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		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
Interstellar travel is prolific across the Orion Spur. Long trips across the stars are relatively affordable between highly developed systems, but costs increase in less developed systems. There are two known methods of interstellar travel within the Spur; using the system of warp gates established across inhabited systems by the powers that be, or using an expensive ship-bound interstellar drive, which allows vessels to travel across the stars under their own power. Between the two, traveling via the gate system is far more common, as the majority of ships do not head into uncharted space, wish to spend the money on a drive, or do not want the risks associated with using any form of drive within a system’s gravity well.&lt;br /&gt;
&lt;br /&gt;
These divisions are split further by how faster-than-light travel is achieved, either using bluespace, or warp. Since 2462, and the beginning of the phoron scarcity, traveling via bluespace has become more expensive, and prices will continue to rise if the new phoron deposits of Orchard Moon cannot satisfy the market.&lt;br /&gt;
&lt;br /&gt;
=Bluespace Travel=&lt;br /&gt;
&lt;br /&gt;
Bluespace travel describes a process that uses phoron-powered engines to bore tunnels into the “bluespace dimension” so named for its characteristic blue hue. The vessel then uses onboard propulsion to enter the tunnel and begin travel. It was first discovered in 2341 by &#039;&#039;&#039;Luo Qiqiang&#039;&#039;&#039;, a physicist employed with Einstein Engines. Qiqiang theorised that bluespace would revolutionise FTL travel, though he could not grasp its full implications, thinking it was just a more efficient version of the warp, rather than the separate dimension it is known to be today.&lt;br /&gt;
&lt;br /&gt;
It was not until NanoTrasen’s discovery of phoron, and the further work of &#039;&#039;&#039;Samantha Tigard&#039;&#039;&#039;, that bluespace was able to be better researched, understood, and applied. The high energy capacity of phoron allowed bluespace gates and drives to be easily used. As early methods of propulsion were being developed, bluespace drives saw quick adoption, and plans were put in place to partially replace the prior generation of warp gates, with some scientists confidently declaring warp travel obsolete. However, even before the scarcity, maintaining bluespace drives and gates was an expensive endeavor, one which never saw a significant price drop; causing plans to phase out the warp gates in favor of bluespace ones to be canceled, and revised into the more modern system we know today.&lt;br /&gt;
&lt;br /&gt;
In the 2460s, circumstances have changed. The phoron scarcity brings doubt as to whether bluespace travel will remain a viable option in the future, and NanoTrasen and the Stellar Corporate Conglomerate have put great effort into alleviating the scarcity. After the SCCV Horizon discovered the “Orchard Moon” asteroid in the galactic region of Valley Hale, some of the drain on resources has been lessened, but only time will tell if bluespace travel is passing into the annals of history.&lt;br /&gt;
&lt;br /&gt;
== Phoron ==&lt;br /&gt;
Discovered within the Romanovich Cloud in 2417 by the [[Nanotrasen Corporation|NanoTrasen]] Science Vessel Yosemite, Phoron irrevocably changed the history of the Orion Spur - while initially for the better, in recent times nothing could be further from the truth. Purple and opaque in appearance, the mineral was discovered to be incredibly useful for energy production, alongside uses as a catalyst for creating advanced medications that transformed the field of medicine into what it is known as today. &lt;br /&gt;
&lt;br /&gt;
It is extremely toxic and caustic in all its forms, however, most notably dangerous when in gaseous form, capable of significantly harming those that breathe it in as well as being capable of causing significant damage to anything engulfed within should it be set alight. Sirens blaring due to the caustic gas escaping containment is oftentimes the last sound that many employees will hear before succumbing to its severe toxicity. Phoron is used mostly in energy production, predominately within fusion generators that sustain both Bluespace Drives and Gates due to the excessive amount of power required to commence travel within the anomalous dimensional pocket. &lt;br /&gt;
&lt;br /&gt;
Currently, the only deposits of the mineral have been located within the [[Republic of Biesel]] and the [[Republic of Elyra|Serene Republic of Elyra]] - with reports from Vaurcae that [[Sedantis]], their homeworld, also had deposits of the mineral. Due to the exhaustive extraction and refining operations that have been conducted since its discovery, there now exists a scarcity that deeply impacts the entirety of the Orion Spur, and continues to worsen as the limited supplies of phoron are used to keep the status quo. The [[Stellar Corporate Conglomerate]], predominately NanoTrasen, continues to search for additional deposits with the [[SCCV Horizon]], with limited success, such as the previously mentioned &amp;quot;Orchard Moon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Bluespace Drives ==&lt;br /&gt;
Bluespace drives are generally reserved for military vessels or those that have the luxury of affording a bluespace drive, such as high-end corporate and commercial vessels. Limited by the size of any given vessel, bluespace drives vary in their abilities depending on their design. The most modern and powerful drives are reserved for flagships of the respective nations within the Orion Spur. They utilize a combination of compacted preprogrammed databanks referred to as “bluespace crystal matrices” that empower a drive to ‘breach’ the anomalous dimension, and require quantities of energy currently only capable of acquiring by using phoron.&lt;br /&gt;
&lt;br /&gt;
Unlike their gate counterparts, drives are considered unreliable or even dangerous to use within a system’s gravity well, due to the displacement of mass caused by entering and exiting bluespace, a danger that increases with the size and distance a ship jumps. However, this is only a problem for large vessels as the risks of using bluespace drives within gravity wells steeply decreases with the size of the vessel, and the very few shuttles which possess bluespace drives can reliably jump within a gravity well. Still, large ships using their bluespace drives for anything but the shortest of jumps while inside a systems gravity well may suffer any number of damages, or at worst, cause their drive to critically malfunction, potentially destroying the ship; a crew would need to be bordering on suicidal for a drive to get to this point. Instead, large ships using drives will plot travel to the edge of a system, and make their way to their destination under the power of sublight thrusters, or through a series of short jumps, though even this brings risk, as it is possible to collide with unseen objects upon exiting bluespace. Therefore, every system will have many points of ingress or egress that are marked on stellar charts. Those who either independently charter or are contracted to charter new ingress/egress points are often paid incredibly well due to the hazardous nature of their work.&lt;br /&gt;
&lt;br /&gt;
Bluespace drives project a field around a certain distance around the ship itself, enveloping it into the anomalous dimension, and then proceeds to ‘jump&#039; it to the plotted destination. Typical means of moving do not work within bluespace, and a drive is required to do so. Drives can be used to jump to any location within range, so long as enough power is provided to them. High-quality drives are more efficient in plotting exit coordinates, and some are even rumored to be able to give an accurate picture of their egress point before exiting bluespace, but these drives are incredibly expensive and used almost exclusively by the militaries of the major factions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Low-end bluespace drives found in shuttles and corvettes tend to reach velocities of .10 lightyears a day, with the highest end reaching .25LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mid-range, expensive bluespace drives found in frigates and destroyers tend to reach velocities of .30 lightyears a day, with the highest end reaching .50LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy-duty, powerful bluespace drives found in cruisers tend to reach velocities of .60 lightyears a day, with the highest end reaching .75LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Capital bluespace drives found in battleships and larger tend to reach velocities of .85 lightyears a day, with the highest end reaching 1 LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Interdiction Nets === &lt;br /&gt;
Bluespace interdiction nets are designed to overload bluespace drives, essentially forcing vessels in bluespace to violently breach, oftentimes straining opposing drives causing a multitude of issues that not only requires a full reset but maintenance as well if not outright rendering them inoperable.  Interdiction nets are popular with pirates who use them near a system&#039;s ingress/egress points, pillaging those they capture in their snare. Interdiction nets are easy to jury-rig and can be produced with inexpensive, modified warpdrives, resulting in their widespread use by rather infamous groups - however, an advanced understanding of engineering and the internal complexities of warpdrives is needed to do so.&lt;br /&gt;
 &lt;br /&gt;
[[File:BSgates2024.png|thumb|300px|Blue means a solid connection, red means one that has been deconstructed on one or both ends, and yellow means &amp;quot;temporarily&amp;quot; shut down.]]&lt;br /&gt;
&lt;br /&gt;
== Bluespace Gates ==&lt;br /&gt;
The first bluespace gates began construction in 2420, and became operational by 2425.&lt;br /&gt;
&lt;br /&gt;
Bluespace gates are particularly useful for being a highway of interstellar travel for ships that are not outfitted with any kind of drive, or even those that are, due to the cost of fuel. They are massive constructions, taking up a square kilometre, shaped like giant rings which ships pass through to be warped.  They are outfitted with phoron-powered projectors facing inwards, and as with nearly all gates, are overseen by an integrated artificial intelligence which permits access based on ship credentials and performs the highly-complex calculations required to transport a vessel thousands of kilometers through a different dimension. To use a bluespace gate, a transmission consisting of several details is required, which are usually checked against existing records and with the local authority of the entity that the bluespace gate resides within.&lt;br /&gt;
&lt;br /&gt;
A key detail to the use of bluespace gates are the bluespace lanes. These “lanes” are pre-established and documented trajectories between separate gates, which allow for instantaneous travel between them. It is expensive, time-consuming, and extraordinarily complex to create new bluespace lanes between gates, which is why they are limited in number.&lt;br /&gt;
Originally bluespace gates were expected to be a total replacement to warp gates; this idea was quickly discarded after it became clear how expensive these new gates were. Instead, they were built in only the most traffic-heavy systems of the spur. Still, the construction of the modern bluespace gates, even after the scale of their deployment was toned down significantly, is to this day considered the most ambitious, far-reaching, and expensive construction project in the Orion Spur. The Solarian Alliance shouldered most of the costs, with a majority of the gates being in their territory at the time of their construction. Diplomatic agreements with the Nralakk Federation, Coalition of Colonies, and Serene Republic of Elyra also saw the Alliance allow new lanes to be created between gates constructed within the capital of each respective nation. No new gates have been constructed since 2425. In the modern day, the only systems to possess bluespace gates are Sol, Qerrbalak, Tau Ceti, Konyang, Xanu Prime, and Persepolis. &lt;br /&gt;
Of note is the bluespace lane between Tau Ceti and Xanu; in 2462, which is said to have “collapsed” due to reasons unknown. It is unclear what exactly happened, and if the lane will re-open, as both governments and the corporations they contract keep their investigations highly classified.&lt;br /&gt;
&lt;br /&gt;
Unlike drives, bluespace gates are not affected by being within a gravity well, and therefore are normally placed in orbit over the primary planet in a system; as an example, Sol’s bluespace gate is in orbit of Earth.&lt;br /&gt;
&lt;br /&gt;
== Mysteries ==&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
Slimes are gelatinous, jelly-like creatures known to appear in areas with Phoron deposits or odd Bluespace activity. They were first discovered by the Skrell in the aftermath of the [[Skrell History|Tri-Qyu Incident]] after an enormous explosion of energies that included Bluespace ones. The Skrell continue to maintain tight control on them in the [[Nralakk Federation]], but slimes have appeared in areas such as Biesel and the Republic of Elyra near their Phoron deposits. These creatures pose a significant threat to anyone unprepared to deal with them. Scientists and Xenobiologists study slimes for their many anomalous properties and the unusual effects their cores can have. They have been seen living symbiotically with golems, who can also be created or summoned through the usage of a specific slime core. Slimes are presently incredibly difficult to work with and dangerous when they manage to escape. But researchers still believe there is some value that could be gained from them, especially if a method of reliably farming slimes was found. Due to slimes&#039; relationship with Tri-Qyu, the [[Nralakk Federation]] is known to keep an eye on slime research facilities within the Spur, legally or otherwise.&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The [[Scarabs| Scarab]] vessel &#039;&#039;Riphean Voyager&#039;&#039; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
=== Golems ===&lt;br /&gt;
Referred to as Golems, these humanoid beings are believed to be creatures that inhabit Bluespace - with theories regarding them existing in a different form to what is displayed outside of the anomalous dimension, their corporeal forms oftentimes exhibiting characteristics of natural resources such as wood, uranium or even gold. It is unknown why, but Golems have been observed to only materialize outside of Bluespace for approximately twenty-four hours after appearing, with attempts to track them not successful despite advances in the understanding of the dimension. They have also been discovered in close proximity to naturally occurring colonies of Slimes, for reasons unknown, but with a proposed theory of the irregular characteristics of the slimes creating pockets of “bluespace-like” areas which Golems can appear from. &lt;br /&gt;
&lt;br /&gt;
=== Artifacts === &lt;br /&gt;
Considered the most bizarre of Bluespace anomalies &amp;quot;artifacts&amp;quot; is a broad term used to refer to any anomalous items found in areas that have or have had ongoing Bluespace activity. These were first reported in the Romanovich Cloud a few years after the discovery of Phoron when the mining team of the [[Nanotrasen Corporation|NanoTrasen]] Mining Vessel Yangtze discovered a 5000-year-old pillar in an asteroid. When they brought it back with them the pillar reacted to the oxygen entering the airlock and immediately began to violently expel flames. The more of these items found the more questions they raise. Some were linked back to the known species of the spur despite being far from their homeworlds and predating their first space flights. The vast majority are of unknown origin. The field of Xenoarcheology exists to work with these artifacts and figure out what they are, what they can do, and how to harness them.&lt;br /&gt;
&lt;br /&gt;
=Warp Travel=&lt;br /&gt;
&lt;br /&gt;
Nearly 300 years of history have solidified warp as the mainstay for galactic travel, especially for poorer areas of the spur. While at first, the invention of the bluespace drive and gate were expected to make warp obsolete, it quickly became clear that while bluespace was much faster, the expenses associated with the construction of the bluespace gates made it clear that a vast majority of interstellar travel would always remain warp-based. Even though nearly every new drive produced used bluespace, the warp gates which existed in almost every inhabited system remained active, and are still constantly used to travel across the stars.&lt;br /&gt;
&lt;br /&gt;
Warp works by warping the space around a ship or multiple ships, by exploiting the fundamental laws of physics, folding the universe in on itself and creating a “warp bubble” around a vessel. Similarly to bluespace, there is danger present attempting to use a warp drive within a gravity well, one that increases as the size of a ship increases. However, warp drives are considered to have a significantly higher level of risk, unless they are following a charted warp lane. When a ship enters warp, to the outside world, they are seen speeding up very, very quickly, before stopping abruptly and blasting off into the void.&lt;br /&gt;
&lt;br /&gt;
Unlike bluespace, which tunnels through another dimension, warp travel is far more restrictive in terms of movement, being heavily dependent on the “warp lanes”. Warp lanes are mapped safe routes for vessels to travel along, and form the lifeline of the Spur; they are what keeps all but those systems with bluespace gates connected. Warp lanes were first charted in the early periods of Skrell expansion, and then again following humanity’s expansion into the void. They are still charted to this day as explorers continue to map the frontier of space. In order to chart a warp lane in the modern age, a vessel needs a highly sophisticated and immensely powerful artificial intelligence called a  Cartographer-class AI, which can analyze trillions of points of data and not only store, but account for itss analysis to keep a vessel safe as it hurtles towards its destination; this is because warp lanes are not mapped ahead of a jump, but during. As one can imagine, to make a living as a stellar cartographer is to live life on the edge, constantly one wrong calculation by an artificial intelligence away from death. Despite the danger, this is a marked improvement compared to cartography before this level of AI was developed by Skrell and humanity; back when the warp was just being discovered, it was almost a certainty that cartographers would eventually be killed while attempting to chart new lanes.&lt;br /&gt;
