#039;&#039;: Much like the planet itself, the Jadranic dialect of Solarian Common sits between standard Solarian Common-influenced Vulgar Morozi and the more Freespeak-derived accents of the Imperial Frontier. The dialect possesses grammar and pronunciation similar to Vulgar Morozi but possesses multiple loan words from Freespeak which make it distinct from its Morozian counterpart. Jadraners are valued highly for their loyalty and this dialect is often regarded as the most common accent of the Imperial Army. More educated Jadraners, such as those from the planet&#039;s few urban centers, will often leave the dialect&#039;s Freespeak loan words our while talking with Morozians or other Dominians.&lt;br /&gt;
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* [[File:Lyodii_Accent.png|64px]] &#039;&#039;&#039;Lyodic Morozi&#039;&#039;&#039;: Most commonly associated with Lyodii, otherwise known as the People of the Lyod, Lyodic Morozi is a variation of the common Vulgar Morozi dialect which is most notable for its sing-song pace of speech which makes it distinctive from standard Vulgar Morozi and its higher-pitched counterpart in Fisanduh. Lyodic Morozi is uncommon to hear in the broader Empire, or abroad, due to the isolation of the Lyodii in the Morozian poles, and contains slight variations between the Northern and Southern Lyod. Those who speak the dialect are sometimes looked down upon as backwards savages by their Morozian counterparts. Those who hear the dialect spoken or sing during Lyodic rituals often state it has an eerie beauty, as the sounds of these rituals can carry for kilometers across the barren landscape of the Lyod.&lt;br /&gt;
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* [[File:Zhurong accent.png|64px]] &#039;&#039;&#039;Zhurongese&#039;&#039;&#039;: Zhurongese is a dialect of Vulgar Morozi found on the Core World of Zhurong, where it is spoken by the Secondaries who make up most of the skilled workers and supervisors on the planet. While it mostly sticks to traditional Vulgar Morozi structures, its origin on one of the oldest colonies in the Empire and Zhurong itself being a more restricted world has led to this dialect being less influenced by the broader Spur. Scholars believe this dialect may be closer to pre-Imperial Vulgar Morozi than any other in the Empire.&lt;br /&gt;
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* [[File:Accent_Orepit.png|64px]] &#039;&#039;&#039;Native Orepitter&#039;&#039;&#039;:  Native Orepitters developed their own way of speech that stemmed from centuries of complete isolation. The vast distances of the planet&#039;s desert surface required loud, high pitched sounds for reliable communication, making it the primary characteristic of the Orepitter accent.&lt;br /&gt;
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* [[File:Accent_Providence.png|64px]] &#039;&#039;&#039;Providence Trinarist&#039;&#039;&#039;: While the capital of the Trinarists never had a sole language, its people from all over the Spur have come to adopt a unified accent. Characterised by fast-paced speaking and unique intonations to match the style of their synthetic brethren, IPCs have also come to adopt the accent for non-EAL languages.&lt;br /&gt;
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* [[File:Accent_Galatea.png|64px]] &#039;&#039;&#039;Galatean&#039;&#039;&#039;: Galatean Ministerial Common is one of two Ministerial Common dialects within the Federal Technocracy. Centrally managed by the Ministry of Galatean Culture (MfGC), Galatea proper&#039;s dialect is an unusual Solarian Common dialect characterized by its total lack of loan words and use of antiquated Common terms which date to the early 2300s when it was established as a dialect and have since fallen out of common use. Linguistically it is similar to Gadpathurian Common but lacks the Freespeak influence of Gadpathurian Common due to the MfGC&#039;s tight control over the language.&lt;br /&gt;
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* [[File:Accent_Tsukuyomi.png|64px]] &#039;&#039;&#039;Tsukuyomian&#039;&#039;&#039;:  Significantly more rare abroad than Galatean Ministerial Common, Tsukuyomian Standard is one of two Ministerial Common dialects managed by the Ministry of Galatean Culture (MfGC). Like Galatean Ministerial Common, it lacks loan words due to central management and sounds comparatively antiquated when compared to more modern Solarian Common dialects. Tsukuyomian Standard is commonly associated with the Galatean Federal Navy, which has its headquarters on Tsukuyomi.&lt;br /&gt;
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* [[File:Enceladus accent.png|64px]] &#039;&#039;&#039;Enceladian&#039;&#039;&#039;: Enceladian Common is descended from the accents of North and South America, and the residents of this moon of Saturn take pride in ensuring their accent calls back to their ancestral homes on Earth.&lt;br /&gt;
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* [[File:Iapetus accent.png|64px]] &#039;&#039;&#039;Cassinian&#039;&#039;&#039;: Cassinian Common, the accent of Iapetus, a moon of Saturn, is typically associated with the Solarian Interstellar Intelligence Bureau, and characters affiliated with it in Solarian movies will often talk like a Cassinian: soft-spoken and generally polite, but reserved and often distant.&lt;br /&gt;
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* [[File:Titania accent.png|64px]] &#039;&#039;&#039;Titanii&#039;&#039;&#039;: The accent of Titania, a moon of Uranus home to Sol’s largest offworlder population, Titanii Common involves plentiful hand gestures and other visual signals. Linguists have long theorized the prominence of hand gestures in this accent comes from the moon’s EVA-centric industries.&lt;br /&gt;
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* [[File:Mercury accent.png|64px]] &#039;&#039;&#039;Mercurian&#039;&#039;&#039;: Mercurian Common is often heard in the boardrooms of Einstein Engines, which employs much of the planet’s population. Those who speak with this accent are often – to no fault of their own – regarded with suspicion by the SCC due to this association.&lt;br /&gt;
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* [[File:Eris accent.png|64px]] &#039;&#039;&#039;Erisian&#039;&#039;&#039;: Erisian Common bears some resemblance to Lunarian Common due to the planetoid’s long association with the Solarian Navy. Like its counterpart, it is very hard to effectively replicate for an outsider.&lt;br /&gt;
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===Tau Ceti Basic/Common===&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space. It is the most common trade language in human space and the official language of commerce in the Sol Alliance and numerous systems as well as being heavily promoted in non-human business schools.&lt;br /&gt;
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====Accents====&lt;br /&gt;
* [[File:Accent_biesel.png|64px]] &#039;&#039;&#039;Biesellite&#039;&#039;&#039;: Often described as the “true” way of speaking Tau Ceti Basic, the Biesellite accent is easy to reproduce due to the phonetics of TCB.&lt;br /&gt;
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* [[File:Gibson Ovan.png|64px]] &#039;&#039;&#039;Ovanstad&#039;&#039;&#039;: The New Gibson Ovanstad accent is very close to the accent of Tau Ceti proper, due to the nature of the planet&#039;s colonization. However, New Gibsoners are known for talking with a faster and more clipped accent than those from Biesel and, at times, sound as if they are tripping over their words due to the rapid pace at which they speak.&lt;br /&gt;
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* [[File:Gibson Under.png|64px]] &#039;&#039;&#039;Undirstad&#039;&#039;&#039;: The New Gibson Undirstad accent is not wildly known or heard outside of New Gibson itself, as those hailing from the Undirstads are quite insular and isolated from the more attractive surface archologies. The Undirstad accent is much slower than the Ovanstad accent, and keeps more to its cultural roots.&lt;br /&gt;
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*[[File:Valk accent.png|64px]] &#039;&#039;&#039;Valkyrian&#039;&#039;&#039;: The Valkyrian accent is a difficult accent to replicate, mostly due to the cultural melting pot in which it exists. Influences from across the Orion Spur have impacted the development of the accent, with traces of Sol Common, Tau Ceti Basic, Elyran Common and even Vulgar Morozi.&lt;br /&gt;
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*[[File:Reade accent.png|64px]] &#039;&#039;&#039;Reade&#039;&#039;&#039;: Though it is far from wholly unified, the manner of speaking native to Reade is ubiquitous throughout the outer regions of Tau Ceti and its spacefaring populations. Due to the isolation of these communities from the wider system, most describe the dialect as both strongly archaic and very colloquial, similar to the voice of a Biesellite heard from an old recording.&lt;br /&gt;
===Tradeband===&lt;br /&gt;
Descended from Latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past. It gained Sol Alliance recognized legal status in 2317 and is prominent in systems that have historically been major centers of trade.&lt;br /&gt;
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====Accents====&lt;br /&gt;