&lt;br /&gt;
For ship captains and crew with the nerve to chart lanes, the rewards are lucrative. Once a warp lane is charted, it can be used with zero risk to other vessels, whether they are propelled along by drive or gate. This is because when a Cartographer-class AI stores its analysis of data gathered during jumps, it runs special processes on navigational data, simplifying it enough to where it can then be transferred and used safely by far less powerful intelligences either within a warp gate, or within a ship’s drive. However, these intelligences can only follow an established warp lane, not chart their own. Without a Cartographer-class AI making the calculations during a jump, any ship which strays outside of a lane plays an extremely high risk game, as at best they may find themselves having warped lightyears away from their intended target, or at worst, into a stellar body. A vessel may not even be able to head towards its destination immediately, instead having to first get to a system with a warp lane to it, or lead to another that does, causing an already slower form of travel compared to bluespace to become exponentially slower.&lt;br /&gt;
&lt;br /&gt;
Due to their unique, and foundational contribution to the modern Spur, stellar cartographers are often given the greatest amount of respect by others, even nation-states, which includes a monument on Unity Station; a black obelisk with a shining golden pinnacle, inscribed with all the names of cartographers who perished charting new lanes, regardless of their species, religion, nationality, or any other considerations. Without their work and sacrifice, the modern Spur would be a collection of isolated systems, alone in the dark.&lt;br /&gt;
&lt;br /&gt;
Starting a warp engine requires no phoron, but it is power-hungry all the same. They require no direct fuel source beyond energy from a ship’s own reactor to provide movement. This fuel is most commonly Helium-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-end warp drives are roughly a quarter of the highest possible bluespace speeds for their respective weight classes, while the highest end can reach up to half. Higher speeds are possible to obtain but generally avoided due to safety concerns and lack of necessary power in even the most efficient or over-tuned vessels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Warp Gates ==&lt;br /&gt;
Where bluespace gates form the highways of travel in the spur, warp gates are considered local roads. They are reliably found in every known inhabited system, and in conjunction with warp lanes, form a spider web of connection across the known galaxy. Significantly smaller and cheaper to run than bluespace gates, they’re seen as the mainstay of interstellar travel, even during the dominance of bluespace. A drive is not required to use a warp gate, and they are significantly shorter range than bluespace ones. However, a specific security key for their destination is needed for a vessel to travel between warp gates. These security keys are long strings of barely decipherable code, which “unlock” use of a gate on a ship by ship basis. Each warp-gate will house a AI who, in addition to processing the simplified navigational data on a warp route to ensure a zero-risk jump, has all the codes for other gates within range on hand, and will transmit them on a ship-to-ship basis, ensuring the right ship receives the right code. These AI, or some form of them, are used even by those in the spur who reject artificial intelligence. However, compared to the fully sentient, aware, and exponentially more powerful AI installed in bluespace gates; warp gate AI can be incredibly simple, allowing nations such as the Empire of Dominia to still utilize their warp gates with non-sentient AI. Nearly all organics cannot hope to achieve the raw computing power necessary to process even the simplified navigational data needed to ensure safe warping, however, there is a notable exception in the Nralakk Federation, who have created an organic alternative to use on warp gates, which can be read about [[Nralakk_Federation#Computing | here.]]&lt;br /&gt;
&lt;br /&gt;
Similarly to bluespace gates, warp gates are unaffected by the gravity well of a system, and are therefore normally placed in orbit of specific planets; such as the famous network above the port planet of Callisto.&lt;br /&gt;
&lt;br /&gt;
==Sublight Interstellar Propulsion==&lt;br /&gt;
The standards for interstellar propulsion involving sublight speeds are only addressed nowadays by racers and atmospheric-capable spacecraft. Moving in the literal sense without utilizing bluespace or warp pushes vessels of any kind to their extremes. Even the most powerful gravity generators and dampeners can not ease all inertia for a ship’s crew, making sublight travel slow and meticulous.&lt;br /&gt;
&lt;br /&gt;
=Ships and Stations=&lt;br /&gt;
Spaceships in the 25th century are a common sight. Different star nations and alien powers use different models, designations, and hull types that makes specifics impossible. There are giant barges, small freighters, huge carriers and battleships, heavily armored cruisers, and more. The primary distinction between all ships is whether or not they are equipped with Bluespace Drives that allow them to use FTL outside the network of Bluespace Gates. Military, research, and scouting vessels typically have bluespace drives while the majority of commuter or civilian traffic must use bluespace gates to go between star systems. Warp drives are also relatively common, being a cheaper, albeit slower, solution to non-gate travel.&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;IFF Tags&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ships, much like stations, hold a three or four-letter prefix in their name that designates the ownership, type, and classification of the ship. Below is a list of common prefixes in use across the spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Coalition&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;AKPV&#039;&#039;&#039; - Air Konyang Passenger Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;AXSV&#039;&#039;&#039; - All-Xanu Spacefleet Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;CCV&#039;&#039;&#039; - Coalition Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;FPBS&#039;&#039;&#039; - Frontier Protection Bureau Ship&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;GNV&#039;&#039;&#039; - Gadpathurian Navy Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;KASFV&#039;&#039;&#039; - Konyang Aerospace Forces Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;PCV&#039;&#039;&#039; - PACHROM Cargo Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SFV&#039;&#039;&#039; - Scarab Fleet Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adhomai&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;ACV&#039;&#039;&#039; - Adhomian Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;DPRAMV&#039;&#039;&#039; - Democratic People&#039;s Republic of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NKAMV&#039;&#039;&#039; - New Kingdom of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;PRAMV&#039;&#039;&#039; - People&#039;s Republic of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Corporations&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;EERV&#039;&#039;&#039; - Einstein Engines Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;EERV&#039;&#039;&#039; - Einstain Engines Research Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;EMV&#039;&#039;&#039; - Eridani Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;HCV&#039;&#039;&#039; - Hephaestus Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;HCS&#039;&#039;&#039; - Hephaestus Civilian Shuttle&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IIV&#039;&#039;&#039; - Idris Incorporated Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NTV&#039;&#039;&#039; -  Nanotrasen Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;OEV&#039;&#039;&#039; - Orion Express Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;PMV&#039;&#039;&#039; - Private Military Vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SCCV&#039;&#039;&#039; - Stellar Corporate Conglomerate Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;HMV&#039;&#039;&#039; - Hegemony Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IHGV&#039;&#039;&#039; - Izweski Hegemony Guild Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IHKV&#039;&#039;&#039; - Izweski Hegemony Kataphract Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Diona&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;RCS&#039;&#039;&#039; - Rokz Clan Ship&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SCS&#039;&#039;&#039; - Serz Clan Ship&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sol&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FSFV&#039;&#039;&#039; - Free Solarian Fleet Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SAMV&#039;&#039;&#039; - Sol Alliance Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SFAV&#039;&#039;&#039; - Southern Fleet Administration Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;BLV&#039;&#039;&#039; - Biesel Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;ENV&#039;&#039;&#039; - Elyran Navy Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;GDMV&#039;&#039;&#039; - Golden Deep Mercantile Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;HIMS&#039;&#039;&#039; - His Imperial Majesty&#039;s Ship&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IAV&#039;&#039;&#039; - Interstellar Aid Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;ICV&#039;&#039;&#039; - Independent Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IFR&#039;&#039;&#039; - Independent Freighter&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IPV&#039;&#039;&#039; - Independent Passenger Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NFV&#039;&#039;&#039; - Nralakk Federal Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ships and Sizes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Military Vessels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Length&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Crew Complement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Corvette&lt;br /&gt;
| 25-100m&lt;br /&gt;
| 16-50 up to 80&lt;br /&gt;
| These ships are the mainstay of many fleets and serve many purposes. Scouts, patrol ships, search and rescue, and more, the majority are able to conduct atmospheric operations and smaller examples are capable of landing on carriers. &#039;&#039;&#039;These can cost about as much as a house.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frigate&lt;br /&gt;
| 100-300m&lt;br /&gt;
| 100-150&lt;br /&gt;
| Larger and more armored than corvettes, these tend to be the largest ships in the small Frontier navies. They pack more armor and guns. Some frigates are of atmospheric operations, for example the Sol Alliance Navy, Valkyrie Class frigate. &#039;&#039;&#039;These can cost somewhere around twice as much to four times as much as an equivalent Corvette.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer&lt;br /&gt;
| 250-450m&lt;br /&gt;
| 100-500&lt;br /&gt;
| Heavily armed and equipped with advanced electronic warfare and countermeasures that can wreck havoc on enemy fleet&#039;s computer systems and defend against the same. Only a very select handful are capable of entering the atmosphere because of the general size and weight. Destroyers and above are usually capable of long-term, independent operations. They are primarily used to help allied corvettes that bit off more than they could chew. &#039;&#039;&#039;These, and ships of larger classes, are prohibitively expensive for anyone but specialist groups, or people such as rich pirate lords with a group to back up the price.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser&lt;br /&gt;
| 400-800m&lt;br /&gt;
| 400-1000&lt;br /&gt;
| It is extremely rare for frontier nations to possess even a single heavy cruiser. Cruisers are used as the gunboats of the galaxy, with the Sol Alliance sending cruisers on patrols in frontier systems to project their power. Many Frontier nations are incapable of even hoping to scratch an Alliance cruiser, so they usually operate in small star nation&#039;s space with impunity.&lt;br /&gt;
|-&lt;br /&gt;
| Battleship&lt;br /&gt;
| 750-1200m&lt;br /&gt;
| up to 2000&lt;br /&gt;
| Bristling with weapons and armor, the battleship is the bread and butter of space navies. A battleship always serves as the flagship of any star nation that can get their hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Carrier&lt;br /&gt;
| 500-2000m&lt;br /&gt;
| 750-5000 Crew&lt;br /&gt;
500-9000 Air Crew&lt;br /&gt;
| Vary massively in size and crew build up due to differing roles and craft carried. Drone and Scout Carriers are built to be smaller, faster and more agile, like the Icarus that defends the NSS Aurora&lt;br /&gt;
|-&lt;br /&gt;
| Super-Dreadnaught&lt;br /&gt;
| 1000-2000m&lt;br /&gt;
| 2000 - 5000 Crew&lt;br /&gt;
| With immense firepower and incredibly thick armor, Super-Dreadnaughts follow the philosophy that &amp;quot;more is better&amp;quot;. They are an unusual evolution from previous classes of warships. Only the [[Unathi|Izweski Hegemony]] currently possess ships of this class, with each one serving as the flagship for a fleet. Despite being huge vessels they are still built for ramming actions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General Purpose Ships ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Shuttle&#039;&#039;&#039; is the smallest of all spacefaring vessels. Shuttles are very common and inexpensive. Many larger ships and carriers often have two or more shuttles for atmospheric operations. These cost just a bit more than a hovercar.&lt;br /&gt;
&lt;br /&gt;
===Space Stations===&lt;br /&gt;
&lt;br /&gt;
There are all kinds of space stations in orbit of planets or out in deep space. They vary from spaceports where ships dock and crew mingle, sprawling habitats where entire generations live and work, deep space pirate bases, bristling cannons in orbit of planets, giant refineries or factories, and more. Any sort of industry or infrastructure that would make sense to put out into space (and somewhere it doesn&#039;t seem to make any sense) is out there somewhere. Many of these stations are worked in by the [[Offworlder Humans|Spacers]].&lt;br /&gt;
&lt;br /&gt;
== Civilian/Commercial Vessels ==&lt;br /&gt;
&lt;br /&gt;
=====Freighters=====&lt;br /&gt;
The mainstay sight of commercial spacefaring is the freighter vessel, used for the transport of supplies, raw materials, and other goods from pretty much every destination in the known universe. There are further subclasses of Bulk Freighters, Tankers, Barges, etc. These are relatively inexpensive, a small step up from a shuttle, costing around the same as a high-end car, not including secondary expenses. It is not unknown for certain owners to stick with a freighter, simply upgrading them as much as the power source and hull allows.&lt;br /&gt;
&lt;br /&gt;
=====Ferries/Liners=====&lt;br /&gt;
Used for the transportation of passengers and light goods, as well as vehicles between planets and systems. Ferries are smaller craft but are larger than shuttles. Luxurious ferries are called Star Yachts. Asides from Star Yachts, their price driven up solely due to their target audience, ferries are around the same cost as Freighters, if not slightly cheaper.&lt;br /&gt;
&lt;br /&gt;
=====Residence Vessels=====&lt;br /&gt;
Residence vessels are a catch-all term for various ships that have been retrofitted or modified for usage as a residential space. Often these are cheaper and older models of ferries and shuttles bought from scrapping zones, retrofitting current models being more expensive. When purchased, these vessels are normally heavily modified to suit the needs of the residents: Bedrooms, botanical gardens, even workshops and pools have been found on residence vessels. They normally have rudimentary and basic ship systems on board, if any at all. While ships maintain a costly investment, to those willing to pay the price, they remain a perfect investment. A small private place to call your own alone is tempting, but the promise of eventually fixing the vessel, updating it, and using it for contracts is a dream many ship buyers hope to fulfill. Megacorporations are always happy to expand their roster of freighters and transports. For the daring, the path to more illegal but lucrative jobs is always open.  Stations with permanent residences, such Unity Station and the Odin itself have hangars full of people living communally within residence vessels. They are also popular within newly settled or poorer colonies across space or to form off the grid towns on developed worlds. These generally cost around the same as an equivalent motorhome.&lt;br /&gt;
&lt;br /&gt;
== Price ==&lt;br /&gt;
While spacefaring vessels can be quite expensive for the layman, there are several factors that can make the bill less painful. The primary factor is what drive you have, bluespace drives being almost a lifetime investment for anything larger than a frigate, the average price for a functional drive for sub-Destroyer vessels being double the ship’s price, not to mention fuel costs. Warp drives are much cheaper, the best drives costing a quarter of the cost, compounded with not requiring phoron fuel, though buyers will have to keep in mind the additional need for cryogenic storages or good entertainment to combat the very long travel times. Capability of the ship to enter atmosphere or not can adjust the price, often larger starships themselves cannot enter a planet’s atmosphere to reduce cost, relying on secondary landing craft. Another factor that can severely reduce cost is having a crew, many hands making light work. Depending on what jobs the crew carries out, legal or otherwise, it is not unheard of for a crew to own even a Frigate. Any larger ships such as a Destroyer are typically staffed by specialist groups, military, corporate, pirate or otherwise. Only rich independent groups own a Destroyer, only the very rich or militaries/corporations own Cruisers. Other miscellaneous factors can be age of the vessel, group of manufacture, power source, source of parts (and their quality/amount, such as weapons, armament, energy shielding, sensors, etc), and how qualified the crew is to repair it themselves. Naturally, choosing to live aboard ones&#039; vessel rather than owning a second home can help.&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Novi_Jadran&amp;diff=33236</id>
		<title>Novi Jadran</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Novi_Jadran&amp;diff=33236"/>
		<updated>2024-06-10T00:06:38Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
Located within the Alatyr System, the Imperial Mandate of Novi Jadran stands as a testament to the colonial legacy of the modern [[Empire of Dominia]]. A cold, icy, and predominantly rural world which was originally colonized by the Solarian Alliance during its golden age, Novi Jadran is one of the Empire’s oldest non-Morozian colonies and straddles the border between the Imperial Core and Imperial Frontier. Famed for its loyalty to the Empire, Novi Jadran is known as the “Model Colony” and provides many of the Imperial Army’s troops. It is dominated by a powerful local nobility, many of whom neglect their charges — the villages and rural citizenry under their control — in exchange for personal enrichment. In recent years, as the current Emperor has grown more ill, many of its citizens have begun to call for the Empire to reign these nobles in and establish an administration which holds the good of the Mandate above their own interests. Only time will tell if Crown Princess Priscilla Keeser will honor these demands when she ascends to the throne, or squash the dissent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to Novi Jadran’s abandonment by the Solarian Alliance and its lack of immigration before this, citizens of the Imperial Mandate have names and appearances consistent with the original settlers’ origins in the countries surrounding the Adriatic Sea. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===The Solarian Republic of Novi Jadran (2184 - 2302)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It’s a harsh planet, yes, but rich in mineral resources. I don’t doubt it’ll be productive, Prime Minister,”&amp;lt;/i&amp;gt; - Martin Clemson (2119 - 2230), [[Sol Alliance#Departments|Solarian Secretary of Colonization]], 2178.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the loss of a colonial expedition in the Baltian Frontier Sector — now the Sparring Sea — in the early 22nd century, the Solarian Alliance was interested in continued exploration, colonization, and exploitation of the southern Orion Spur throughout the 22nd century, ultimately dispatching many colonial expeditions to a region outside of the control of any major interstellar power. One of these was the Adriatic Expedition — a colonial venture founded by multiple nations on the Adriatic Sea for the purpose of establishing a colony in the broader Alliance. In the late 22nd century the Adriatic Expedition was officially launched with the Alliance’s support in the hope that the sole inhabitable world in the Alatyr System — Novi Jadran — would become a jumping-off point for further exploration of the region, and an industrial base to support the nearby colony of Sun Reach — then in the planning stage.&lt;br /&gt;
&lt;br /&gt;
The first colonists of Novi Jadran arrived in 2184, discovering a planet which was — ironically — not dissimilar to the nearby Moroz. These early colonists, who were mostly from Yugoslavia and the Veneto region of Italy, were more prepared for the environment they faced than the settlers of Moroz and quickly set about establishing the planetary capital: Nova Rijeka. Expansion on the planet was far slower than the Alliance had originally planned due to a combination of the harsh environment and Novi Jadran’s distance from the Solarian Core. The planet’s second major city, Belluno, was founded in 2215, but a railroad — the main form of inter-city transportation in the harsh tundra environment of the planet — from it to Nova Rijeka took until 2219 to be fully operational. A third major settlement, Durres, was established in 2237 and connected to the growing rail infrastructure by 2239.&lt;br /&gt;
&lt;br /&gt;
Despite being envisioned as an industrial colony much of the planet’s industry was concentrated in its four major cities, and settlements outside of these were not nearly as developed. Much of the planet’s infrastructure was dependent on advanced equipment its industrial base did not have the capacity to manufacture, and the entire world relied on high-end imports from the broader Alliance to remain functional. In the countryside Solarian bureaucrats began to gain more and more power through their ability to issue advanced technological equipment to less developed communities, and this power only increased over time. At the start of the Second Great Depression Novi Jadran was regarded as an underperforming Solarian world highly dependent on the broader Alliance for economic support, and was viewed by many colonial administrators as less successful than the nearby Solarian colony of Sun Reach.&lt;br /&gt;
&lt;br /&gt;
As the Interstellar War raged, Novi Jadran’s economic support fell to the wayside as the Alliance shifted resources from the frontier regions to the War itself. Economic support ground to a halt and complex infrastructure began to break down, first in more remote regions and eventually in major cities. Bureaucrats and other important officials began to hoard functional technology, some to sell it and others to see if it could somehow be produced locally. By 2302 the Solarian Republic of Novi Jadran was dominated by these officials and their families, particularly in the countryside, and remained an underdeveloped and underperforming planet. When the Elyran Revolution occurred, the planet was simply written off by the Alliance and abandoned to its fate without any effort to evacuate it.&lt;br /&gt;
&lt;br /&gt;
===Independent Novi Jadran (2302 - 2389)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The true end of the Solarian hegemonic era came not with the Treaty of Xansan, but with the Elyran Revolution and the collapse of the Southern Frontier. The abandonment of dozens of colonies to their fates is a stain upon our nation which haunts us to this day,”&amp;lt;/i&amp;gt; - Excerpt from Ingrid von Varnhagen und Langenburg’s doctoral thesis, The Collapse of Hegemony and Rise of Elyra and Dominia.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known by modern Jadraners as the “&#039;&#039;&#039;Decades of Deprivation&#039;&#039;&#039;,” the near-century Novi Jadran spent between Solarian and Dominian rule is regarded by most contemporary residents of the planet as a time of darkness and suffering, where advanced equipment failed and less effective solutions were developed to replace them and prevent worse failures. While the planet’s four major cities maintained some of their equipment, smaller settlements often had all of their infrastructure fail over the decades. Some of these villages and small towns were reduced to pre-space era standards of living, and the relative prosperity of the Solarian hegemonic era became a distant memory for the planet. Fusion reactors were replaced by coal plants and rail lines became the primary source of transportation and commerce for much of the world. Those who had control over the limited advanced equipment in rural areas of the planet quickly established themselves as the rulers of their areas and would, by 2389, become the noble families which now rule over much of the planet. In the urban areas where advanced technology was more easily available, patrician families with control over significant amounts of this equipment began to emerge. While no noble or patrician families ever declared outright war on one another, competition for limited technological resources led to shadow conflicts between them and rivalries which — in some cases — have lasted into the 25th century.&lt;br /&gt;
&lt;br /&gt;
As the 24th century began to draw to a close, Novi Jadran continued to limp along. In 2380 a new threat emerged from the nearby world of Sun Reach: raids on Jadranic vessels — limited in number as they were — and some of its settlements by the Pirate Lords of Sun Reach for the purpose of gathering loot. Most engagements were won by the Reachers, who had an orbital industrial base to support their pirate fleet — even if their planet’s surface population was even more neglected than Novi Jadran’s — and the experience needed to outmaneuver their Jadranic counterparts. Eventually, this escalated into extortion and tithes paid by the Jadranic nobility to Sun Reach’s piratical rulers, and this would continue until 2389. A catastrophic crop failure left Novi Jadran unable to pay its tithe and the Pirate Lords threatened a punitive invasion which would have assuredly resulted in mass starvation for the planet’s population.&lt;br /&gt;
&lt;br /&gt;
To save their world, the Jadranic nobility and its wealthy urban patricians looked to a nearby rising power to aid them: the young Empire of Dominia, then in the early period of its expansion. The Empire and Novi Jadran had been in contact with one another prior to this point and [[Moroz Holy Tribunal|Tribunalism]] had started to establish itself as a major planetary faith by the late 2300s, with many Jadraners finding common ground in the Morozian’s struggle to overcome the challenges of their cold world. Desperate to save their lives and fortunes, the nobles and patricians of the planet allowed themselves to be willingly annexed by the young Empire on 18 June, 2389. The era of Novi Jadran’s independence — the Decades of Deprivation — had ended, and the era of the Imperial Mandate of Novi Jadran had begun.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Mandate of Novi Jadran (2389 - Present)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Jadraners have, time and time again, proved their loyalty to the Empire for little in return. They are a truly remarkable people, and a fine population to pull colonial bureaucrats from in the near future as their society embraces our values,”&amp;lt;/i&amp;gt; - Gerhard-Manfred Strelitz, then-High Lord General of His Majesty&#039;s Imperial Army, in a missive to then-Emperor Godwin Keeser (2405).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For many rural Jadraners, life barely changed during the first years of the Imperial Mandate. In the cities, changes were more immediately apparent. Morozian engineers, nobles, clergy, and specialists of all kinds began to appear in Jadranic urban centers. Technology which dated back to the Solarian era began to come back online, or be recreated, as Houses Zhao and Caladius poured Imperial Pounds into Jadranic cities in an effort to create prosperous urban industrial centers — though often these facilities were far, far less safe than their Morozian counterparts. Jadraners were after all, regardless of their loyalty, not Morozian. In the countryside these changes were less apparent as many noble families — now officially part of the Dominian system of peerage — opted to enrich themselves at the expense of their populations. Those who did hope to acquire these rebuilt wonders or the goods of the broader Empire would first have to prove themselves loyal to their local noble, rather than to the broader Empire. This is viewed by some as the origin of the Jadranic veneration of Imperial nobility.&lt;br /&gt;
&lt;br /&gt;
After slightly over a decade of Imperial rule, Novi Jadran appeared to be on the mend. Industry — even if it was less safe than Moroz’s — was on the rise in its urban centers, and its cities had become more wealthy — and another, the coastal settlement of Nuova Vicenza, was founded in cooperation between House Zhao, House Caladius, and local patricians. Outside of the cities, however, many rural communities were deprived of access to this development by powerful noble families who wished to keep it for themselves and the communities loyal to them, favoring the wealth of themselves over the whole world. These rural populations were loyal, but had little concept of the broader Empire they were now a part of. To change this, many [[Dominian Imperial Military#The Imperial Army|Imperial Army]] recruiters visited these communities as part of recruitment drives and propaganda efforts. Many rural families were larger than their urban counterparts, and House Strelitz-aligned recruiting groups promised material and fiscal benefits far beyond what these rural Jadraners would receive from a decade of work on a farm. Dozens of regiments were raised from Novi Jadran and many were stationed on the planet itself, with Moroz — and Fisanduh — viewed as too secure to justify sending large numbers Ma’zal troops there.&lt;br /&gt;
&lt;br /&gt;
In 2402 the Empire’s illusion of Morozian security was shattered by the unprecedented Navy Day Uprising of the [[Fisanduh|Fisanduh Freedom Front]]. With only limited forces present on [[Moroz]] and almost all of them engaged in fighting against the 3F, Imperial Army High Command made the decision to call upon its Jadranic troops to push the insurgents back and reclaim strategically vital areas of Fisansuh. Jadraners did much of the fighting and dying on the Imperial side during the Uprising and, through their dogged fighting, both defeated the insurgents in the open field and pushed them out of important positions throughout Fisanduh. Novi Jadran, through its actions, had cemented itself as the model colony willing to defend Moroz from its greatest threat in decades. Jadraners themselves had been cemented through spilled blood as the elite of the Ma’zals, and the commoner Jadraner as nearly equal to their Morozian counterparts.&lt;br /&gt;
&lt;br /&gt;
In the following decades Novi Jadran has continued to serve as the model colony, frequently entertaining noble guests and colonial bureaucrats from across the Empire. It remains an important world for the Imperial Army, with many of its enlisted personnel and some of its officers coming from it, but much of its rural population remains neglected and impoverished compared to the broader Empire and the Mandate’s urban centers. As the Mandate approaches eighty years of Dominian rule, and the prospect of new absolute leadership appears to be more likely with each passing year, many in the Mandate have continued their calls for a new administration which will benefit the entire world rather than simply the nobles and their loyalists. Despite its status as the model colony, Novi Jadran may be the first challenge a successor to Emperor Keeser faces — it is a planet simply too important to lose, but what awaits the person who challenges noble authority?&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:Novi Jadran Map.png|thumb|A map of the Imperial Mandate showing its major cities and the rail system which links them together. Unlabeled dots represent outlying rural communities disconnected from the rail network.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“If the Goddess wanted you to wake up after sunrise, she’d have made you a Primary girlie! Keep your whining mouth shut and help me untie the boat — fish wait for no vessel,”&amp;lt;/i&amp;gt; - A Jadranic fisherman to his daughter in mid-summer. Recorded by the Imperial News Network in 2455.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Novi Jadran is a tundra world similar to Moroz in terms of its climate. Summers, and the growing season, are short and relatively warm while winters are long and harsh. The planet’s spring and early summer is a time of flooding in many rural areas as snowmelt and spring rains combine to create muddy, treacherous conditions which render travel on the unpaved roads which are common throughout rural areas difficult and potentially hazardous. This condition is repeated in the early autumn, which is a season of intense rains as the growing season draws to a close. During winter most regions of the planet have several months of consecutive below freezing average temperatures, and much of Novi Jadran’s surface outside of its equatorial region is covered in permafrost. During the peak of winter, some blizzards can last for over a week and deposit meters of snow on the ground.&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s surface is mostly water, with a large ocean, known as Pontean Ocean, surrounding its only continent: Patria, which is covered in multiple lakes and crisscrossed by several major rivers. One of these, the Iri River, is home to the four major cities of Novi Jadran and stretches from the equatorial west to the equatorial east of Patria. The Iri River is deep and wide, supporting much of the piscine diet which dominates the planet and serving as an important economic vein for the planet. In recent years it has become increasingly polluted by industrial runoff, hfueling more dissent against Governor-Marchioness Anastazija Glavan due to her refusal to halt industrial development or confront the great houses for their impact on Jadranic fishing. Smaller rivers, such as the Iri’s tributaries, suffer from pollution to a lesser extent. The majority of Patria is dominated by thick forests and tundras, with every region of the supercontinent seeing snow during the winter.&lt;br /&gt;
&lt;br /&gt;