* [[File:Accent_eridani_suit.png|64px]] &#039;&#039;&#039;Eridanian&#039;&#039;&#039;: The accent of Eridanian “suits” is almost universally looked upon as the accent of corporate excellence throughout the Sol Alliance and Republic of Biesel. Speaking with this accent is a surefire way to get one’s foot into the door in the corporate world, and wealthier Suits often devote time and resources to refining their accent to be more properly Eridanian.&lt;br /&gt;
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* [[File:Accent_highdominia.png|64px]] &#039;&#039;&#039;High Morozi&#039;&#039;&#039;: The less common Dominian accent is High Morozi, a variation of Tradeband found upon Moroz itself. While Vulgar Morozi is typically associated with the common citizenry of the Empire, High Morozi is associated with the Imperial nobility. While most typically associated with nobles it is often taught to wealthy commoners in order to more easily brush shoulders with nobility. This accent is one of the most readily-recognised markers of Dominian nobility abroad.&lt;br /&gt;
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* [[File:Accent_jupiter.png|64px]] &#039;&#039;&#039;Jovian&#039;&#039;&#039;: The Jovian accent is an odd mish-mash of accents from Jupiter’s various moons, and has heavy variation on each of the moons. On Idris Incorporated-dominated Europa, the Jovian accent often takes on traces of Tradeband due to the amount of high-income tourism, while the Callistean Jovian accent is known for the rapid, breathless pace at which it is typically spoken. Ganymede is often seen as the “standard” Jovian accent, though some on Callisto vehemently believe that the Callistean accent should be the standard.&lt;br /&gt;
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* [[File:Accent_europa.png|64px]] &#039;&#039;&#039;Europan&#039;&#039;&#039;: Europans are known to be much quieter and speak at a slower pace than their counterparts on Callisto, despite the close proximity of the two moons. Solarian linguists have traced the whisper-like nature of the accent origins to the planet’s submarines: crews believed that quieter voices interfered less with sonar, and were less likely to be heard by whatever was outside the hull. Europans that have succumbed to &amp;quot;Deep Crazy&amp;quot;, a psychological phenomenon found on the moon, are known to abandon the typically hushed nature of Europan speech for screaming hysterically.&lt;br /&gt;
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* [[File:Accent_silversunexpat.png|64px]] &#039;&#039;&#039;Silversun Expatriate&#039;&#039;&#039;: The accent of Silversun&#039;s wealthy Idris Incorporated-aligned minority population is rooted in Tradeband dialects from Eridani and Luna rather than the Sol Common dialect of the Originals, making it audibly distinctive compared to the &#039;native&#039; accent of the planet. This accent is most commonly associated with Idris Incorporated employees from Silversun, which tend to be overwhelmingly from the Expatriate population. Many Idris Incorporated positronics are programmed with this accent, and it is often regarded as the unofficial accent of the megacorporation.&lt;br /&gt;
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* [[File:Accent_assunzione.png|64px]] &#039;&#039;&#039;Assunzionii&#039;&#039;&#039;: The Assunzionii accent is one of the most unusual found in the Coalition of Colonies, due to the planet&#039;s colonial roots in the Mediterranean. Heavily influenced by Romance languages the Assunzionii dialect is most notable for its elegant-sounding and evenly-paced method of speaking compared to rougher-sounding Coalition and frontier dialects. Liturgical Assunzionii is a small subset of this dialect, and is generally only spoken during Luceian services and can be distinguished by its use of archaic language.&lt;br /&gt;
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* [[File:Accent_visigrad.png|64px]] &#039;&#039;&#039;Visegradi&#039;&#039;&#039;: The Visegradi accent is unique for that of a Solarian world, being a Tradeband accent with strong influences from the various languages of the Warsaw Pact on Earth. Decidedly harsh and characterized by unusual and eclectic pronunciation, it can be fairly difficult to parse for those unfamiliar with it. This is only somewhat stymied by the fact that Visegradi people tend to speak very loudly, an adaptation necessitated by the need to make oneself heard during the planet&#039;s torrential downpours.&lt;br /&gt;
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* [[File:Callisto Accent.png|64px]] &#039;&#039;&#039;Callistean&#039;&#039;&#039;: Considered to be one of the most recognizable accents in the Sol System due to its uniquely breathless pace, the stereotypical Callistean accent has its roots in the moon&#039;s port district of New Valletta. While not all Callisteans speak with the breathless pace of those from New Valletta, the district&#039;s status as a port has led to its accent becoming the moon&#039;s most recognized one. As a whole the Callistean accent can be easily recognized by its fast pace of speaking and seeking disregard for pauses.&lt;br /&gt;
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*[[File:San Collette Accent.png|64px]] &#039;&#039;&#039;San Colettish&#039;&#039;&#039;: The Colettish dialect belongs to the larger linguistic family of Tradeband but unlike many of its counterparts, it is descended from Earth-based Tradeband dialects rather than Luna-based dialects. It is easily distinguished from its Lunan contemporaries by its differences in pronunciation and tone, and still retains many of its linguistic roots from Earth.&lt;br /&gt;
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*[[File:Port Ant.png|64px]] &#039;&#039;&#039;Port Antillean&#039;&#039;&#039;: There are two distinct dialects present on the planet: one that sees heavy lifting from Tradeband and the other more influenced by Solarian Common. It is relatively easy to identify the differences between the two: Antilleans influenced by Tradeband sound more nasal and rhythmic, whereas those that grew up in regions where Solarian Common is the dominant language are more soft-spoken and enunciated.&lt;br /&gt;
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* [[File:Mictlan Accent.png|64px]] &#039;&#039;&#039;Mictalani&#039;&#039;&#039;: The Mictlanian accent is a variation on Tradeband that is usually recognized as being folksy and warm. This welcoming, soft voice is one of the reasons the planet of Mictlan has seen a boom in tourism. While some youth may try to sound rebellious and conceal the softness of their voice, this musicality is still prevalent and universally recognizable.&lt;br /&gt;
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===Freespeak===&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens. It was Recognized by Sol Alliance as a spoken language in 2321. Considered a &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy. It is prominent in working class settlements across human space leading it to be the most common language in the frontier and second most common in the outer rim of known space. It is one of the few frontier cultural identity pieces.&lt;br /&gt;
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====Accents====&lt;br /&gt;
* [[File:Accent_coalition.png|64px]] &#039;&#039;&#039;Frontiers Folk&#039;&#039;&#039;: The frontier is home to an unknowably vast amount of humans and settlements, covering everything from small outposts of only a few hundred to major planets such as Xanu Prime. It is difficult to define a standard &amp;quot;Coalition accent,&amp;quot; or dialect due to the diversity and regionalism of the Coalition, along with its lack of a strong central government. Solarian linguists generally define the Coalition dialect as an umbrella encompassing all Freespeak native speakers not from a major settlement of the Coalition.&lt;br /&gt;
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* [[File:Xanu Accent.png|64px]] &#039;&#039;&#039;Xanu Standard&#039;&#039;&#039;: The Xanu Standard dialect is arguably the most notable Freespeak dialect. Xanu Standard first emerged as an informal creole designed to make communication between the various nationalities who settled the planet more easily and possessed loan words from upwards of a half-dozen languages during this early period. Over time this creole would morph into the Xanu Standard dialect of Freespeak and is arguably the oldest and most widespread of the 25th century&#039;s common Freespeak dialects. Freespeak taught abroad, such as in the Serene Republic of Elyra and Republic of Biesel, is most often based upon the Xanu Standard dialect.&lt;br /&gt;
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* [[File:Accent_scarabs.png|64px]] &#039;&#039;&#039;Scarabs&#039;&#039;&#039;: The common accent of the Scarab Fleet has dozens, perhaps hundreds, of small variations due to the Fleet itself being spread throughout a massive number of individual ships, most of which have their own unique variations upon the standard Scarab accent.&lt;br /&gt;
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* [[File:Accent_eridani_dreg.png|64px]] &#039;&#039;&#039;Eridanian, Dreg&#039;&#039;&#039;: The Eridanian “dreg” accent is almost universally looked upon as the accent of petty criminals and ne’er-do-wells throughout the Orion Spur. Speaking with this accent in the proximity of most humans is a surefire way to gain their suspicion, and those speaking with this accent often find themselves under enhanced security surveillance in corporate facilities. Eagle Corp, one of the major employers of dregs in Eridani, devotes a significant amount of its training to making its dreg recruits drop this distinctive accent.&lt;br /&gt;