The Pontean Ocean, which covers the majority of Novi Jadran’s surface, is a freshwater ocean home to large icebergs which threaten shipping and have kept explorations — and exploitations — of it limited. Coastal Jadranic communities acquire much of their food from its icy waters and the ocean produces devastating storms during winter which can wreck even steel-hulled vessels — often designed to endure conditions of the wide Iri River, inland lakes, or the coastal ocean — if they are caught far from land. On the coast, Pontean “Sea-Storms” are frequent events during winter which can leave communities trapped in meters of snow and wash away poorly-prepared residences and piers, taking them out into its waters — never to be seen again. Oceanographers hired by House Caladius and brought to the Empire from planets as distant as Silversun and Europa claim the Pontean Ocean’s deeper regions are home to extensive natural gas reserves, but exploitation of these deposits has been limited due to the ocean’s harsh conditions and the unwillingness of many Jadranic sailors to venture beyond the sight of land.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“When commanding troops of the Imperial Mandate one must recall a main value of its people: loyalty. Much like a dog, a Jadraner will obey their masters — we Morozians — without question if they are shown respect and given sensible orders, particularly by fellow Jadraners under your command. Treat them well and you will have a loyal unit ready to die for the Empire. Mistreat them, and you will find they hold more influence over our House than the typical Ma’zal,”&amp;lt;/i&amp;gt; - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jadranic culture has been heavily influenced by Imperial rule of the planet, particularly in its urban areas, but differences are present between the culture of urban Jadraners and their rural counterparts. Historical cleavages in development, with the four major cities of Novi Jadran receiving far more investment than the countryside, have exacerbated these differences and created two cultural subgroups with similar, though slightly different, cultural beliefs and views of the broader Empire and Novi Jadran’s role in it. There are even physical differences between the two groups, with rural Jadraners typically being shorter and thinner than their urban counterparts due to their weaker diets and higher levels of malnutrition. Amongst both groups, however, loyalty to the Empire and their local nobility is viewed as socially desirable, though for divergent reasons.&lt;br /&gt;
&lt;br /&gt;
In both Jadranic populations the ideal of &#039;&#039;&#039;loyalty&#039;&#039;&#039; is a key element of society believed to be rooted in the struggle to survive and establish themselves on the planet’s harsh, unforgiving surface where failed or faltering harvests could be lethal for entire communities. In the pre-Imperial and post-Solarian Decades of Deprivation loyalty became more prized as survival became harder. Rural communities pledged themselves to regional leaders who would later go on to become the Jadranic noble families in the anticipation these nobles would assist them when they went hungry, while urban Jadraners placed their faith in patrician families who advocated for their interests to local nobles. In the Imperial era this dedication to loyalty had been used, and exploited, by the Imperial government to endear itself to the Jadranic population. In rural and urban environments it takes on the role of a benevolent savior and overlord, and rewards the loyal Jadranic population — particularly its nobles and urban communities — with rewards unlike any given to other Ma’zal communities.&lt;br /&gt;
&lt;br /&gt;
===Rural Jadraners===&lt;br /&gt;
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The majority of Novi Jadran’s population lives in small, rural communities which are often underdeveloped due to corruption and graft from their noble overlords. Rural Jadraners are, on average, shorter and thinner than their urban counterparts due to poorer diets and a greater level of early childhood malnutrition. Rural communities are often impoverished and lack modern technology, with many villages having poor or nonexistent infrastructure such as electrical grids and modern roads. The Jadranic office of the Department of Colonial Affairs turns a blind eye to corruption of local nobles in exchange for their patronage and the lavish hospitality they provide visiting Primaries, including the [[Empire of Dominia#Imperial_Cabinet|Chief Commissioner for Colonial Affairs]]. These visits, and their associated celebrations, are major events for the rural Jadraner’s of a noble’s domain, and those who are able to make an offering to catch a visiting Primary’s eye will do so. Catching the attention of a Primary is a quick way to receive boons ranging from small gifts to the taking-on of the Jadraner’s family as wards to enrolling the Jadraner’s family in advanced schooling such as the Royal Engineering Institute or Valentina Caladius School for Gifted Ma’zals. Those who do not acquire this patronage may simply try again next time, never try again, or try their luck in the industrial, urban centers of the planet.&lt;br /&gt;
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Rural Jadranic life can be quite harsh, particularly during the long winter months of the planet. Fishing is a vital skill for many communities as crops are often impractical to grow without greenhouses, and rural communities along the Iri River and equatorial Pontean Ocean  have historically been the most prosperous of the planet’s non-urban settlements. With the growing industrialization of Novi Jadran since 2389 and the increasing level of pollution in the Iri River, many of these once-prosperous riverine communities have emptied out as fishing has become non-viable due to the hazardous nature of the Iri’s waters. Coastal communities have fared better, and many send much of their catch to urban markets where they make large profits, and are home to some of the most developed infrastructure outside of the urban settlements. Life in these settlements, however, is harsh: the Pontean ocean is wracked by violent storms throughout the winter and fishing on the open Ocean  requires long, demanding hours on all days of the week. Not every boat which goes out will make it back, particularly during the winter. Coastal rural communities are regarded as more superstitious and Goddess-fearing than their inland counterparts, and many feature shrines to the Goddess where She is clad in the traditional yellow rain slicker and hat of Jadranic fishers.&lt;br /&gt;
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In every rural community there is a cadre of individuals who have been deemed loyal by the region’s noble overlord. Typically, these notables serve as the leaders of a community and receive advanced equipment and training in exchange for continued loyalty to the noble family which rules over them. They often distribute this equipment to individuals loyal to them, thus ensuring a system of patronage which allows them to maintain their power over a community. While they are not nobles, these notables have a degree of political influence which allows them to ask favors of their overlords and are often the people who determine where the extensive rail lines of Novi Jadran will expand to next.&lt;br /&gt;
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====Rural Jadraners and the Imperial Army====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Generally enlisted personnel, rural Jadraners will be the bulk of your command. Do not be fooled by their slighter frames and smaller builds compared to Morozians: they are as reliable and loyal as any Secondary,”&amp;lt;/i&amp;gt;  - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|The dark red standard of House Strelitz, the great house which dominates the Imperial Army.]]&lt;br /&gt;
With limited economic opportunities, harsh living conditions, and the Jadranic tradition of loyalty, the rural areas of Novi Jadran are a frequent target for Imperial Army recruitment drives. These recruiters, who are often Morozians or urban Jadraners who have expressed a high level of patriotism for the Empire, arrive by train at the end of the summer harvest — when many families wonder if they’ll have enough food to last through the winter — and present the benefits of enlistment: higher wages compared to farm or fishery work, training in valuable skills, a chance to lift the entire family’s Mo’ri’zal, and other benefits. Many recruiters will offer cash bounties for enlistment, or provide advanced equipment such as an electrical grid to villages able to consistently provide recruits. Parents eager to see their sons and daughters succeed in life, or worried they will not last through the winter, or simply motivated by greed, push their children to volunteer and serve both Goddess and Jadran in the Imperial military. Most willingly enlist, while some are forced or coerced by their parents or guardians.&lt;br /&gt;
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Rural Jadraners who enlist into the Imperial Army — or more rarely the Imperial Fleet, which does much of its recruitment in urban areas — must often be sent through an adjustment period at their billet as many experience profound culture shock upon arriving in the major cities of the planet. They have exchanged a life of manual labor for one of military training, and traded the muddy, unpaved streets of their rural villages for the paved roads of the four major cities and the insulated, heated barracks of the many Imperial Army bases on the planet. Over a period of weeks they are molded into “modern” Integrated Ma’zals suitable for Army service and able to interact with even Morozian officers. These Jadranic soldiers often send much of their salary back to their villages, but rarely move back into them for extended periods after their service ends. Life in the Imperial Army is often difficult, and one can always die in service, but many rural Jadraners view it as the best way to achieve a better life. However, rural Jadraners form a smaller portion of the Imperial Army’s officer corps when compared to their urban, or Morozian, counterparts. Primarily they serve as enlisted troops, sometimes rising to junior officer ranks. There has never been a rural-originating Jadranic general officer.&lt;br /&gt;
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In the villages where troops are recruited from, the departure of their sons and daughters to the Imperial Army is viewed with a mixture of pride, sorrow, jealousy, and worry. Those who remain view the departing as representing their village, and their parents are regarded as good people and model Imperial citizens for committing their children to the military — sacrificing a spare hand on the farm in the process. Some who remain, such as the siblings of recruits, view them with a degree of envy and jealousy as the recruits are free from the burdens of rural manual labor, the cold winters of the Jadranic countryside, and the simple boredom of rural life. Many who feel this way are destined to become Army recruits themselves, particularly once the soldier begins sending money back to their village. Due to the expense associated with portraits and the rarity of professional photographers in the countryside, rural households will often have a sketch of their relative in uniform in their house rather than a painting or professional portrait. Due to the poor conditions of rural infrastructure the parents of soldiers often have difficulty communicating with their children, with their telephones — which not all villages possess — or computers being unable to reach beyond Novi Jadran, and instead having to rely upon the Imperial Dominian Mail Service to communicate via letters. Sometimes, of course, despite the prayers of their family and a village’s clergy, the letters stop coming.&lt;br /&gt;
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To receive official confirmation of an immediate relative’s death in the line of duty a resident of the Jadranic countryside must undertake the Journey of Sorrow, the colloquial name for the trip one must take from their village to one of the four major cities to confirm the death with the Imperial Army’s records department. The journey starts when one is advised, generally by letter, of a relative’s death and summoned to the nearest major city to receive the body, official death certificate, and associated [[Empire of Dominia#The_Mo’ri’zal|Mo’ri’zal]] adjustments that come from a death in service of the Imperial military. For a rural Jadraner this is an expensive, time-consuming process which will take them away from their village and job for weeks on end, if not months, as they journey to the city and acquire their relative’s body, then travel back to make funeral arrangements. Often only two to three members of a family will go, and their missing spots in the family’s jobs will be covered by younger relatives or trusted neighbors. The sight of weeping peasants with black armbands — commonly worn by Tribunalists in mourning — is common enough in major urban centers to be a point of discussion in urban Jadranic circles.&lt;br /&gt;
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====Rural to Urban Migration====&lt;br /&gt;
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Rural Jadraners do, like many people across the Orion Spur, move to urban centers in search of greater employment opportunities for their families. On Novi Jadran itself these migrants are often found in the poorer sections of urban areas and in lower-paying industrial or service sector jobs — such as armaments workers or household servant work — as they lack the technical skills and generational wealth of the urbanite counterparts. Over time these rural Jadraners typically adapt to their environment and many do establish themselves in more profitable, and prestigious, careers such as white collar work and blue collar management, but this often takes years if not entire generations. As they speak a slightly different dialect of Vulgar Morozi when compared to their urban counterparts, many will attempt to suppress their accent in an effort to appear more urbanized, and thus more skilled and desirable for promotions. As migrants often live in urban communities with other rural Jadraners referred to as “&#039;&#039;Vilagjet&#039;&#039;” — a combination of the Jadranic words for “village” and “neighborhood” — by urban Jadraners, immersion into urban culture can be difficult for new arrivals.&lt;br /&gt;
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===Urban Jadraners===&lt;br /&gt;
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A minority of Novi Jadran’s population lives in its four major cities — Nova Rijeka, Belluno, and Durres — and their outlying neighborhoods where the majority of Imperial development has been concentrated. Urbanite Jadraners are the wealthiest non-Morozian group in the Empire of Dominia and are generally taller and often bulkier than their rural counterparts due to a better diet. This wealth, which has been quickly amassed since 2389, has transformed many urban Jadranic families from impoverished working-class families into middle or upper middle class bureaucrats and Integrated Ma’zals with money to spend on luxury goods, education, and the latest Morozian cultural imports. Cities which once were covered in decaying, half-abandoned Solarian-era industrial parks have been transformed into lavish industrial centers of the Empire where imported Morozian luxury cars carrying visiting Morozian tourists travel next to the ubiquitous urban rail lines of the four cities.&lt;br /&gt;
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But beneath the surface of newfound wealth and prosperity lies an inconvenient truth: the money which has created the urban Jadranic renaissance comes from the colonial empire of Moroz. Despite being Ma’zals — though valuable, trusted Ma’zals — the urban Jadraners have readily, even gleefully, embraced their role in the colonial system as its bureaucrats, mid-ranking military officers, and technical professionals. While there is no widespread effort to move away from this system which has brought them such wealth, some younger urbanites have begun to question the Department of Colonial Affairs’ role in continuous rural poverty. Many of these young Jadranic urbanites have taken to joining counterculture movements which call for a new approach to government in the style of famed pro-Imperial reformist Edvard Posavec — a close ally of Crown Princess Priscilla, the heir apparent, who has called for an adjustment of the system of rural governance. Some go even beyond this, calling for the rural nobles to be entirely disenfranchised and removed from power — but this is a radical opinion rarely heard in the coffee shops which dissident youths and intellectuals favor.&lt;br /&gt;
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Urban Jadranic life is less impacted by the changing seasons as the typical urban resident works in either an industrial area, white-collar office, or service industry and acquired their foot from a local store rather than catching it or growing it themselves. Novi Jadran’s four major cities are known throughout the Empire as productive industrial centers which produce many of the perishable foodstuffs and equipment consumed throughout the Imperial Frontier, and Imperial Army equipment commonly bears the Jadranic industrial seal of quality somewhere in its steel. Jadranic heavy industry, however, is poorly regulated compared to elsewhere in the Spur: workers are expected to put in long hours at their jobs with few breaks, factories are far more dirty than elsewhere in the Spur (though Svarog, in the Federal Technocracy of Galatea, still outpaces the planet), and industrial accidents and deaths are frightening common. Attempts to regulate Jadranic factories have been prevented by the government, fueling further anti-Glavan and pro-Posavec dissent.&lt;br /&gt;
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When urban Jadraners join the military, which they often do, they typically serve as officers or specialized personnel such as engineers and medical professionals due to their higher levels of education than rural Jadraners. Urban Jadraners serve in all three branches of the Imperial military and have risen highest in the Imperial Army, where several have become members of Imperial Army High Command (HCAI), the central decision-making body overseen by the High Lord General. In the more Morozian-centered Fleet and Flying Corps, Jadraners have found less success. Jadraners in the Fleet often do not rise beyond junior flag officer ranks and few Flying Corps fighter pilots are Secondaries, let alone Jadraners. Having at least one child in the Imperial military — generally the Army — is seen as a desirable trait for urban families, with many viewing it as their way of showing continued loyalty to the Empire. Photos or paintings of current or historical relatives in uniform feature prominently in many urban residences, and these officers are easily able to remain in touch with their families due to the greater level of technology in cities.&lt;br /&gt;
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====Urban Counterculture====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“That we even have these ‘movements’ is an insult to everything our government stands for, and a slap to the face of our Empire!”&amp;lt;/i&amp;gt; - [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Governor-Marchioness Anastazija Glavan]] in a meeting with the constabulary in Nova Rijeka, 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The counterculture, or dissident, movement of Novi Jadran’s four major cities is concentrated amongst the young and educated urban population of the cities, and has its origins in the classrooms of the Royal Engineering Institute of Nova Rijeka. There, in the early 2300s, the educated Jadranic classes began to emerge and were tasked with improving their Mandate for the broader Empire’s glory and continued prosperity. But as Novi Jadran has changed, so too has its counterculture movements, which have become three distinct groups: the established, urban Jadranists, the youth-centered Mjenjači, and the more radical Posavacists.&lt;br /&gt;
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&#039;&#039;&#039;Jadranists (Jadranism)&#039;&#039;&#039;&lt;br /&gt;
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The central pillar of the Jadranist movement is the neglect of the countryside by the nobles who are, according to the Mandate’s government and the broader Empire, meant to develop it and bring prosperity to all of Novi Jadran. But they have not, and many rural nobles have opted to enrich themselves with funds meant for rural development. Furthermore, they have interfered and meddled with efforts by urban professionals to create projects in the countryside such as railroads, mines, and electrical grids, forcing development to cater to their systems of patronage rather than the empirical studies of the Royal Institute. Frustrated and unable to formally act against the rural nobles due to their status as “just”  commoner Ma’zals, these professionals began to debate what could be done about the sorry state of rural life on Novi Jadran in classrooms, middle-class living rooms, coffee shops, and other places the Jadranic intelligentsia frequented. By the 2410s this movement, still concentrated in the university-educated classes of urban Novi Jadran, was known as Jadranism.&lt;br /&gt;
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Jadranists advocate for a lessening of rural noble privileges and more oversight of rural development, with many calling for the Empire to replace the current governor and begin anti-corruption investigations into the colonial administration of the planet. They hold a patronizing attitude towards rural Jadraners and view themselves — the educated, urban elite — as more able to make decisions than their uneducated, rural counterparts. This stance — and the poor working conditions of many rural industrial facilities — has won them few friends amongst rural community leaders, but their connections to urban patricians have ensured their continued relevance. The Jadranist faction is closely aligned to Edvard Posavac’s movement, but is viewed poorly by youth dissident groups. It is a common joke amongst the Mjenjači the quickest way to ensure change is to have a Jadranist speak to a rural noble — they’ll quickly die from boredom.&lt;br /&gt;
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&#039;&#039;&#039;Mjenjači&#039;&#039;&#039;&lt;br /&gt;
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Literally translating from Jadranic Morozi as “Gearboxes,” the Mjenjači (also rendered Mjenjachi) are a counterculture — arguably, a dissident — group primarily made up of the descendants of rural Jadranic immigrants to urban centers during the early Imperial period. A cross-class movement which includes everyone from the children of factory workers to those of white collar professionals, many Mjenjači are university or primary school students and their political influence is the smallest of the three major counterculture groups. The Mjenjači first emerged in the 2430s and their name is a reference to the common employment of first-generation rural immigrants: factory work.&lt;br /&gt;
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Unlike the Jadranists and Posavacists, which are political in nature, the Mjenjači are a cultural movement which has grown out of the experience of rural life and urban migration, and the resulting discontent with the colonial administration. Mjenjači clubs are frequent sights in university districts and in Vilagjet communities, and their fashion trends — which favor dark, earthen tones reminiscent of the clothes worn by poor urban Jadraners but influenced by Jintarian “punk” trends — have become popular amongst young urbanites in the 2460s. While their political pull is limited, the Mjenjači broadly support more autonomy for rural communities and more resources for their development. As a youth movement, they are often found on campuses and many recent graduates still subscribe to some of its cultural practices, such as its mode of dress.&lt;br /&gt;
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While it lacks true political influence the Mjenjači movement is viewed with suspicion by the Royal Jadranic Constabulary for its skepticism of the government and distaste for military service, which many Mjenjači view as exploiting the rural population. It is not uncommon for constables to break up Mjenjači gatherings at the orders of bureaucrats and local notables, and the movement has a reputation for petty hooliganism throughout much of urban Novi Jadran as a result — a reputation the Mjenjači view as undeserved.&lt;br /&gt;
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&#039;&#039;&#039;Posavacists&#039;&#039;&#039;&lt;br /&gt;
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Formed by Imperial diplomat [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Edvard Posavec]] in the latter years of the 2440s, the Posavacists are a young and shockingly influential counterculture movement which calls for the establishment of an oversight system for the rural nobility to prevent their excesses. Some radicals, whom the movement seems to publicize more than their mainstream peers, call for a total replacement of the traditional nobles with, “more qualified Morozians,” instead. Like Posavec himself much of his movement is made up of educated urban commoners, particularly those in the Imperial bureaucracy, and it has limited support outside of this group — though its deep pockets allow for many to be hired on as demonstrators.&lt;br /&gt;
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The Posavecists are viewed as a dangerous group by the current Governor due to their deep connections in the bureaucracy and Posavec’s most important ally: the crown princess, [[Keeser Royal Family#Crown Princess Priscilla Keeser|Priscilla Keeser]] herself. Her influence shield the movement from much of the harassment others face and she is rumored to be a major funder of its goals due to the long-rumored distaste Priscilla and Governor-Marchioness Glavan hold for one another. As long as her influence holds, they will remain untouched — and perhaps even be swept into power after Empress Priscillla is crowned.&lt;br /&gt;
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==Government==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The existence of Novi Jadran — a colonized society used to colonize others — is proof of the Empire’s depravity, and how far they have strayed from the Goddess’ light,”&amp;lt;/i&amp;gt; - Anonymous Xanan of Fisanduhian descent interviewed by the Xanu News Network’s Liao Qi in early 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Imperial Mandate of Novi Jadran is a subject of the Empire of Dominia which is ruled by Governor-Marchioness Anastazija Glavan, a Jadranic noblewoman from Nova Rijeka and retired Imperial Army officer who has held the position since 2455 and is widely unpopular amongst the common Jadranic population for her unwillingness — or perhaps her inability — to contest the opinions of nobles and fight for the rights many Jadraners believe they have earned by their blood spilled in the Empire’s service. Compounding her issues, Glavan must answer to the whims of Novi Jadran’s nobility. Though not Morozian Primaries, these nobles dominate much of the Jadranic countryside and hold significant political influence in its cities and government. Without their cooperation, life in the planet’s urban centers would grind to a halt as food and raw materials stopped arriving at the necessary rates.&lt;br /&gt;
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The colonial bureaucracy of Novi Jadran is de jure entirely under the control of the Department of Colonial Affairs, as it is an Imperial Mandate of the broader Empire. De facto, the Department has a hands-off approach where Novi Jadran is left to manage its own internal affairs due to its proven loyalty, and Morozian Primary bureaucrats — with their Secondary colleagues — are treated lavishly on the planet when they arrive. The Imperial Mandate’s bureaucracy is itself divided between the rural and urban zones, with the rural areas dominated by the Jadranic nobility and the urban areas dominated by the more meritocratic bureaucracy of the urban patrician classes, who must ensure profits continue to flow into their urban holdings. In the countryside, graft and corruption by rural nobles — with Morozian Primaries of the Department of Colonial Affairs often receiving kickbacks — ensures the administration is inefficient and benefits nobles first, with commoners second.&lt;br /&gt;
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Non-Tribunalist criminal enforcement on Novi Jadran is handled by the local branch of His Imperial Majesty’s Constabulary Service: the Imperial Jadranic Colonial Constabulary (IJCC), which is further divided into rural and urban sections. The IJCC has a reputation for excellence in the broader Empire and across Novi Jadran, with low rates of corruption and high rates of solving cases — particularly in urban areas. Urban constables are common sights in most city districts, with their peaked caps and uniform intentionally designed to evoke the appearance of an Imperial Army officer. Rural constables are less frequent, with many villages only having a single constable for their region. Despite their low numbers, rural constables have a reputation for doggedly tracking fugitives for dozens — sometimes — hundreds of kilometers, often with the assistance of Imperial Lyodii seconded to the IJCX from the Lyodic Rifles, until they bring their suspect to justice.&lt;br /&gt;
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===Major Rural Noble Families===&lt;br /&gt;
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While not Morozian Primaries, the rural nobility of Novi Jadran are still viewed as the social elite of the planet and are de facto equal to their Morozian counterparts, though de jure they are subordinated to Moroz’s will. Noble houses on the model colony are much smaller than their Morozian great house counterparts, often only a few dozen relatives and their retainers, and hold sway over the vast majority of the planet’s countryside. Many rural Jadraners are more loyal to their local noble family than the central government of the planet, which these nobles use as leverage against the cities and their patricians.&lt;br /&gt;
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&#039;&#039;&#039;Duke Dragan Glavan&#039;&#039;&#039;, father to the current Governor-Marchioness, is a towering figure in the political environment of the Imperial Mandate due to the Glavan family’s dominance of the fertile countryside near Lake Glavan and Nova Rijeka, which remains outside of the Duke’s control — much to his continued frustration. Duke Glavan is a military-minded man who ensures the rural population under his control provides more recruits to the Imperial Army than any other noble-controlled region, and he is famous for his valor during the Dominian conquest of Sun Reach — where he served as an officer. Dragan typically invites members of House Strelitz to his domain and organizes elaborate hunting parties and celebrations for him, maintaining large, private hunting forests where trespassing commoners are given the choice of execution or service in the Imperial Army if caught. A harsh, militant individual, Dragan is disliked by many in Nova Rijeka for his domineering attitude towards the city and constant meddling with its railroad networks. He is a frequent object of satire in the Novi Rijeka Gazette, the Mandate’s most widely-read newspaper.  The Duke has attempted many times to shut the Gazette down, only to be frustrated by the mysterious — and unknown — Morozian noble who bankrolls it. Rumor has it the crown princess herself is the Gazette’s patron, and it is funded to frustrate the Galvans.&lt;br /&gt;
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&#039;&#039;&#039;Duchess Filomena di Falerio&#039;&#039;&#039;, second of her name, controls large, mostly barren swathes of land in northern Patria near the Godwin Sea, having inherited it from her father upon his passing in 2431. Over the intervening thirty years Filomena, an engineer by training, has opened up the di Falerio holdings to investment by the great houses, megacorporations, and urban Jadranic businesses after a village discovered large mineral veins in the foothills where they tended their groves. The rural villagers were shortly forced off their land by Eridani mercenaries hired by Filomena and mineral rights were sold off to the highest bidders, even if they were offworld, with the expectation the family would receive a cut of the profits. Filomena frequently invites engineers from House Zhao to her domain, and frequently entertains Admiral-Governor Lanying Zhao of Zhurong. The wealthiest of all rural nobles, Filomena is regarded as by far the most cruel. Her gaunt, commanding visage is frequently seen in anti-noble literature distributed by the Posavecists’ radical faction, and some whisper that she is only kept in power through her use of mercenaries, the amount of kickbacks she provides to the government, and the sheer volume of raw materials she provides to the urban factories of the planet. Even if the methods to gather them are cruel, some say, does it truly matter when we do not see them?&lt;br /&gt;
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&#039;&#039;&#039;Duke Ludovico di Brignole&#039;&#039;&#039; controls a stretch of fertile coastal land south of Durres along the Pontean coast. Not as wealthy as the di Falerios nor as militant as House Glavan Ludovico is, in many ways, the archetypal rural noble. His holdings are poor, yes, but they are local and faithful to the Empire and the Goddess alike. Money which should go to them instead goes to excessive celebrations for Morozian Primaries which benefit House di Brignole, yes, but he provides the rural citizenry with enough to make a living — even if barely any villages have electricity and some must walk for days to reach the nearest rail line. The Duke himself is a pious, somewhat dull man who seeks the patronage of any Morozian who visits his holdings. The territory he controls is regarded by many Jadraners as a breadbasket for its bountiful fishing grounds, and more temperate weather due to the Pontean Ocean ’s currents. The warm temperatures have, in recent decades, made the coastal villages popular vacation spots for urban Jadraners — a process which has, ironically, seen these villages quickly transformed into wonders of rural infrastructure. Many Jadraners — both rural residents of the duchy and urban visitors — have noted the only reason for this modernization was the promise of Imperial Pounds, shedding much light on Ludovico’s true character.&lt;br /&gt;
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==Economics==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“From Moroz to Sun Reach we provide what you need, when you need it, however you need it,”&amp;lt;/i&amp;gt; - Motto of Jadranic firm Belluno Interstellar Logistics (BLI).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Novi Jadran’s urban settlements, despite the poverty of much of its countryside, are productive industrial areas which provide much of the weaponry and equipment used by the Imperial military — though Zhurong still outpaces it — and produce consumer goods used throughout the Empire such as foodstuffs, with Jadranic canneries producing much of the food commonly available on the Imperial Frontier. While many of these factories are owned by the great houses, particularly Zhao and Caladius, a slim majority are owned by native Jadranic firms run by urban patricians. Safety standards in Jadranic factories are lower than in the Imperial Core and injuries occur at a higher rate as a result. Jadranic workers — and some factory owners — have protested for higher standards, but the government — at the behest of the great houses — has always denied these motions. In recent years, with Emperor Boleslaw growing older, this has become a greater and greater point of discontent with Governor-Marchioness Glavan’s regime, and many factory workers eagerly await the day she is sacked by the crown princess. In contrast to the factories, Jadranic clockmakers are widely seen as some of the best in the Spur and have retained their traditional style of production in small workshops. With their craft dating back to the pre-Imperial era, some clockmaking workshops have centuries of experience and their products are highly valued throughout the Spur — some have been purchased by customers as far away as Earth.&lt;br /&gt;
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The four cities of Novi Jadran are connected by large, well-developed freight and commercial rail networks which many urban Jadraners view as the pride of the Imperial Mandate. Jadraners are some of the most adept rail engineers in the modern Orion Spur, and the planet is now crisscrossed by thousands of kilometers of rail lines which move everything from food to tourists to the raw materials which its factories will turn into the lifeblood of the Imperial Frontier. Due to the harsh winters Jadranic trains are often larger than their foreign counterparts and feature large snowplows to toss aside even post-blizzard snowfalls. Visiting Morozian Primaries often travel across the planet by rail in luxury cars, favoring it over often poorly-maintained rural roads.&lt;br /&gt;