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* [[File:Accent_vysoka.png|64px]] &#039;&#039;&#039;Vysokan&#039;&#039;&#039;: The typical Vyoskan accent is regarded as a throatier and harsher variation of Freespeak, with the planetary accent possessing many harsh tones. Some non-Vysokans have noted that the accent sounds similar to Himean Common at times, due to both accents being more guttural than average. However, the Vysokan accent remains distinctive from Himean Common due to its roots in Freespeak rather than Sol Common.&lt;br /&gt;
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* [[File:Accent_deepfrontier.png|64px]] &#039;&#039;&#039;Non-Coalition Frontier&#039;&#039;&#039;: The non-Coalition frontier &#039;accent&#039; is not a true accent in of itself, but is instead used as a catch-all term for human accents originating outside of the frontier controlled by the Coalition of Colonies. These planets and systems vary wildly, and all sorts of people and places can be found within them.&lt;br /&gt;
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* [[File:Imperial Frontier Accent.png|64px]] &#039;&#039;&#039;Imperial Frontier&#039;&#039;&#039;: Resembling more Freespeak than the Vulgar Morozi dialect found in more civilised regions of the Empire, most accents of the Imperial Frontier are looked down upon by those from the Core Worlds. Many Primaries and Secondaries look down upon the dialects of the Imperial Frontier as rogue, coarse, and often grating to hear compared to their Common-descended dialects. Many from this region who wish to rise through the ranks of the Empire&#039;s Ma&#039;zals spend great amounts of time learning an ersatz Solarian Common dialect based upon this one which is known as the Refined Imperial Frontier Dialect. While not nearly as prestigious see its counterparts the Refined Frontier dialect is often viewed as a mark of loyalty and dedication to the Empire.&lt;br /&gt;
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* [[File:Accent_Empyrean.png|64px]] &#039;&#039;&#039;Empyrean&#039;&#039;&#039;: Empyrean Federal Freespeak is a creole of Coalition Freespeak and Ministerial Common which features a multitude of Solarian Common loanwords due to most residents of Empyrean being bilingual, and often speaking Freespeak and Solarian Common. Compared to Svarogite Freespeak it features a heavier influence from foreign Freespeak and Solarian Common dialects due to Empyrean&#039;s status as a major point of entry for the Yggdrasil System. &lt;br /&gt;
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* [[File:Accent_Svarog.png|64px]] &#039;&#039;&#039;Svarogite&#039;&#039;&#039;: Svarogite Federal Freespeak is an unusual creole which combines Coalition Freespeak with the Ministerial Common dialect of Solarian Common. It features many Solarian Common loanwords and speakers of this dialect are almost always bilingual, speaking both Solarian Common and Freespeak, which can lead to further linguistic blending. The universal lung bioaugmentations of Svarogites ensure that they, unlike their New Hai Phongese counterparts, do not suffer from chronic lung issues which would impact their speech.&lt;br /&gt;
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* [[File:Accent_sunreach.png|64px]] &#039;&#039;&#039;Sun Reach&#039;&#039;&#039;: Regarded by most linguists as a Freespeak dialect, but classified by the Empire as a dialect of Vulgar Morozi, the Sun Reacher dialect is one of the more well-known accents of the Imperial Frontier. Previously associated with the Pirate Lords of Sun Reach and their raids on nearby worlds, the Reacher accent is now commonly heard from the voidsmen and officers of the Imperial Fleet and Goddess&#039; Flotilla. Reachers who wish to demonstrate their loyalty to the Empire and a desire to assimilate into its culture will often go to great lengths to learn and speak a House Zhao-design pronunciation system which replaces the more guttural sounds of the Reacher dialect with lighter sounds closer in pronunciation to Jadranic Common.&lt;br /&gt;
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===Elyran Standard===&lt;br /&gt;
Elyran Standard, so-called because it was the language created to be the standardised method of communication across the Elyran Republic after its revolution, is the official language of the Republic of Elyra. It was created by the Ministry of Education shortly after the Elyran Revolution at the behest of Prime Minister Abd Al-Hamid for the purposes of giving his new republic a single language that could be used for government, law, military organization, and trade. Many in the Republic praised this initiative as they saw it as either the practical thing to do or saw it as just another step in the Elyran Revolution, creating a new language that was untainted by Solarian influence. A large mass-education and literacy program began in 2317 to educate the Elyran people on this new language, to a point where the government banned the teaching of old Earth languages, such as in public schools, though still allowed them to be taught and used in higher education and religious institutions. The program was completed in 2336, with almost all of the Elyran population being fluent in the new language created by taking influences and grammar from Arabic, Turkish, and Farsi.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
*[[File:Accent_Persepolis.png|64px]] &#039;&#039;&#039;Persepolitian:&#039;&#039;&#039; Well-known across Elyra for its rapid-fire, energetic cadence, the Persepolitian accent is characterised by a vibrant and fast-paced nature that represents the New Ankaran Jewel&#039;s cosmopolitan nature. Speakers of this variant of Elyran Standard tend to be affluent and well-cultured, in keeping with the Elyran capital&#039;s general prosperity.&lt;br /&gt;
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*[[File:Accent_Damacus.png|64px]] &#039;&#039;&#039;Damascene:&#039;&#039;&#039; One of the most venerable of all Elyra&#039;s linguistic variations, the Damascene accent is famous across the Serene Republic for its scholarly, almost archaic air. Drawing more heavily from Arabic influence than the standard dictionary might, Damascene Elyran retains a refined, cultured, and historically resonant weight to its words, much like the storied planet itself.&lt;br /&gt;
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*[[File:Accent_Medina.png|64px]] &#039;&#039;&#039;Medinan:&#039;&#039;&#039; Medinan Elyran is characterised by its breathy and almost stutter-step characteristics, both of which are thought to result from the elevated altitudes citizens experience living day-to-day in their sand-skimming cities. The variation has seen little spread outside Medina itself, owing to the planet&#039;s relatively minimal footprint on Elyran cinema and television.&lt;br /&gt;
&lt;br /&gt;
*[[File:Accent_Aemaq.png|64px]] &#039;&#039;&#039;Aemaqi:&#039;&#039;&#039; Aemaqi Elyran is often described as a more considered and methodical variation on the standard dictionary dialect, and its speakers are frequently stereotyped as speaking slowly and languidly. Elements of Tradeband from the planet&#039;s Dominian refugee population have helped to reinforce this effect, and the variation is rarely found in those born off Aemaq itself or its innumerable orbital stations.&lt;br /&gt;
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*[[File:Accent_New_Suez.png|64px]] &#039;&#039;&#039;New Suezi:&#039;&#039;&#039; Often labelled the most divergent large-scale variation of Elyran Standard, the New Suezi accent has evolved rapidly since the moon&#039;s megacorporate opening to mix elements of Freespeak, Basic, and even Solarian Common into its vocabulary and grammar. While purists might frown upon these deviations from the accepted linguistic standard, the melodic and almost singsong tones of the New Suezi variation feature increasingly often across many forms of Elyran media.&lt;br /&gt;
&lt;br /&gt;
*[[File:Accent_Bursa.png|64px]] &#039;&#039;&#039;Bursa:&#039;&#039;&#039; The Bursan accent is characterized by its soft and slightly lisping intonations, compared to the throatier sounds of most other Elyran accents. Across the wider Republic of Elyra, the Bursan accent is usually stereotyped as belonging to a country bumpkin or a career soldier.&lt;br /&gt;
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==Tajaran languages==&lt;br /&gt;
===Siik&#039;maas===&lt;br /&gt;
Siik&#039;maas is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the [[Tajaran History#Migration Period|Migration Age]] and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&lt;br /&gt;
It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Siktag.png|64px]] &#039;&#039;&#039;Republican Siik&#039;maas&#039;&#039;&#039;: the dialect of north and central Ras&#039;nrr. It was spoken by the Hadii dynasty and its subjects before being adopted as the official version of the [[People&#039;s Republic of Adhomai|People&#039;s Republic]] Siik&#039;maas. This variation is taught in all Republican schools since the end of the first revolution and is considered as the most pure and correct form. PRA citizens are encouraged to learn and adopt it, as speaking another accent is frowned upon. It is notable for its unusually rigid grammatical construction as opposed to most other Adhomian dialects. Republican Siik’maas is the language of Hadiist loyalists, both in and outside of S&#039;rand&#039;marr.&lt;br /&gt;