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The rural Jadranic economy is smaller and less profitable than its urban counterpart due to neglect and the simple fact that foodstuffs are much cheaper when compared to the finished goods produced in urban environments. Primarily revolving around fishing and farming, the rural economy demands long hours for little pay and few opportunities. Some instead work in mining industries under the employ of rural nobles, Morozians, or urban Jadraners. Here the pay is much higher, but harsh working conditions and poor safety standards take a physical toll on the workers. Many Jadranic miners will ultimately suffer from chronic health conditions or be left unable to work due to workplace injuries, leaving their surviving family members to pick up their medical expenses and provide for the family itself. With such prospects it is easy to see why many rural Jadraners instead migrate to the cities or choose a life of military service.&lt;br /&gt;
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==Major Cities==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Second only to Moroz,”&amp;lt;/i&amp;gt; - Unofficial motto of the Imperial Mandate.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Even decades after its entry into the Empire of Dominia, Novi Jadran remains a primarily rural world with few major settlements beyond its four major cities: Nova Rijeka, Durres, Belluno, and Nuova Vicenza. The four major cities of Novi Jadran are dominated by different political forces and their residents have lives totally unlike their rural counterparts, both of which are discussed in the culture section above.&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;
&#039;&#039;&#039;Nova Rijeka&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The first settlement on Novi Jadran, Nova Rijeka is the largest and most important city in the Imperial Mandate. It is the center of the Empire’s administration on the planet and an important center for the colonial administration of the wider Imperial Frontier. Located on the western shores of the Glavan Sea, one of Patria’s largest bodies of water, the capital city of the Imperial Mandate is a testament to the prosperity Dominian colonialism has brought the model colony. Following a major fire in the late 2380s the historical center of the city was rebuilt in a modernist, Morozian style favoring wide boulevards and frequent green spaces to attract tourists and please its residents. As one leaves the government center and moves into the middle and working-class neighborhoods the level of opulence decreases, but the city remains pleasant to inhabit. Its municipal tram system is held by Rijekans as the most efficient in the entire Empire, and they are known to frequently brag about this even when abroad.&lt;br /&gt;
&lt;br /&gt;
Due to its position on the Glavan Sea, Nova Rijeka has a significant maritime industry centered around shipping and fishing. The coastal regions of the city, where these industries are found, are home to the majority of the capital’s rural immigrant population. As the Iri River has grown more polluted from industrial runoff from its factory districts, Rijekan trawlers have begun to fish further away from the city — bringing them into conflict with coastal villages and Duke Glavan. The city, always influential, seems set to win any political conflict. Originally settled by Croatian colonists, Nova Rijeka has since heavily diversified and is home to the majority of the planet’s “off-world” Dominian population – immigrants such as Morozian Secondaries, Imperial Frontiersmen, and Lyodii who have come to the planet to make a living in its growing industries.&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;
&#039;&#039;&#039;Durres&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
On the shores of western Patria near the mouth of the Iri river lies the industrial city of Durres. The beating heart of Novi Jadran’s industry, it is an incredibly dirty city where factories belch acrid smoke in its industrial districts and the Iri River is so filled with pollutants almost no fish can be found within it. Runoff from its industrial districts has turned areas of the Pontean Ocean  around an unusual copper-brown tone, and the city is covered in industrial smog on days when winds from the ocean  do not blow it inland. If Nova Rijeka is a testament to the wealth Dominia has brought the Imperial Mandate, Durres is a monument to how the Empire has changed its client state: initially a middling industrial town in the 2380s, it has become – alongside Jinxiang on Moroz and Hongse Chengbao on Zhurong – one of the most productive cities in the Empire. Products made here are used across the Empire and its Imperial Frontier, furthering the conquest of the free frontier worlds surrounding it.&lt;br /&gt;
&lt;br /&gt;
Durres is home to the largest population of rural immigrants – and their descendants – on Novi Jadran and is the birthplace of the Mjenjači movement. The poor living conditions in the city and in the surrounding countryside have freed Durres from the attention of the rural nobility, who want nothing to do with the ash-covered and polluted areas tainted by industrial runoff which surround much of the city, particularly the former mining areas on the Iri’s southern bank. This, ironically, has made Durres the de facto largest city on Novi Jadran by land mass – though much of it is technically still owned by rural nobles, prospectors and surveyors from Durres operate freely within these polluted lands, searching for the materials which allow the city to continue producing its industrial wealth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
&#039;&#039;&#039;Belluno&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Nestled between the administrative center of Nova Rijeka and the industrial hub of Durres, Belluno serves as the main transit hub of Novi Jadran for on-world and offworld travel. A moderately important rail hub before the founding of the Imperial Mandate, the city has grown massively over the past decades and is now home to the largest single rail hub – the Belluno Central Rail Yard – in the Empire outside of Moroz. Outside of the city, shuttles and freighters from across the Empire and beyond land in massive dockyards designed by House Zhao engineers and built by Jadranic hands. Less modernized than Nova Rijeka but cleaner than Durres, Belluno serves as the best example of pre-Imperial Jadranic architecture on the planet and is home to many buildings dating back to the Solarian colonial era.&lt;br /&gt;
&lt;br /&gt;
Residents of Belluno are often stereotyped on Novi Jadran as numbers-focused technocrats due to the city’s massive transit industry. Outside of the Empire it is known as the birthplace of the witchfinder stories genre, with famed author Andrija Jurina living in an apartment in downtown Belluno she has refused to move out of despite her newfound wealth. Belluno was originally settled by Italian colonists primarily from Veneto and has retained cultural and culinary influence from this era – many Dominian tour books advise that while Nova Rijeka may be the most important city in the Imperial Mandate, Belluno is the one with the best food and wine.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
&#039;&#039;&#039;Nuova Vicenza&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Located on the eastern coast of Patria, near the Godwin Sea, is the only major city established after the Imperial Mandate was founded. Nuova Vicenza prior to the Empire’s arrival was a series of small, mostly unincorporated fishing villages nestled along the coast which made their livings from the fresh catch of the Pontean Ocean. House Zhao prospectors found massive fuel deposits off of the coast near these villages and quickly convinced the local noble — an impoverished man who has since faded into history — to sell them the land, which they then sold off to patrician families from the planet’s three cities. An oil boom followed and the city was transformed into a major urban center by the end of the 2300s, though one much more hastily constructed than the other three cities.&lt;br /&gt;
&lt;br /&gt;
Decades later the city remains a major center of fuel production for Novi Jadran, and its fuel tankers are a frequent sight on the Iri River and the rail lines of the planet. The city itself has seen oil production fall since the 2440s as older wells closer to the shore have dried up and drilling further into the ocean has proven to be difficult and unprofitable. This has caused the city’s population to decrease over the past quarter-century and many of its patricians worry its relevance will fade away as fusion power — already widely used in the Imperial Core — spreads to the Imperial Mandate, eliminating the need for the natural gas and coal that fuel much of the planet’s industrial production and power its cities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Planets]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=30568</id>
		<title>Dionae in the Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=30568"/>
		<updated>2023-10-25T21:14:11Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
[[Dionae]] are the second oldest species to be officially a part of the [[Nralakk Federation|Federation]] as citizens, having joined in the early 23rd century, and being fully integrated in [[Dionae_History#Skrell_History|&#039;&#039;&#039;2240&#039;&#039;&#039;]]. Despite this, however, they still experience heavy monitoring and more stringent rules placed against them as citizens. On the other hand, they are provided many comforts, such as free housing in the form of Spiral Gardens, and they are not as limited in terms of growth as they are in many parts of human space. The vast majority of Dionae living in the Federation come from the [[Minor_Dionae_Factions#The_Conglomerated_Choir_of_Nralakk_-_Nralakk_Federation|Conglomerated Choir of Nralakk]], the first cluster to be discovered by the Skrell. There are also Dionae that come from wild clusters discovered since the Conglomerated Choir&#039;s discovery, as well as a minor immigrant population that wish to join the Federation thanks to its treatment of Dionae in comparison to the rest of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Overall, Diona from the Federation may feel privileged to be from the Federation as they are given more freedoms, and are more or less treated as equals by their Skrellian peers. Diona who are unable to maintain their social credit score, however, may find themselves experiencing the crueller side of the Federation; with restrictions on growth and being given the bare minimum to survive, it’s not uncommon for many tertiary Diona to emigrate to places like [[Tau_Ceti|Tau Ceti]].&lt;br /&gt;
&lt;br /&gt;
= Dionae at Each Lifestage =&lt;br /&gt;
&lt;br /&gt;
==== Coeus (Nymphs) ====&lt;br /&gt;
&lt;br /&gt;
When a [[Dionae_Forms|nymph]] is first born, it will have one of two upbringings: it will either be raised by a Skrell quya, where it will be taught the ideals of the Federation and how to be an upstanding citizen (see the adoption section below), or it will be entrusted to a gestalt for tutoring. The gestalt in question must have:&lt;br /&gt;
&lt;br /&gt;
* A high social credit score of at &#039;&#039;&#039;least 6.35&#039;&#039;&#039;,&lt;br /&gt;
* Of a mind type that best represents the Federations collective ideals,&lt;br /&gt;
* A clean record since gaining their citizenship with the Federation.&lt;br /&gt;
&lt;br /&gt;
At this stage in life, the nymph is cared for like a child; its needs being met by their primary caregiver and is usually attended to at all times to ensure a stable upbringing.&lt;br /&gt;
&lt;br /&gt;
==== Coeus (Gestalts) ====&lt;br /&gt;
&lt;br /&gt;
Once the nymph has formed a gestalt and gained citizenship, they will be given a job by local officials which best matches their aptitude and disposition as determined by their citizenship exam. The more common jobs suggested by the Federation include botanical, mining, and logistical roles, with other roles being available depending on mind type. Gestalts who accept roles suggested to them tend to have a higher social credit score than their peers in the same field.&lt;br /&gt;
&lt;br /&gt;
Coeus at this stage are monitored by the Government carefully, more so than Geras, to ensure that they remain productive members of Federation society. This monitoring is relaxed as they grow older and more set in their ways.&lt;br /&gt;
&lt;br /&gt;
==== Geras ====&lt;br /&gt;
&lt;br /&gt;
As a gestalt ages, opportunities arise which allow them to further expand their knowledge. The Federation highly encourages gestalts to seek out [[Federation_Education|traditional learning]] at one of their universities. Combined with consenting blood samples, the Diona either specialises in their assigned field or begin learning in a new field of study. It’s common for a Diona to be just as educated as a Skrell of a similar age, if not exceeding them in some cases.&lt;br /&gt;
&lt;br /&gt;
==== Penumas ====&lt;br /&gt;
&lt;br /&gt;
Once the gestalt reaches the Penumas stage of the Diona lifecycle, they will be interred in one of the many Spiral Gardens dotted across the Federation. Here, they will be cared for by both Skrellian and Dionae caretakers, with the latter being highly specialised phytologists who are also tasked with monitoring the Dionae population as they interact with each other.&lt;br /&gt;
&lt;br /&gt;
= Spiral Gardens and Dionae Living Spaces =&lt;br /&gt;
&lt;br /&gt;
‘Spiral Garden’ is the name of a common closed ecological structure found across the Federation that houses the majority of its Dionae population. The size varies, but the general layout is the same: a large dome with several spires dotting it, with various native flora and fauna making their home there. &lt;br /&gt;
&lt;br /&gt;
These spires are initially made out of man-made material, but in some cases can eventually be either reinforced or expanded by the Penumas living inside the Garden. Due to the rarity of Penumas Dionae however, there are many Spiral Gardens that do not have this specific feature. &lt;br /&gt;
The spires act as living spaces for the Diona, and if the Garden houses a Penumas, is usually expanded upon and connected to other nearby spires.&lt;br /&gt;
&lt;br /&gt;
=== Monitoring of Dionae ===&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, the Skrellian caretakers are also botanical scientists given the task of researching the Dionae species. As such, Dionae are given quite a bit of freedom inside the Spiral Gardens to facilitate this research. However, this only extends so far, meaning a gestalts size and the number of nymphs it’s allowed to contain are still regulated. Unsanctioned splitting, merging, or reforming is still frowned upon. The observations made inside the Spiral Gardens are all passive, with recording equipment constantly streaming data for the scientists to analyze and study. Dionae, including the caretakers, are not made aware of this monitoring in order to prevent the scientific data collected from being affected.&lt;br /&gt;
&lt;br /&gt;
Living conditions can differ greatly between planets, but is mostly dependent on the gestalts Social Credit Score. Those with a good score will be given more access to technology such as weather simulators to provide ideal conditions in their living space, and personal holographic projectors such as Nralakk projectors or stelloscopes that showcase planets, systems, and constellations of interest for education and entertainment. Gestalts with a lower social credit score are only given the bare essentials in their living space to allow their survival, with access to radiation limited to further prevent their growth.&lt;br /&gt;
&lt;br /&gt;
=== Other Living Spaces ===&lt;br /&gt;
&lt;br /&gt;
Dionae may also find themselves taking residence inside one of the Federations underwater cities. These cities offer similar comforts as your average space station for Dionae; artificial lights are enough to sustain dionae, and warmth and radiation are both provided by the hydrothermal vents typically located near these cities. The conditions here are similar to those given to tertiary numericals in the Spiral Gardens: they allow for a gestalt to live comfortably, but not thrive. Most gestalts who decide to live in the depths are tertiary numericals because of this.&lt;br /&gt;
&lt;br /&gt;
= Government Interactions =&lt;br /&gt;
&lt;br /&gt;
While Dionae are generally treated well in the Federation, they are in a unique situation: Dionae have no presence in the Nlom nor the ability to enter the Srom, meaning they have difficulty interacting with the many psionic aspects of Skrell life. The Federation gives the species many freedoms, but actively monitors their behaviour and keeps a firm grip on their day-to-day life to ensure that they do not become a security risk. &lt;br /&gt;
&lt;br /&gt;
=== Social Credit System and Dionae ===&lt;br /&gt;
&lt;br /&gt;
The species was subjected to a similar but separate social credit system to Skrellian citizens of the Federation soon after first contact. This system came with harsh limitations such as a hard cap on their social credit score, travel bans for all registered gestalts, and stricter regulations on gestalt sizes. This system was gradually replaced, with Diona transitioning into the main social credit system after full integration of the species in &#039;&#039;&#039;2240&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dionae are now beholden to the same [[Skrell_Culture#Social_Credit_System|social credit system]] as Skrell, with similar inductive/deductive behaviours, with a few additional policies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inductive Behaviours&#039;&#039;&#039; include being raised by a Skrellian quya from birth or being tutored by a respected gestalt, following the Orthodox Eternal faith, and going into careers as suggested by the Federation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deductive Behaviours&#039;&#039;&#039; include following the Blood Eternal faith, unsanctioned splitting/merging, non-consensual/unsanctioned blood sampling, refusing suggested career paths, growing new nymphs without permission, being born illegally/outside of the Federation, and failing to register all nymphs that are part of the gestalt.&lt;br /&gt;
&lt;br /&gt;
==== How Dionae Interact with the Social Credit System ====&lt;br /&gt;
&lt;br /&gt;
Most Diona in the Federation are secondary numericals, with an aggregate score of around 5.72. While rare, there are a few Dionae over the centuries that have been able to reach idol status as a primary numerical. Social credit score is tied to the gestalt, as opposed to each nymph having its own score. Due to the Diona lifespan, it is noticeably harder for a gestalt to increase their score in comparison to Skrell. This has lead to a strange phenomenon: members of a gestalt will stick together, even when there is strong animosity between them, in order to prevent complications arising from splitting and the likelihood of it affecting their social credit score even if sanctioned. Dionae that perform an unsanctioned splitting outside of emergency situations will take a heavy hit to their social credit score, with penalties being harsher depending on time between the splitting and it being reported to the authorities. Splits performed in an emergency should still be reported.&lt;br /&gt;
&lt;br /&gt;
The healthcare system in the Federation is considered the most advanced throughout the Orion Spur, albeit a system that is stratified and not always available to its citizens. With the integration of Dionae into the Nralakk Federation, it has become common practice for low-scoring Numericals, those living in remote locations in the Traverse or abroad, or Skrell who are against or [[Technology#Effects_on_Health|incapable]] of augmentation to use Diona limbs until a time where they can get a cloned limb replacement. The nymphs that form these limbs will have a social credit score based on their user&#039;s score if they ever go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
=== Difference in the Dionae and Skrell Experience within the System ===&lt;br /&gt;
&lt;br /&gt;
While a Skrell may find themselves becoming more famous, experiencing relaxed travel and reproductive restrictions, and greater access to state resources, the unique situation of the Dionae means they are rewarded (or punished) in an entirely different way.&lt;br /&gt;
&lt;br /&gt;
Diona with a higher social credit score will find themselves being modelled as the ideal citizen to other gestalts, given praise for their actions as well as having higher expectations of them by the state. Along with this, gestalts of a high score will be given lesser restrictions on the number of nymphs allowed (up to the maximum of twenty), more education opportunities, and greater freedom of travel. Compared what Skrell receive, Dionae benefits focus more on the ability to grow, learn, and proliferate, with less emphasis on comfort.&lt;br /&gt;
&lt;br /&gt;
Gestalts with a high credit score will also find themselves in a unique position amongst dionae; their opinion will have more weight behind it when considered by other gestalts despite their age, overriding the general view of ‘experience is what matters’ typically held by the species.&lt;br /&gt;
&lt;br /&gt;
==== Restrictions on Dionae-specific Actions ====&lt;br /&gt;
&lt;br /&gt;
It should be noted that gestalts with a good social credit score are the only ones who are able to take blood samples from Skrell, and even then with extremely strict rules; Skrell with a high security clearance, specifically Government officials and members of state military and intelligence organisations of any rank are disbarred from providing blood samples. Skrell that meet these criteria that are in an intimate relationship with a Diona are also banned from having their remains absorbed by the gestalt.&lt;br /&gt;
&lt;br /&gt;
Dionae with an &#039;&#039;&#039;SCS of 6.35&#039;&#039;&#039; or above are the only ones allowed by the state to absorb a deceased Skrell, something that is considered an honour to perform and deeply intimate. More on this practice is discussed below under the relationship section.&lt;br /&gt;
&lt;br /&gt;
Dionae who become tertiary numericals are treated much in the same way as Skrell; they are shunned by the state and their fellow citizens, refused access to state resources, receive a blanket ban on their reproductive rights, and the harshest restrictions on travel possible.&lt;br /&gt;
&lt;br /&gt;
==== Splitting as a Form of Re-education ====&lt;br /&gt;
&lt;br /&gt;
Due to physiological differences making typical Federation re-education methods either ineffective or entirely impossible, a gestalt may instead be forced to split and their nymphs absorbed by multiple loyal gestalts for re-education. This usually involves the loyal gestalt using their combined voice to effectively condition the nymph into conforming to Federation ideals. Once it’s confirmed that each nymph has been re-educated successfully, they are allowed to remerge into the original gestalt, with their social credit score reset to five.&lt;br /&gt;
&lt;br /&gt;
==== Expulsion of Penumas ====&lt;br /&gt;
&lt;br /&gt;
Penumas gestalts that find their social credit score falling into the tertiary bracket will find themselves ejected from the Spiral Gardens, being allowed to float in the void of space while being closely monitored by an assigned research vessel.&lt;br /&gt;
&lt;br /&gt;
=== Adoption ===&lt;br /&gt;
&lt;br /&gt;
Due to the lack of presence in the Wake, the Federation takes more active measures to ensure that the species conforms to its ideals. The most widespread and accepted way of doing this is through ‘adoption’. While there’s no official adoption agency, Skrell are encouraged to take in newborn nymphs and raise them as part of their family unit. &lt;br /&gt;
Over the course of several years, it’s the duty of the quya to instil the same ideals and positive qualities the Federation looks for in its citizens into the Dionae they’ve adopted. No two cases are the same, but it’s typically agreed that once the nymph has become a gestalt, and is able to complete its citizenship test and find employment, they are ready to join the Federation as an independent citizen rather than seen as dependents of their quya (or as some outside observers have mentioned, as pets).&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Dionae do not receive citizenship at birth. Instead, they are given the equivalent of residency, and they must apply for citizenship once they have reached what is considered ‘maturity’ in the Federation. This usually means they have spent a few years under the care of a Skrellian quya or a respected gestalt, and have outwardly shown strong loyalties to the Federation. &lt;br /&gt;
&lt;br /&gt;
==== The Citizenship Test ====&lt;br /&gt;
&lt;br /&gt;
The Dionae citizenship process is relatively easy compared to the process for other species and can be split up into two sections:&lt;br /&gt;
&lt;br /&gt;
The first section is a health exam. The gestalt is tested mostly for their physical and mental skills, and is usually the deciding factor when suggesting jobs for a gestalt.&lt;br /&gt;
&lt;br /&gt;
The second section is a disposition test. The gestalt is given a series of hypotheticals, where they must answer to the best of their ability. Diona behavioural specialists determine the mind archetype of the Diona in question, with [[Dionae_Forms#Mind_Types|mind types]] that are more in line with the Federations collectivist ideals being preferred. Mind types that allow members of the gestalt to coordinate well together are favoured over more anarchist ones.&lt;br /&gt;
&lt;br /&gt;
==== Mind Types and Social Structure ====&lt;br /&gt;
&lt;br /&gt;
Gestalts with both a harmonious social structure and a favoured mind type will be given a higher social credit score than other gestalts, as well as receive a wider range of initial employment opportunities to choose from.&lt;br /&gt;
&lt;br /&gt;
Gestalts of a more anarchic social structure and unapproved mind type may find themselves under a glass ceiling, unable to progress in the social credit system. They may also find themselves unable to change careers as easily, or even at all, as well as experiencing harsher restrictions on travel and gestalt growth.&lt;br /&gt;
&lt;br /&gt;
==== Nymph Tagging ====&lt;br /&gt;
&lt;br /&gt;
After they gain their citizenship, the gestalts associated nymphs are all tagged in two ways. The first is a similar chip system to the one used in the Republic of Biesel, introduced in response to [https://wiki.aurorastation.org/index.php?title=Dionae_Relations#Post-Bill_.2341-2C &#039;&#039;&#039;Bill 41-2C&#039;&#039;&#039;]&lt;br /&gt;
to facilitate emmigration to the Republic by Federation gestalts. The second system is solely an internal system that’s been in place since the start of the species’ integration. Each nymph is provided with the equivalent of a ‘passport’ in the form of a barcoded token. The barcode when scanned will show the name, DNA marker, and recent incidents related to the nymph. These tokens are kept close at all times, and can often be seen joined together on a chain worn around the gestalts neck.&lt;br /&gt;
&lt;br /&gt;
= Dionae in the Military =&lt;br /&gt;
&lt;br /&gt;
Up until recently Dionae served alongside Vaurcae in the Lukala, a subsection of the [[Skrell_Politics#Qukala|Qukala]], functioning as auxiliary soldiers in the Federation Navy. The Lukala were given simple roles such as border patrols and pirate hunting operations. Due to the species’ pacifistic views, most Dionae were given positions in logistics, medical, and engineering fields. It is not uncommon to see a gestalt in a combat or combat-adjacent position, with Coeus, in particular, being given roles as scouts or field medics.&lt;br /&gt;
&lt;br /&gt;
Today, the Lukala has been dissolved and Dionae are now finding themselves to be equals to their Skrellian counterparts. They are now expected to handle the same responsibilities and are no longer relegated to what was considered by many in the Qukala to be ‘unimportant affairs’. Even with this progressive change Dionae are still excluded from certain positions due to their views on pacifism, and in some cases are simply unable to interact with certain equipment needed for the role due to physiological differences.&lt;br /&gt;
&lt;br /&gt;
= Dionae in the Government =&lt;br /&gt;
&lt;br /&gt;
While there are no explicit regulations regarding Dionae in Government positions locally, it can be difficult for a gestalt to get into an elected position. Contrary to this though, planets with a sizeable Diona population will commonly find themselves with gestalts in both elected and assigned roles in the planets Government hierarchy. Gestalts could find themselves in a variety of roles, from town mayors or clerks, to judges or even deputy Governorships. Federally however, there is a strict ‘no Diona’ policy in place for most positions. Instead, Diona who wish to interact at the Federal level usually find themselves employed as assistants or deputies to Skrellian officials.&lt;br /&gt;
&lt;br /&gt;
The only exception to this policy is the arch-consulship of the planet [[Xrim]], which is almost entirely populated by Dionae. The primary directive given to the Consul is to facilitate the rehabilitation of gestalts who worship ‘The First Consciousness’, and to take steps to prevent its proliferation on the planet through cooperation with the Triumverate that heads the local Government. &lt;br /&gt;
&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
&lt;br /&gt;
Gestalts who show interest in politics must be of a certain mind type and be able to coordinate and act as one. Gestalts that are able to speak with one unified voice are preferred, but due to their position, this ability must not be tyrannical; it could be seen as unsightly during foreign or domestic assignments.&lt;br /&gt;
&lt;br /&gt;
==== The First Diplomats ====&lt;br /&gt;
&lt;br /&gt;
The first Dionae to have been given political positions within the Federation were those who were utilised during the early days of the species discovery, facilitating contact with clusters around Federation space. As time went on, the role was slowly becoming less in demand, and these gestalts were reassigned to low-level governmental and diplomatic assignments. In comparison to modern times, these positions were more honorary, with no real powers given to the diona.&lt;br /&gt;
&lt;br /&gt;
=== Dionae Consulars ===&lt;br /&gt;
&lt;br /&gt;
Dionae who find themselves in the position of [[NanoTrasen_Liaison|consular]] have very strict regulations that they have to follow, including:&lt;br /&gt;
&lt;br /&gt;
* A minimum age of &#039;&#039;&#039;180&#039;&#039;&#039;, where the age is of the gestalt as a whole. Nymphs younger than 180 that were not born from the gestalt will disqualify the gestalt from holding this position.&lt;br /&gt;
* A minimum &#039;&#039;&#039;SCS of 7.58&#039;&#039;&#039;, including a spotless record since the gestalts inception.&lt;br /&gt;
* No splitting, merging, or absorption in any capacity while assigned outside of Federation space, the only exception being in the direst of circumstances.&lt;br /&gt;
&lt;br /&gt;
Along with these regulations, a Diona consular will be heavily monitored, and assigned a Skrell handler who is a senior diplomat, and whose attache the Diona is typically a member of. Despite all of this, they are given the same responsibilities as a Skrellian consular with the implication that their position is only as secure as their quality of work.&lt;br /&gt;
&lt;br /&gt;
= Diona Relationships =&lt;br /&gt;
&lt;br /&gt;
A particularly alien concept for most to conceive of is the idea of Dionae romance. Of course, through the perspective of a singular mind romance is far easier to imagine and to conceptualise, even more so as a species that needs another being to reproduce instead of asexually as Dionae do. &lt;br /&gt;
&lt;br /&gt;
Uniquely among biotic sentient species in the Spur, Dionae have no biological need to reproduce. This means that they have no unique political, social or genetic need to have developed any form of romance or traditional attraction. Thus their form of romance is distinctly alien in all forms, making it unpopular in most areas of space.&lt;br /&gt;
&lt;br /&gt;
==== Diona and Skrell ====&lt;br /&gt;
&lt;br /&gt;
For xenophiles, dating a gestalt consciousness requires a lot of hard work. Dionae ‘romance’ as it were, has only been officially witnessed with Skrell citizens. It is often described as the gestalt unanimously, over decades, finding that they would be missing something from their life without the person - and that said person holds significance to them that few others do. This is distinctly an entirely emotional dependency over a long period of time, culminating in all nymphs in the gestalt feeling an emotional bond towards the person. This relationship requires all nymphs in a gestalt to share the same feelings in order to sustain the relationship in any meaningful way. &lt;br /&gt;
&lt;br /&gt;
==== Death and its Effects ====&lt;br /&gt;
&lt;br /&gt;
It is uncommon for such relationships to not have a component of the Dionae experiencing the world through the person they view as particularly significant to themselves through tasting their blood. If the person they have viewed as so significant and have spent their collective time being with for so long finally passes, it is not uncommon for said person to ask the gestalt to carry on their legacy through absorbing the deceased’s body. Said gestalt would take in every memory and every experience of their partner. The experience gained would be more than deeply melancholic; it could be seen as the truest form of grief, experiencing everything they had ever done with their partner, and their entire life story. &lt;br /&gt;
&lt;br /&gt;
It may take the Dionae years to fully process all that they have absorbed, and even longer to come to terms with the great grief of the person that they bonded with passing. Often, such gestalts will spend a large amount of their lifespan carrying on the memories of such a person, adopting a name that represents their collective mourning as they do something that said person truly enjoyed or was passionate about. &lt;br /&gt;
&lt;br /&gt;
==== Mind Types ====&lt;br /&gt;
&lt;br /&gt;
A majority of gestalts who are in relationships are Singular Sound due to the fact that you do not need to win over multiple sentient minds and instead more of an abstract gestalt consciousness between them all. However, this then becomes even more complicated when all become sentient through the merging with their partner post-death. It is not common for any Skrell to donate their bodies to gestalts post-death unless they have a close connection. &lt;br /&gt;
&lt;br /&gt;
There is a unique mind type only created from these unique couplings when taking their significant other. It is defined as Mourning Mass, and is seen as an unfortunate byproduct of an immortal being truly falling for something that will never attain such a state. Not all Dionae who merge with their partner will have this mind type, but it is the only known way it has been generated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=30300</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=30300"/>
		<updated>2023-10-07T23:44:31Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
[[File:ZH-lightpurple.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a trans-stellar medical research and pharmaceutical conglomerate with origins on 21st century [[Earth]]. They are responsible for the invention of modern cloning techniques, and have a hand in almost every form of medicine throughout the Orion Spur. Zeng-Hu has a unique internal structure referred to as the &#039;&#039;&#039;keiretsu&#039;&#039;&#039; by its employees: while officially known as a &#039;&#039;megacorporation&#039;&#039; Zeng-Hu is in reality made up of dozens of specialized medical corporations which build off of their mutual success, creating a structure most similar to a cartel.&lt;br /&gt;
&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