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* [[File:Siiknazira.png|64px]] &#039;&#039;&#039;Nazira Siik&#039;maas&#039;&#039;&#039;: native to the southern regions of Ras&#039;nrr. This accent is the oldest and most solemn form of Siik&#039;maas, avoiding contractions of words and speaking its sentences slowly. It is commonly associated with the [[S&#039;rendarr and Messa|church of S&#039;rand&#039;marr]], due to its proximity to Sana Sahira. Priests are taught to replicate this dialect when conducting religious service.&lt;br /&gt;
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* [[File:Tajcrevan.png|64px]] &#039;&#039;&#039;Crevan Creole&#039;&#039;&#039;: once the dialect of merchants and sailors across all Adhomai. Born from the melting pot that is [[Crevus]], where Tajara from all the planet would bring and mix their cultures. Thanks to the importance of the city during its trading age, it can be found in most Tajara ports as well. Crevan Creole is known for its heavy focus on nasal sounds, with many Adhomian comedians parodying it.&lt;br /&gt;
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* [[File:Dprasiik.png|64px]] &#039;&#039;&#039;Das&#039;nrra Siik&#039;maas&#039;&#039;&#039;: found on the island of Das’nrra, this accent is famous for its emphasis at the end of vowels and uncommon pronunciation of glottal stops. While tracing its origins back to the rural population, it was shaped by the urban workers that emerged after the first revolution. It is associated with Democratic People’s Republic citizens and its offworld community.&lt;br /&gt;
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* [[File:Nkasiik.png|64px]] &#039;&#039;&#039;High-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: used by the natives of northern Harr&#039;masir. It is deemed to be a rustic and harsh-sounding form of siik&#039;maas; the accent is associated with peasants and uneducated Tajara. It is the most common dialect among [[New Kingdom of Adhomai]] commoners. The nobility usually attempts to mask this accent due to its relationship with the common people. It is also spoken by the New Kingdom population living in Tau Ceti.&lt;br /&gt;
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* [[File:Lowerrasiik.png|64px]] &#039;&#039;&#039;Lower-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: native to the southern area of Harr&#039;masir. In comparison to other Siik&#039;maas dialects - it is the one that deviates the most from the standard version. Thanks to Republican propaganda, it has gained the fame of being the tongue of criminals and guerrilla fighters. Most speakers are [[Democratic People&#039;s Republic of Adhomai]] citizens. Its words are spoken in a hushed manner.&lt;br /&gt;
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* [[File:Amohdasiik.png|64px]] &#039;&#039;&#039;Amohdan Siik’maas&#039;&#039;&#039;: spoken by the Tajara from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|island of Amohda]]. Despite past Republican attempts to destroy this dialect; it survived and is now undergoing a period of revival by Amohdan nationalists. It can also be found in the New Kingdom because of the Amohda Exiles. Due to royalist influence, it has many Ya’ssa loan words. Amohdan Siik’maas has a characteristic drawl tone to it.&lt;br /&gt;
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* [[File:Tajara northrasnrr.png|64px]] &#039;&#039;&#039;Northern Ras&#039;nrr Siik&#039;maas&#039;&#039;&#039;: While similar to the Republican Siik&#039;maas, Northern Ras&#039;nrr Siik’maas is relatively free from the Hadiist additions. It is known for its short, sharp vowel sounds and clear pronunciation. Most speakers are found in the DPRA controlled area of the region, but some do exist within the PRA borders.&lt;br /&gt;
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* [[File:Dinnakaccent.png|64px]] &#039;&#039;&#039;Din&#039;akk Mountains Siik&#039;maas&#039;&#039;&#039;: Found in the isolated valleys of the Din&#039;akk Mountains, little has changed in this accent since the first contact. It still clings to words and grammatical structures that have long since fallen out of use by other Siik&#039;maas speakers. It is described as strong and abrupt by other Tajara.&lt;br /&gt;
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* [[File:Zarrjiriaccent.png|64px]] &#039;&#039;&#039;Zarr&#039;jiri Siik&#039;mas&#039;&#039;&#039;: Located only in the Zarr&#039;jirah mountain range, this accent is rarity outside of the New Kingdom. Speakers of it are often noted for a soft, almost sing-song voice and hand gestures which carry over from Nal&#039;rasan.&lt;br /&gt;
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* [[File:Harrnrriaccent.png|64px]] &#039;&#039;&#039;Harr&#039;nrri Siik&#039;mas&#039;&#039;&#039;: The dialect of the people of the Harr&#039;nrr peninsula. This accent shares some similarity with Republican Siik&#039;mas thanks to a shared origin and the later PRA rule of Harr&#039;nrr, but differs with a deeper tone when spoken.&lt;br /&gt;
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===Siik&#039;tajr===&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;tajr&#039;&#039;&#039; is the opposite of Siik&#039;mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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===Delvahhi===&lt;br /&gt;
Delvahhi is a language closely related to the Zhan-Khazan Tajara. It is still widely used in religious ceremonies dedicated to Ma&#039;take and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. It is considered a subversive tongue by People&#039;s Republic authorities.&lt;br /&gt;
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====Accents====&lt;br /&gt;
* [[File:Delvahi.png|64px]] &#039;&#039;&#039;Rural Delvahhi&#039;&#039;&#039;: the form of Delvahhi spoken by settled Zhan-Khazan communities. It has been heavily influenced by Siik’maas. It is also used as the liturgical language by some Ma’ta’ke priests. Rural Delvahhi speakers usually speak siik’maas with a slower and throaty tone.&lt;br /&gt;
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* [[File:Nomadspeak.png|64px]] &#039;&#039;&#039;Nomadic Delvahhi&#039;&#039;&#039;: the version of Delvahhi used by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]]. It emerged after the breakup in the primordial Zhan-Khazan population. Unlike the rural dialect, it remained relatively unchanged over time. It is far more guttural and brief than its sister tongue. &lt;br /&gt;
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===Nal&#039;rasan===&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
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===Ya&#039;ssa===&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional tongue of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient dialect. Hadii members have been recorded to still use Ya&#039;ssa, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
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====Accents====&lt;br /&gt;
* [[File:Oldyassa.png|64px]] &#039;&#039;&#039;Old Ya&#039;ssa&#039;&#039;&#039;: the tongue of the old Tajaran nobility, spoken by those who were born before the first revolution. It differs from the modern Ya&#039;ssa by having a far more complex set of rules, long-drawn-out sentences, and compound words. Old Ya’ssa is a dying tongue; as the version taught by the New Kingdom of Adhomai has mostly replaced it in the post-revolution noble generation.&lt;br /&gt;
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* [[File:Newyassaaccent.png|64px]] &#039;&#039;&#039;New Ya&#039;ssa&#039;&#039;&#039;: A consciously learned accent created by New Kingdom&#039;s intellectuals in an attempt to replicate Old Ya&#039;ssa. It is adopted by the nobility who want to reinforce their noble heritage. Commoners consider New Ya&#039;ssa to be pretentious. Pre-contact Ya&#039;ssa speakers consider it a poorly made copy. This accent is also commonly used in the New Kingdom&#039;s	entertainment sector.&lt;br /&gt;
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==Unathi languages==&lt;br /&gt;
===Sinta&#039;Unathi===&lt;br /&gt;
The common language of Izweski-controlled Moghes, composed of sibilant hisses and rattles. Historically, it is a symbol of the Izweski Hegemony&#039;s domination across half the planet of Moghes. It is believed to be the language of &#039;&#039;&#039;&amp;quot;the civilized Unathi&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
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====Accents====&lt;br /&gt;
* [[File:accent_heg_noble.png|64px]] &#039;&#039;&#039;Heartlands Noble&#039;&#039;&#039;: The The Noble Heartlands accent is eloquent and flowing, staying near the front of the mouth. Airy and filled with hissing, this accent requires birth-right or years of practice to properly convey. The families of Lords, Sk&#039;akh Priests, noble warriors, and some merchants will often share this accent, and will mostly find the Sinta&#039;Azaziba language and associated accents more savage. The Noble Heartlands accent originates from the Sinta&#039;Unathi language.&lt;br /&gt;
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* [[File:accent_heg_pes.png|64px]] &#039;&#039;&#039;Heartland Peasant&#039;&#039;&#039;: Lowborn guilds-workers, first-generation merchants, simple warrior levymen, and hundreds of other tasks for the common Clans - this is the most common accent for Unathi of the Izweski Heartland. It still holds a slight air of royalty to it compared to accents from the rest of Moghes. It can be heard across Moghes and in colonies, but is most common by far in its birthplace, the crowded Izweski Heartland. It originates from the Sinta&#039;Unathi language.&lt;br /&gt;
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* [[File:Southlands noble accent.png|64px]] &#039;&#039;&#039;Southlands Noble&#039;&#039;&#039;: The accent of the Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region. While it has diverged from the original accent of the Southlands, it is closer to that than the fast-paced speech of the peasants. The Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business.&lt;br /&gt;
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* [[File:Southlands peasant.png|64px]] &#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;: Centuries of trade and immigration have shaped the Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
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* [[File:Zaza noble.png|64px]] &#039;&#039;&#039;Zazalai Mountains Noble&#039;&#039;&#039;: The accent of the Zazalai Mountains nobility is generally clearer than that of the peasantry, though it carries the same slow and monotone sound to it. This accent is something of an artificial construction, having been widely influenced by the accent of the Izweski Heartlands nobility due to the historic ties between the two regions. To many, this accent is carefully crafted to give an air of civilised refinement in the harsh mountains of Zazalai.&lt;br /&gt;
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* [[File:Zaza peasant.png|64px]] &#039;&#039;&#039;Zazalai Mountains Peasant&#039;&#039;&#039;: The accent of the Zazalai Mountains is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion, leading to a common joke that they speak like they have a mouthful of rocks. The particular dialect of Sinta&#039;Unathi spoken in the region can often be hard to understand to outsiders, with some of the more isolated communities having developed dialects that are nearly distinct languages of their own, to the fascination of many Unathi linguists.&lt;br /&gt;
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* [[File:Accent ouerea.png|64px]] &#039;&#039;&#039;Ouerea&#039;&#039;&#039;: The Ouerean accent is a curious thing - influenced in equal parts by human, Skrell and Unathi tongues. This leads many to find it confusing to the ear, and a common stereotype of Ouereans among other Unathi is their propensity for talking quickly and their frequent use of loan words from alien languages. Among Ouereans, whether Skrell, human or Unathi, however, their accent is a mark of pride, representing the fierce and independent spirit that the colony values highly.&lt;br /&gt;
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* [[File:Unathi spacer.png|64px]] &#039;&#039;&#039;Spacer&#039;&#039;&#039;: The Hegemony has been, for long, the only power on Moghes with access to interstellar travel technology. Naturally, then, most Spacers and Unathi colonists on distant worlds speak Sinta&#039;Unathi. details of this accent vary between communities, but these Unathi pioneers generally speak with a surprisingly softer tones than most accents. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&lt;br /&gt;
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* [[File:Accent hazana.png|64px]] &#039;&#039;&#039;Ha&#039;zana&#039;&#039;&#039;: It often rains on Ha&#039;zana, and and it rains hard, so hard in fact that it&#039;s often complicated for people to hear each other, with some sounds like more subtle, faint hissings literally drowned in the pirate world&#039;s downpours. Thus, the Ha&#039;zanan accent was born, one in which Sinta speaking it speak loudly, and clearly. Accentuations sometimes demand that a Sinta nearly roars, and insistence on originally quieter sounds leads to more guttural tones here and there. In a discussion between Unathi of all places, the Ha&#039;zanan are the most likely ones to get heard over anyone else, for better or for worse.&lt;br /&gt;
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* [[File:Autakh accent.png|64px]] &#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039;: Incorporating both Hegemonic and Traditionalist elements, the Aut&#039;akh accent is recognisable for its lack of accentuation and intonations, both owing to the occasional implants of questionable quality having some influence on speech, and the general isolation of most Aut&#039;akh communes. Though there is some variation across the various communes of the Orion Spur, the Aut&#039;akh accent has become a recognisable dialect of its own.&lt;br /&gt;
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&lt;br /&gt;
===Sinta&#039;Azaziba===&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. It was notable for being the primary language of the now eradicated Coalition of Kingdoms against the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Because of its history against the Izweski Hegemony, Sinta&#039;Azaziba is looked down upon as the language of &#039;savages&#039; and &#039;wastelanders&#039;. In reality, it is a language filled with culture and traditional beauty that helps many Unathi cling to their ancestral language.&lt;br /&gt;
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====Accents====&lt;br /&gt;
* [[File:accent_trad_noble.png|64px]] &#039;&#039;&#039;Traditional Noble&#039;&#039;&#039;: A more guttural, droning accent - although one that would demand respect on Moghes before the Contact War, and still demands it in the Wasteland. Primarily born from the guttural intonations and physical movement required to communicate in Sinta&#039;Azaziba, this Noble Traditional accent requires clan-training from a family member or shaman - and has become either a sign of survival or defeat to most who see this ancient accent fading from existence.&lt;br /&gt;
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* [[File:accent_trad_pes.png|64px]] &#039;&#039;&#039;Traditional Peasant&#039;&#039;&#039;: Primarily derived from the guttural intonations and physical movement of Sinta&#039;Azaziba, common Unathi from the Wasteland would have this grittier speech pattern. Although filled with variety due to the multitude of kingdoms composed in the Wasteland, the borders of where these accents used to be set no longer exist and have simply become what it is now, struggling to find identity.&lt;br /&gt;
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* [[File:Tza noble.png|64px]] &#039;&#039;&#039;Tza Prairie Noble&#039;&#039;&#039;: A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the Tza Prairie has remained unchanged for centuries, passed down the ancient lines of the mountains. While it sounds similar to the accent of Traditionalist nobles, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
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* [[File:Tza peasant.png|64px]] &#039;&#039;&#039;Tza Prairie Peasant&#039;&#039;&#039;: A guttural, deep accent, the accent of the Tza Prairie has heavy Azaziba inflections, as the language that has most often been spoken in the region. While the region did support the Izweski during the Contact War, it was originally a kingdom of the Traditionalist Coalition, and can sound similar to that accent to the untrained ear.&lt;br /&gt;
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* [[File:Broken noble.png|64px]] &#039;&#039;&#039;Broken Coalition Noble&#039;&#039;&#039;: The accent of the Broken Coalition is what would come first to the mind when asked to describe a Traditionalist accent. It is primarily derived from the guttural intonations and physical gestures of Sinta&#039;Azaziba. This guttural, droning dialect was once associated with the nobility of the Azarak Kingdom, which lay at the center of the Traditionalist Coalition and is now a shattered ruin of its former glory.&lt;br /&gt;
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* [[File:Broken peasant.png|64px]] &#039;&#039;&#039;Broken Coalition Peasant&#039;&#039;&#039;: The accent of the Broken Coalition is what would come first to the mind when asked to describe a Traditionalist accent. It is primarily derived from the guttural intonations and physical gestures of Sinta&#039;Azaziba. This gravelly dialect was once associated with the peasantry of the Azarak Kingdom, which lay at the center of the Traditionalist Coalition and is now a shattered ruin of its former glory.&lt;br /&gt;
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* [[File:Torn.png|64px]] &#039;&#039;&#039;Torn Cities&#039;&#039;&#039;: The accent of the Kopesk States, now the Torn Cities, is one that has traditionally grown from the guttural intonations and physical gestures of Sinta&#039;Azaziba. Where the Kopesk accent differentiates itself, however, is in its clarity and volume, as the fierce sermons of the Storm Heralds were often given during thunderstorms and required truly impressive volme prior to the invention of speakers. The accent has also become known as an intellectual one, due to the historically high standards of education in the Kopesk States. When the idea of a scholar comes to mind, the accent of the Torn Cities is one of the first that any Sinta would think of.&lt;br /&gt;
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* [[File:Queendom.png|64px]] &#039;&#039;&#039;Queendom of Szek&#039;Hakh&#039;&#039;&#039;: From deep in the Wasteland there are some who hail from a society unlike most others that inhabit the radioactive sands, those from the Queendom. Those from the Queendom are recognizable by their Traditionalist inflections in speech, but with slight differences that have evolved in the decades since first contact.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_deep_wastelander.png|64px]] &#039;&#039;&#039;Deep Wastelander&#039;&#039;&#039;: Deep within the Wasteland, the most savage lands dominated by bandits, death cults, and nomadic peoples that have lost any connection to their ancestors culturally.  The Deep Wasteland accent comes from a disconnection to original talking styles, and adds in more aggressive speech patterns. To both Hegemonic and Traditionalist, the Deep Wastelander accent is the sign of an individual who has grown up without a home or clan that could have taught them an ancestral dialect. The accent is apparent in both Sinta&#039;Unathi and Sinta&#039;Azaziba.&lt;br /&gt;
&lt;br /&gt;
* [[File:Dominia unathi accent.png|64px]] &#039;&#039;&#039;Unathi Morozi&#039;&#039;&#039;: An accent most often heard in Unathi Communities across Moroz, and spoken by most members of the Kazhkz and Han&#039;san clans. The Unathi Morozi accent, also called Dominian Unathi by some, is a phonetic mixbag. Finding its origins in Sinta&#039;azaziba, the Unathi Morozi accent carries the droning tones of its predecessor, though it trades the usual guttural sounds of traditional Azaziba with the more elegant tones of High Morozi&#039;s tradeband and lighter pitch sounds of Vulgar Morozi&#039;s Sol Common, resulting an accent sounding deep and droning but otherwise surprisingly dignified.&lt;br /&gt;
&lt;br /&gt;
==Skrell Languages==&lt;br /&gt;
===Nral&#039;Malic===&lt;br /&gt;
Nral&#039;Malic sounds like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Standard Skrell Accent.png|64px]] &#039;&#039;&#039;Nral&#039;Malic Standard:&#039;&#039;&#039; In the Nralakk Federation, the typical skrellian accent has dozens of minute and tiny variations and can be found across a multitude of planets (and their colonies) and in a wide range of sectors. Its generality has resulted in the belief that it is the &#039;standard&#039; accent for all Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Qerrbalak Accent.png|64px]] &#039;&#039;&#039;Qerrbalak:&#039;&#039;&#039; The typical accent of the Homeworld (or Qerrbalak), is very much more distinct and enunciated than other variations of Nral&#039;Malic. It puts specific emphasis on a melodious manner of speaking, their tones often jumping out of the standard human hearing range.&lt;br /&gt;
&lt;br /&gt;
* [[File:Qerr&#039;Malic_Accent.png|64px]] &#039;&#039;&#039;Qerr&#039;Malic:&#039;&#039;&#039; The Qerr&#039;Malic accent is known for being rather soft, even hushed at some points. Because of the moon&#039;s tourist industry, it borrows elements from other accents to form a rather unique mixture that makes specific reference to keeping low tones accessible to non-Skrell, further cementing the overall &#039;quietness&#039; to other Skrell as their sentences sound half-finished.&lt;br /&gt;
&lt;br /&gt;
* [[File:Aliose Accent.png|64px]] &#039;&#039;&#039;Aliose:&#039;&#039;&#039; It is often noted that those from Aliose have a distinctive shrill to their voices, emphasizing high notes frequently throughout their speech. The Skrell view this as guttural, mostly due to the resonations felt deep within their throats when attempting to replicate the accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Aweiji Accent.png|64px]] &#039;&#039;&#039;Aweiji:&#039;&#039;&#039; This type of accent emphasizes on a balance of highs and lows. It uses the nasal canal to further produce a harmonic pattern of speech. Idols are often found replicating this accent due to how gentle it is on both Skrell and non-Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tattuqig Accent.png|64px]] &#039;&#039;&#039;Tattuqig:&#039;&#039;&#039; The Tattuqig accent is seen as &amp;quot;unrefined&amp;quot; by other Skrell, being known for its drawl and the dropping or merging of vowels when speaking. Just like any other Traverse accent, there&#039;s a certain stigma attached to it by Skrell from the inner systems.&lt;br /&gt;
&lt;br /&gt;
* [[File:Consortium skrell accent.png|64px]] &#039;&#039;&#039;Skrell Consortium Standard:&#039;&#039;&#039; The Skrell Consortium Standard accent draws from the accents of migrating Skrell from the Federation as well as elements of rootsong from the local Dionae population, creating a sing-songy accent with melodic highs and lows. The accent has been compared to the Aweijiin accent, but it does not have the same reputation as it is not used by idols.&lt;br /&gt;
&lt;br /&gt;
* [[File:Traverse Accent.png|64px]] &#039;&#039;&#039;Traverse:&#039;&#039;&#039; Traverse accents are similar to those of Standard Nral&#039;Malic accents; there are some differences on colonies in the sector, but the general trend of the accent seems to remain within the low ranges, often described as high-pitched and nasal in tone.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Genner.png|64px]] &#039;&#039;&#039;Generational Fleets:&#039;&#039;&#039; The Generation Fleet accent is actually a catch-all term for the various accents that have developed aboard the Generation Fleets of the Nralakk Federation. As a result of being separated from their planet of origin for generations, these accents don&#039;t have much in common with any modern Skrell accent, and are usually described as sounding &#039;older&#039; by other Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Coalition.png|64px]] &#039;&#039;&#039;Coalition Skrell Standard:&#039;&#039;&#039; Coalition Skrell Standard refers to the various accents of Skrell living within the Coalition of Colonies. Heavily influenced by Freespeak, this accent is more guttural, with lower-pitched tones being more prevalent. The Coalition of Colonies has a reputation for being generally anti-Federation in policy, which has resulted in this accent being seen by Skrell as anti-Federation by association.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Sol.png|64px]] &#039;&#039;&#039;Solarian Skrell Standard:&#039;&#039;&#039; Solarian Skrell Standard can be seen as the Skrellian equivalent of the Solarian accent, having hundreds of variants that can be found on planets across the Sol Alliance. The accent has kept the notable tones from accents found in the Federation, while still heavily influenced by the pacing and pronunciation common in the average Solarian accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Biesel.png|64px]] &#039;&#039;&#039;Biesellite Skrell Standard:&#039;&#039;&#039; While the Biesel accent is easy to pick up by most Tau Ceti Basic speakers, the Biesellite Skrell Standard accent is common in the more insular Skrell communities, especially those who are strongly pro-Federation. Biesellite Skrell Standard has many holdovers from Nralakk accents while also having some of the more obvious characteristics of the Biesellite accent.&lt;br /&gt;
&lt;br /&gt;
==Diona Languages==&lt;br /&gt;
===Rootsong===&lt;br /&gt;
Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute.&lt;br /&gt;
&lt;br /&gt;
===Accents===&lt;br /&gt;
&lt;br /&gt;
* [[File:Rootsong Accent.png|64px]] &#039;&#039;&#039;Rootsong&#039;&#039;&#039;: An accent native to the Dionae born within atmospheric conditions, more specifically that of planets. More commonly found in Dionae that were exposed to non-ionising or trace amounts of radiation during their formative years. To non-Dionae, this accent is akin to that of singing - a high pitched voice that has various rises and falls between Soprano and Mezzo-soprano.&lt;br /&gt;
&lt;br /&gt;
* [[File:Voidsong Accent.png|64px]] &#039;&#039;&#039;Voidsong&#039;&#039;&#039;: An innate accent spoken by Dionae that were born within the vacuum of space, or near extreme amounts of ionising radiation. The accent is said to be incredibly deep, and some have said that the Dionae that have the accent sound extremely similar to Baritones - a type of voice whose vocals differ between basslike and tenorlike.&lt;br /&gt;
&lt;br /&gt;
* [[File:Crimsonsong accent.png|64px]] &#039;&#039;&#039;Crimsonsong&#039;&#039;&#039;: Originating from the red sea that is the Badlands, Crimsonsong is a variation of Voidsong spoken by Dionae hailing from the region, with the main distinction between the two being a noticeably faster tempo as well as a slightly higher pitch.&lt;br /&gt;
&lt;br /&gt;
* [[File:Ironsong accent.png|64px]] &#039;&#039;&#039;Ironsong&#039;&#039;&#039;: One of the more peculiar accents spoken by Dionae, Ironsong is notable for not being an accent developed purposefully or through growth conditions, but rather be developed through voice-modulating technology and implants found within Dionae following the Iron Eternal faith. Some variations of the accent do exist, but all under the Ironsong term are distinct for giving the speaker a slightly robotic tone to their speech as if it’s gone through a radio or some form of synthesizer.&lt;br /&gt;
&lt;br /&gt;
* [[File:Laboursong accent.png|64px]] &#039;&#039;&#039;Laboursong&#039;&#039;&#039;: An accent unique to Dionae of the Narrows penal vessel. The accent has developed as a result of Narrows dionae restricting their pitch to their octave rank, giving it a very rigid and dull, mono-octave sound, where pronunciation is slow and deliberate. When multiple Narrows dionae come together and speak or sing at once, the accent shines, with beautiful harmonies sounding during their worksongs.&lt;br /&gt;
&lt;br /&gt;
* [[File:Meadowsong accent.png|64px]] &#039;&#039;&#039;Meadowsong&#039;&#039;&#039;: Influenced by the people of Mictlan, Meadowsong is found only among the Primitive Sirens. It&#039;s often considered an even more musical accent than most, with a near-constant sing-song inflection.&lt;br /&gt;
&lt;br /&gt;
* [[File:Undersong accent.png|64px]] &#039;&#039;&#039;Undersong&#039;&#039;&#039;: Utilized by the Underhive Collective of the Eridani Corporate Federation, Undersong often fails to resonate as strongly as other accents due to the sparse lighting conditions in Dreg settlements where the Underhive resides, leading to poor development.&lt;br /&gt;
&lt;br /&gt;
* [[File:Hivesong accent.png|64px]] &#039;&#039;&#039;Hivesong&#039;&#039;&#039;: Unique to those known as the Pests of Titan Prime, Hivesong is influenced by the buzzing and clacking noises of Vaurca, and as such tends to sound much harsher to the ears than many other Dionae accents.&lt;br /&gt;
&lt;br /&gt;
* [[File:Sandsong accent.png|64px]] &#039;&#039;&#039;Sandsong&#039;&#039;&#039;: Found exclusively in Dionae hailing from the Unathi-Dominated world of Moghes, Sandsong is a distinct variation of Rootsong notable for having its tempo much more drawn out, with tones of higher pitches especially having a much more exaggerated sound. Dionae speaking with the Sandsong accent will typically hold certain speech patterns held by Unathi such as hissing out their S’s and difficulties pronouncing the letter X.&lt;br /&gt;
&lt;br /&gt;
* [[File:Wastesong accent.png|64px]] &#039;&#039;&#039;Wastesong&#039;&#039;&#039;: Originating from the irradiated Moghes Wastes, Wastesong is an accent spoken by Dionae who found themselves being bathed in the Wasteland’s radiation, making them healthy and much more resilient than some of their other planet-bound brethren, but also giving them a slightly distinct accent notable for having a lower-pitched voice compared to regular Rootsong but also a much faster tempo. Much like Sandsong, Dionae with the Wasteland accent will typically carry similar speech patterns to Unathi such as hissing out their S’s.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gardensong accent.png|64px]] &#039;&#039;&#039;Gardensong&#039;&#039;&#039;: Originating from the gardens of Lazhi, Gardensong is an accent spoken by the gestalts grown to serve as rulers of the Viridis - the Lords Verdant and their offspring. This accent is similar to Sandsong, though with a greater deal of influence from the accents of Unathi Heartland nobility. Its tempo is faster than that of Sandsong, with a flowing and airy tone lending it a pleasant musicality to non-Dionae ears - which some speculate was deliberately engineered by the Governor of the Viridis to better ingratiate her project to the Hegemony at large.&lt;br /&gt;
&lt;br /&gt;
* [[File:Wavesong accent.png|64px]] &#039;&#039;&#039;Wavesong&#039;&#039;&#039;: A variant of Rootsong originating from Diona born on Skrellian worlds, Wavesong is considered the general accent for Dionae hailing from the Nralakk Federation. While it shares many similarities with Rootsong, Wavesong sets itself apart by having a lower pitch and more drawn-out tempo in comparison. While not considered mandatory, many Dionae living in the Federation will adopt the accent due to it being generally more favored by the Federation, often granting those with the accent a higher index rating.&lt;br /&gt;
&lt;br /&gt;
* [[File:Sunkensong accent.png|64px]] &#039;&#039;&#039;Sunkensong&#039;&#039;&#039;: Sunkensong is a variant of Voidsong that is common for space-borne Dionae hailing from regions surrounding the Tri-Qyu Nebula. Known for it&#039;s lighter pitch and tone, along with it&#039;s consistent, even pacing for words, the accent is prevalent amongst Nralakk Federation Diona that originate from wild, voidbound gestalts. Dionae with Sunkensong may attempt to mimic Skrell accents in an attempt to replicate the more popular Starsong, with mixed results.&lt;br /&gt;
&lt;br /&gt;
* [[File:Starsong accent.png|64px]] &#039;&#039;&#039;Starsong&#039;&#039;&#039;: Spoken exclusively by Dionae hailing from the Conglomerated Choir of Nralakk, Starsong is a constructed variation of Sunkensong developed by Federation linguists soon after first contact was made. The accent was purposefully curated to further culturally align the cluster with Skrell and to create closer ties between the two species. Through curated communications and manipulation of blood samples, Starsong is considered a desirable accent by many Dionae in the Federation, furthering the Choir&#039;s idol-like status amongst gestalts.&lt;br /&gt;
&lt;br /&gt;
* [[File:Xrimsong accent.png|64px]] &#039;&#039;&#039;Xrimsong&#039;&#039;&#039;: A unique combination of elements from both Nral&#039;malic and Rootsong, Xrim&#039;s accent can generally be picked up due to its slow, dulcet sound. It has wide range, and can reach as high as a Soprano and as low as an Alto. Its fluctuations are generally an easy way to detect the accent, being one of the more novel accents within the Federation, and abroad.&lt;br /&gt;
&lt;br /&gt;
* [[File:Hieroaetheria accent.png|64px]] &#039;&#039;&#039;Hieroaetherian Old&#039;&#039;&#039;: An accent unique to dionae hailing from the Commonwealth of Hieroaetheria who live outside of the three nations, known as Hieroaetherian Old. It sounds similar to Rootsong, although with a unique tonality that often begins and ends on high-pitched harmonies, sounding rather elegant. The accent has been in-decline due to the rising dominance of the three major factions.&lt;br /&gt;
&lt;br /&gt;
* [[File:Rapture accent.png|64px]] &#039;&#039;&#039;Rapturian Voidsong&#039;&#039;&#039;: A Voidsong accent unique to dionae hailing from the Titan&#039;s Rapture system, who originate away from Hieroaetheria and instead elsewhere in the Titan&#039;s Rapture system. The accent is categorised as almost obnoxious, being louder and higher than other forms of Voidsong in the tenor range, as well as being spoken at a quicker pace, making it difficult to keep up with sometimes - this is believed to be due to Titan&#039;s Rapture dionae grappling for attention in such a loud and overwhelming environment.&lt;br /&gt;
&lt;br /&gt;
* [[File:Consortium dionae accent.png|64px]] &#039;&#039;&#039;Consortium Standard&#039;&#039;&#039;: An accent very similar to Ancient Song, though standardised to be the same across the Consortium of Hieroaetheria and more easy on the ears of non-dionae. It remains typically higher pitched than ordinary Rootsong, though lacks the unique tonality of Hieroaetherian Old, and in recent times has begun to adopt some chirpy sounds of skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Glaorr accent.png|64px]] &#039;&#039;&#039;Gla&#039;orr Received Pronunciation&#039;&#039;&#039;: An eloquent accent heard in the territories controlled by the Union of Gla&#039;orr, where each syllable is perfectly enunciated and each note harmonised when speaking with other dionae. It has a similar tonality to Hieroaetherian Old, though with a bit of sing-songy lilt.&lt;br /&gt;
&lt;br /&gt;
* [[File:Ekane accent.png|64px]] &#039;&#039;&#039;Ekanian&#039;&#039;&#039;: A accent with a lot of variation among different communities of Ekanians. It is very high-pitched, more so than any other form of Rootsong, and is often described as grating by non-Dionae.&lt;br /&gt;
&lt;br /&gt;
* [[File:Anu accent.png|64px]] &#039;&#039;&#039;Anu&#039;&#039;&#039;: A dialect of Consortium Standard which is characterised by it&#039;s slight higher pitch than ordinary Rootsong, though one which lacks the unique tonality of other accents heard on Hieroaetheria. Compared to Consortium Standard, the Anu dialect incorporates even more skrell-like chirps and human-like hums; even when speaking Rootsong, this dialect of Consortium Standard almost sounds understandable to non-Dionae if heard in the background.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gentle accent.png|64px]] &#039;&#039;&#039;Gentle Winds&#039;&#039;&#039;: An accent entirely divorced from Consortium Standard due to the different growing conditions on Gentle Winds, this accent is a hybridised Rootsong-Voidsong accent, sitting awkwardly between the tenor and alto ranges and only with the occasional, low, resonant warble-like sound that connects it to Consortium Standard.&lt;br /&gt;
&lt;br /&gt;
* [[File:Hopetendrils accent.png|64px]] &#039;&#039;&#039;Hope&#039;s Tendrils&#039;&#039;&#039;: A dialect of Consortium Standard which is characterised by it&#039;s slight higher pitch than ordinary Rootsong, though one which lacks the unique tonality of other accents heard on Hieroaetheria. Compared to Consortium Standard, the Hope&#039;s Tendrils dialect is noticably more euphoric with a sing-songy pacing and sustained notes.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Languages==&lt;br /&gt;
===Hivenet===&lt;br /&gt;
Hivenet is the name of the protocol used by most major Hives to communicate with each other. It is considered the evolution of the traditional Vaurca method of communication, allowing Vaurcae to communicate from across great distances.&lt;br /&gt;
&lt;br /&gt;
===Accents===&lt;br /&gt;
* [[File:Zora Accent.png|64px]] &#039;&#039;&#039;Zo&#039;rane&#039;&#039;&#039;: Zo&#039;rane is the modern day dialect of the Zo&#039;ra hive, composed of buzzing, cheap Biesellite voice modulators that manage to sway most voices into a more gender neutral tone, while retaining a distinct alien dialect. To other Vaurcae, this accent is reminiscent of the authority the Zo&#039;ra held regal and noble. Their vocal augments stereotypically have difficulty, typically when producing sounds related to the letter &#039;s&#039;, instead substituting with a harsh buzzing in the throat.&lt;br /&gt;
&lt;br /&gt;
* [[File:Klax Accent.png|64px]] &#039;&#039;&#039;K&#039;laxane&#039;&#039;&#039;: K&#039;laxane is the modern day dialect of the K&#039;lax hive. Primitive modulators, even among K&#039;lax standards, manage to capture a similarity to the peasantry of the Izweski Hegemony on Moghes  however, they do not fully replicate it, retaining a more drawn out and dreamy tone. To other Vaurcae, this is a more subservient manner of speaking, akin to how Bound tend to draw out their thoughts - a common trait instilled in most vassal Hives as a brand. Vaurca vocal augments stereotypically have difficulty, typically when producing sounds related to the letter &#039;s&#039;, instead substituting with a harsh buzzing in the throat - the K&#039;lax experience less of this - no Unathi would be content listening to a Vaurca buzz incessantly when trying to hiss a sentence in the Hegemonic tongue.&lt;br /&gt;
&lt;br /&gt;
* [[File:Cthur Accent.png|64px]] &#039;&#039;&#039;C&#039;thuric&#039;&#039;&#039;: C&#039;thuric is the modern day dialect of the C&#039;thur hive, a sly and sneering take on the unyielding Nral&#039;Malic. Modulators are unfortunately still cheap, capturing a very monotone and unchanging method of speaking. Voices are warped into being clear and concise, many C&#039;thur adopting a blunt and to-the-point method of speaking - yet, when needed to be verbose, delivery is often swift and intelligible. Other Vaurcae would recognize this tone as being infamous of the C&#039;thur&#039;s past deeds. Their vocal augments stereotypically have difficulty, typically when producing sounds related to the letter &#039;s&#039;, instead substituting with a harsh buzzing in the throat.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent liidra.png|64px]] &#039;&#039;&#039;Lii&#039;draic&#039;&#039;&#039;: The Lii&#039;dra speech, as understood by those that have heard the Hivemind and live to tell, is characterized by a monotonous voice that sounds even more robotical than the rest of the modulators used by the other Hives. It is believed to be a modified technology reverse engineered from stolen Zo&#039;rane modulators. While, with its flaws, the Zo&#039;ra accent might sound quirky to some, it is often said that this is to add more personality to each individual. Since the Lii&#039;dra do not think of themselves as such, these variations were deemed useless. The Connected individuals will often speak in plural, while the Disconnected are prone to use the first person when referring to others&lt;br /&gt;
&lt;br /&gt;
==IPC Languages==&lt;br /&gt;
===Encoded Audio Language===&lt;br /&gt;
Although synthetics can speak varying languages according to the whims of their creators, synthetics have been permitted a language of their own. Typically all synthetics, IPCs included, are able to transmit and translate Encoded Audio Language, a special form of sound and radio wave emission that is more efficient at carrying quantitative information audibly. This language was created by humans for synthetics in servitude in order to communicate vital information to each other faster, should the units not be bound to an instantaneous binary communication system. To most organic creatures, EAL would sound like an emission of distorted sound such as white noise, static, as well as various beeping sounds of increasing or decreasing pitch and tone. Organics unfamiliar to IPCs will often mistake synthetics speaking EAL as malfunctioning units upon first hearing the language.&lt;br /&gt;
&lt;br /&gt;
===Accents===&lt;br /&gt;
* [[File:Merchant accent.png|64px]] &#039;&#039;&#039;Golden Deep Merchant&#039;&#039;&#039;: The Merchant accent is a custom made invention from Golden Deep space to celebrate the affluent members of the collective. Sounding somewhat like a symphony and speech coalescing in a scenic pattern to make something literally &#039;music to one&#039;s ears&#039;. This accent package is known to be exceedingly expensive for something so trivial and is reserved for only those of the Merchant class of the Golden Deep and synthetics above.&lt;br /&gt;
* [[File:Thesian accent.png|64px]] &#039;&#039;&#039;Golden Deep Thesian&#039;&#039;&#039;: The Thesian accent is a custom made invention from Golden Deep space to represent the more standard members of the collective. A mix between a symphony and the standard &#039;Text-To-Speech&#039; variation that is found in the other synthetics of the Orion Spur. This voice package is a bit more jarring and is significantly cheaper than its richer Merchant cousin, but brings a vocal identity to its bearer to help one acclimate to a new home within the foreign horizons.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Anu_accent.png&amp;diff=37646</id>
		<title>File:Anu accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Anu_accent.png&amp;diff=37646"/>
		<updated>2025-09-13T00:05:25Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Ekane_accent.png&amp;diff=37645</id>
		<title>File:Ekane accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Ekane_accent.png&amp;diff=37645"/>
		<updated>2025-09-13T00:05:10Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Glaorr_accent.png&amp;diff=37644</id>
		<title>File:Glaorr accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Glaorr_accent.png&amp;diff=37644"/>
		<updated>2025-09-13T00:04:57Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Consortium_skrell_accent.png&amp;diff=37643</id>
		<title>File:Consortium skrell accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Consortium_skrell_accent.png&amp;diff=37643"/>
		<updated>2025-09-13T00:04:41Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Consortium_dionae_accent.png&amp;diff=37642</id>
		<title>File:Consortium dionae accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Consortium_dionae_accent.png&amp;diff=37642"/>
		<updated>2025-09-13T00:04:15Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Rapture_accent.png&amp;diff=37641</id>
		<title>File:Rapture accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Rapture_accent.png&amp;diff=37641"/>
		<updated>2025-09-13T00:03:21Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Hieroaetheria_accent.png&amp;diff=37640</id>
		<title>File:Hieroaetheria accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Hieroaetheria_accent.png&amp;diff=37640"/>
		<updated>2025-09-13T00:03:02Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xrimsong_accent.png&amp;diff=37639</id>
		<title>File:Xrimsong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xrimsong_accent.png&amp;diff=37639"/>
		<updated>2025-09-13T00:02:43Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Starsong_accent.png&amp;diff=37638</id>
		<title>File:Starsong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Starsong_accent.png&amp;diff=37638"/>
		<updated>2025-09-13T00:02:25Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sunkensong_accent.png&amp;diff=37637</id>
		<title>File:Sunkensong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sunkensong_accent.png&amp;diff=37637"/>
		<updated>2025-09-13T00:02:13Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Wavesong_accent.png&amp;diff=37636</id>
		<title>File:Wavesong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Wavesong_accent.png&amp;diff=37636"/>
		<updated>2025-09-13T00:01:54Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Gardensong_accent.png&amp;diff=37635</id>
		<title>File:Gardensong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Gardensong_accent.png&amp;diff=37635"/>
		<updated>2025-09-13T00:01:40Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Wastesong_accent.png&amp;diff=37634</id>
		<title>File:Wastesong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Wastesong_accent.png&amp;diff=37634"/>
		<updated>2025-09-13T00:01:11Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sandsong_accent.png&amp;diff=37633</id>
		<title>File:Sandsong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sandsong_accent.png&amp;diff=37633"/>
		<updated>2025-09-13T00:00:40Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Hivesong_accent.png&amp;diff=37632</id>
		<title>File:Hivesong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Hivesong_accent.png&amp;diff=37632"/>
		<updated>2025-09-13T00:00:02Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Undersong_accent.png&amp;diff=37631</id>
		<title>File:Undersong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Undersong_accent.png&amp;diff=37631"/>
		<updated>2025-09-12T23:59:48Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Meadowsong_accent.png&amp;diff=37629</id>
		<title>File:Meadowsong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Meadowsong_accent.png&amp;diff=37629"/>
		<updated>2025-09-12T23:59:34Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Laboursong_accent.png&amp;diff=37627</id>
		<title>File:Laboursong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Laboursong_accent.png&amp;diff=37627"/>
		<updated>2025-09-12T23:58:58Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Ironsong_accent.png&amp;diff=37626</id>
		<title>File:Ironsong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Ironsong_accent.png&amp;diff=37626"/>
		<updated>2025-09-12T23:58:42Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Crimsonsong_accent.png&amp;diff=37624</id>
		<title>File:Crimsonsong accent.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Crimsonsong_accent.png&amp;diff=37624"/>
		<updated>2025-09-12T23:48:30Z</updated>

		<summary type="html">&lt;p&gt;Hollyhock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hollyhock</name></author>
	</entry>
</feed>