The organization that would go on to become Zeng-Hu Pharmaceuticals in 2132 was born from the merging of nearly a dozen companies on Earth in the year 2032, creating a complete stranglehold over the medical field while avoiding traditional anti-trust laws. The keiretsu pioneered the way in the field of cryonics and cryogenics, manufacturing the first truly viable &amp;quot;cryopod&amp;quot; designed to safely house a human being during long-distance space travel. This proved instrumental during the colonization efforts of [[Mars]] and [[Luna]], and would be used during further colonization efforts in the Solar System prior to the advent of widely-available warp travel. However, the success and profits the keiretsu derived from colonization was relatively short-lived, as the economic hardships of the mid-22nd century combined with the advent of proper warp travel -- which greatly reduced the need for their cryogenic storage units -- in 2130 hit the conglomerate hard. The hardships of the 2130s would shortly result in the formal founding of &#039;&#039;&#039;Zeng-Hu Pharmaceuticals&#039;&#039;&#039; in 2132, in an effort to stay profitable and keep component companies from being bankrupted and bought out by competitors. While never completely disappearing, it was overshadowed by the rise of other corporations edging in on the field of biotechnology and pharmaceuticals. Zeng-Hu stayed in the background for years, though their continual innovations and unique internal structure allowed them to stay competitive if mostly out of the eye of the public.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the year 2332, when the [[Skrell]] were first encountered, that it was well and truly thrust back into the limelight. As with many other companies jockeying for positions from which they could benefit from the advanced technology of the Skrell, Zeng-Hu sent representatives to try and convince Skrellian scientists to establish joint cooperative research teams with their own scientists. However, unlike with the other corporations, whom most of the scientific community of the Skrell perceived as simply greedy, they were truly impressed by the vision and drive shown by the CEO Vanas Peng and his board of directors. After three years of cooperative research, the first viable example of limb cloning technology was created.&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu was quick to patent the techniques and equipment and continued to advance in the newly created field of organ and limb cloning. While cloning technology was highly controversial when first introduced, it has since become an accepted and even promoted part of Human and Skrellian society. Attempts to bring it beyond the borders of these two species have not yet been widely pursued, with few in the keiretsu viewing such efforts as likely to be profitable or successful.&lt;br /&gt;
&lt;br /&gt;
Due to its collaboration with the Skrell and success in the biotechnical field of limb cloning, Zeng-Hu Pharmaceuticals is now among the most powerful trans-stellar corporations present in the galaxy in the modern-day despite its unusual structure. As its main competitor in the medical field, the [[NanoTrasen Corporation]], continues to bleed profits due to the phoron shortage, Zeng-Hu has risen to fill much of what NanoTrasen left behind in the medical field. But despite the profits -- and influence -- it has gained from filling the market holes left by NanoTrasen the keiretsu has not ceased working alongside NanoTrasen, and many of their mutually beneficial research and commerce agreements have remained intact. Thus it did not surprise many economists to see that the keiretsu had opted to join with NanoTrasen in the [[Stellar Corporate Conglomerate]], though some believe that the keiretsu is more interested with their own bottom lines than with whatever mission the ever-mysterious &amp;quot;Chainlink&amp;quot; may be dedicated to.&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
As the foremost medical service in the galaxy, overshadowing the former monopoly NanoTrasen once had over the speciality, Zeng-Hu&#039;s influence is immense. Their responsibility extends to the health and well-being of almost all citizens of the major galactic powers, with its constituent corporations delving into the pedantic of healthcare across the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals, and the majority of its minor subsidiaries, are professional science at its core. The public-facing sections of the megacorporation operate one of the larger public relations departments in the galaxy, a necessity for something as controversial as the primary healthcare provider. This reflects on employees as their workforce is encouraged to be plotting and outright secretive. In addition, the openly declared pursuit of Zeng-Hu has been the perfection of the sentient form and rapidly progressing what could be construed as the &amp;quot;expected evolution&amp;quot; of Humanity. The details of the future of this expectation are unfortunately classified, and guesses as to what the corporation plans are varied — from grounded to completely ridiculous conspiracies.&lt;br /&gt;
&lt;br /&gt;
Commercial contracting with Zeng-Hu is a cut-throat, careless business where decisions from completely untraceable elements within the corporation drift down to the lower ranks, usually deciding the course of lives. Workers take pride in their own capability to dodge the unknowable forces above, inadvertently, and the ideology has ended up fostering one of two things; either fear for one’s superiors or a dangerous lack of care. The latter in this environment rarely ends well.&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals rarely works alongside Zavodskoi contractors, and intentionally so. The two corporations frequently butt heads after Zeng-Hu Pharmaceuticals left Zavodskoi genetics research in the dust, with the relation between the two sours at best. This echoes down to the lowest ranks, as even the common worker can find themselves cheered on to beat the opposition. This isn’t an excuse to get fired by trashing your coworker.&lt;br /&gt;
&lt;br /&gt;
=== Augmentation and Veterancy ===&lt;br /&gt;
&lt;br /&gt;
Driven by a mad desire to reach perfection, the genetic and prosthetic modification of Zeng-Hu employees is prolific. High-ranking executives often loan prosthetics, augmentation and direct tickets to genemodding down to skilled subordinates, who in turn employ similar practices to their own. All the way down to the very field medics of Zeng-Hu echo a similar sentiment ; progressing in the company further perfects one’s form. Veterans can receive higher-end, more vast augmentation that broadly encompasses the body, though there are countless who opt to avoid these options. &lt;br /&gt;
&lt;br /&gt;
Augments to enhance one’s work are the most common choices here, providing a unique edge to an extremely competitive medical scene. Genetic modification, due to its expensive nature, remains uncommon, but many find themselves allured to the opportunities Zeng-Hu Pharmaceuticals has to gamble for this.&lt;br /&gt;
&lt;br /&gt;
These cases obviously have their downside where more expensive prosthesis, modding and whatnot are concerned. In these implements there are typically forms of tracking devices, ingrained serial numbers, limited licenses or some other binding force that marks it as property of Zeng-Hu Pharmaceuticals. Exclusive prosthetics utilized by the company’s employees very commonly have these.&lt;br /&gt;
&lt;br /&gt;
The reality of these measures result in heavily regulated augments - the more grim ones capable of being remotely controlled or even disabled by company officials freely. The exclusivity of these items are amplified further by Zeng-Hu’s ability to retract their loan - and ultimately reclaim possession of them for any reason. Authentic Zeng-Hu prostheses do have their benefits, as one is able to pursue various options that disability or plain Human inefficiency would never permit. From amplifying surgical precision to enhancing one’s endurance, there is a case for anything here.&lt;br /&gt;
&lt;br /&gt;
=== Positronics and Zeng-hu Pharmaceuticals ===&lt;br /&gt;
&lt;br /&gt;
As the foremost company in the medical robotics and pharmaceutical industry, Zeng-hu Pharmaceuticals manufactures and employs a larger than average synthetic workforce. Aside from employing the machines in crucial and labor-saving roles, the corporation enjoys flaunting its latest models to the public, in effect using them as show dogs. IPCs which draw the eye of company managers and executives tend to be plucked from the ranks and elevated to positions of greater responsibility or authority.&lt;br /&gt;
&lt;br /&gt;
The company&#039;s treatment of IPCs is comparatively more egalitarian and less brutal. An overwhelming emphasis on perfection and unwavering quality is placed on the machines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeng-hu company projects often vary and as a result their dedicated synthetic workforce do not possess a standardized naming convention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General==&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;Current CEO:&#039;&#039;&#039; [[Notable Humans#Liqin Hsiao-Li|Liqin Hsiao-Li]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the smartest living humans in the Orion Spur, Doctor Hsiao-Li secured her position as the head of Zeng-Hu Pharmaceuticals through ability rather than family relations, and has seen Zeng-Hu secure significant shares of the human and skrellian biotech markets under her watchful eye. Hsiao-Li has a reputation as an extremely strict woman, even amongst Zeng-Hu Pharmaceutical board members, that does not tolerate failure. This has worked wonders for the reputation of the company’s workers, as one screw-up is enough to get them fired, but has made Zeng-Hu Pharmaceuticals a much more stressful company to work for than its main competitor of NanoTrasen. However, should an employee show success, Hsiao-Li rewards it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Zeng-Hu Pharmaceuticals, Zeng-Hu Medical Corporation, Zeng-Hu Corporate Conglomerate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Building a brighter future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Quarter 46, Eridani I, Epsilon Eridani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic, Sol Common, Terran Mandarin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Color Scheme:&#039;&#039;&#039; Purple, white, and pink&lt;br /&gt;
[[File:BISHOPAD.png|thumb|An advertisement for Bishop Cybernetics. ]]&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
Zeng-Hu Pharmaceuticals is run by the Board of Directors, lead by Chairman and President Hou Hsiao-Li and appointed by the constituent corporations making up Zeng-Hu&#039;s web of businesses. The Board oversees the general function of the entire keiretsu, with constituent boards managing their own corporations more directly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vice President:&#039;&#039;&#039; Rochelle Mohi, 74, Human&lt;br /&gt;
&lt;br /&gt;
Like much of the keiretsu&#039;s highest-echelon staff, Doctor Mohi was born into a wealthy family of medical professionals on [[Luna]] and received only the finest of medical educations available in the [[Sol Alliance]]. Doctor Mohi is widely known throughout the keiretsu for both her rivalry with Doctor Cho, Zeng-Hu&#039;s chief medical officer, and her longstanding friendship with Doctor Hsiao-Li, who recruited the young Mohi for Zeng-Hu almost fifty years ago. Prior to rising to the position of vice president she served as the operations officer for the Eridanian Branch, and is responsible for much of Zeng-Hu&#039;s operations on the planet of Eridani III - though she has always denied involvement in the keiretsu&#039;s rumored black sites on the planet. In addition to her position as VP, Doctor Mohi is a widely-published researcher in the field of neuroscience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Officer:&#039;&#039;&#039; Fukumi Cho, 82, Human&lt;br /&gt;
&lt;br /&gt;
A Lunarian from Hangzhou, Doctor Cho is -- to many inside and outside of the keiretsu -- the prime example of what every Zeng-Hu employee or contractor should strive to be. Over her sixty years in the keiretsu she has risen from a mere critical care surgeon to the position of chief medical officer, making her one of the most important people in the Orion Spur&#039;s medical community. These sixty years have, for better or worse, made her an obsessively perfectionistic woman that refuses to accept anything but the highest possible standards and the best equipment for the constituent companies under the umbrella of the Zeng-Hu keiretsu. This has made invaluable to Doctor Hsiao-Li, herself an infamous perfectionist. Doctor Cho is widely known for her rivalry, and occasional feuds, with fellow neuroscientist and fellow board member Rochelle Mohi, with both neurosurgeons constantly attempting to outdo one another in medical journals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Officer:&#039;&#039;&#039; Yuko Murakami Haya, 82, Human&lt;br /&gt;
&lt;br /&gt;
The self-styled &amp;quot;Y.M. Haya&amp;quot; is, unlike many of his counterparts on the board, an Earther rather than a Lunarian. While many of his colleagues are specialized into more conventional forms of medicine, Dr. Haya has spent his entire life in medical research rather than in its day-to-day application in a hospital&#039;s rooms. His research was critical in the advent of modern cloning technologies pioneered by Zeng-Hu&#039;s keiretsu, and resulted in embryonic cloning breakthroughs that secured Yomi Genetics as one of the keiretsu&#039;s most important constituent corporations. Dr. Haya has recently taken a deep interest in the keiretsu&#039;s Coalition of Colonies branch situated near Light&#039;s Edge, and is known for his belief that the next big medical discoveries of humanity may lie outside of currently charted space.&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
Though their headquarters are on Biesel, Zeng-Hu Pharmaceuticals can be found throughout many areas in human space. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shanghai, China, [[Earth]], [[Sol]]:&#039;&#039;&#039; The headquarters of the keiretsu oversees most of Zeng-Hu’s activity in the Sol Alliance. With nearly twice the amount of workers as the second-most staffed headquarters, the Solarian Branch is an incredibly lively, bustling place. The Board of Directors are housed in the upper floors, with the highest levels being for corporate activity. Only the best and brightest of the keiretsu are afforded the privilege of working in the Sol System branch, with some speculating that Doctor Hsiao-Li herself must sign off on transfers to this branch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quarter 46, Eridani I, [[Eridani_Federation|Epsilon Eridani]]:&#039;&#039;&#039; The headquarters of the Eridani Branch of Zeng-Hu Pharmaceuticals can be found on Eridani I. The skyscraper is notable for being decorated in an interesting mix of traditional Terran Chinese and corporate Eridanian styles. Most facilities on Eridani III are managed from this facility, and many employees of the keiretsu pass through this office at one point in their careers. Little research is officially carried out in the Eridani I complex, and much of the Eridanian Branch&#039;s less pleasant activites are instead carried out far from the public eye in the urban maze of labs and research complexes on Eridani III.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Biesel#Mendell_City|Mendell City]], [[Biesel]], Tau Ceti:&#039;&#039;&#039; The Mendell City branch can be found in Xinghua Prefecture, standing tall among the surrounding complexes. Security is incredibly tight in Mendell City, though officials refuse to directly answer why.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triesto, the Republic of [[Assunzione]], the [[Coalition of Colonies]]:&#039;&#039;&#039; The Coalition Branch -- or Frontier Branch -- of the keiretsu is one of its smaller branches, and the furthest branch away from company headquarters on Earth in terms of distance. The Coalition Branch is primary concerned with researching and investigating the phenomenon in Light&#039;s Edge, and is primarily staffed by native citizens of Assunzionii that follow the local religion of [[Luceism]]. The branch&#039;s headquarters in Triesto is built in much the same manner as a traditional Luceian cathedral, and is well-known for this unusual design.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sahina, [[Aemaq]], the [[Republic of Elyra]]:&#039;&#039;&#039; The &amp;quot;Aemaq Branch&amp;quot; of the keiretsu has long been regarded as the smallest and least productive of Zeng-Hu&#039;s branches due to Elyra&#039;s longstanding restrictions on megacorporate activity, the presence of powerful local corporations that compete directly with the Branch, and a lack of goodwill towards the Branch&#039;s activities on the planet itself. Despite its lack of noteworthy success Doctor Hsiao-Li and Zeng-Hu have kept the operation afloat, and it is a common rumor in Zeng-Hu&#039;s many constituent corporations that the Aemaqii facility simply exists as a &amp;quot;dumping ground&amp;quot; for employees that under-perform or otherwise displease the keiretsu. The facilities on Aemaq are under the control of the Elyran Branch.&lt;br /&gt;
&lt;br /&gt;
==Constituent Corporations==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Bishop Cybernetics===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Without compromise.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bishop Cybernetics is a relatively young subsidiary of Zeng-Hu Pharmaceuticals, founded on Biesel in April of 2418. They specialize in innovations in biomechanical engineering with a focus on prosthetics and mechanical organs.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Eridani_Federation|Epsilon Eridani]]: Four major equipment manufacturing facilities on Eridani I.&lt;br /&gt;
&lt;br /&gt;
[[Tau_Ceti|Tau Ceti]]: Headquarters in [[Biesel#Mendell_City|Mendell City]], [[Biesel]]; three research and development facilities on Biesel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Grant Bishop, 62, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Maali Islamova, 57, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Maxim Pangan-Roces, 58, Human&lt;br /&gt;
&lt;br /&gt;
Chief Information Officer: Kareena Mayadev-Calli, 49, Human&lt;br /&gt;
&lt;br /&gt;
Chief Design Officer: Youa Mo Xvooj-Hayashi, 45, Human &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bishop Cybernetics was founded on [[Biesel]] by Grant Bishop and Owen Harrison. Both had dropped out of study at the Biesel Institute of Robotics to focus on business. Even though prosthetics wasn&#039;t a new field by any means, and it was mostly dominated by giants like Zeng-Hu and [[Hephaestus_Industries|Hephaestus]], Bishop felt there was room for innovation.&lt;br /&gt;
&lt;br /&gt;
Bishop and Harrison both worked out of Bishop&#039;s personal pod bay for their first year, working to improve on the existing design for a mechanical prosthetic hand. They unveiled this new design at the annual Mendell City Innovation Conference and caught the attention of several investors with their flashy, sleek design with an integrated holo-watch, communications center, and patented user interface with a haptic feedback enabled holographic display. Most notable about this first design was the fact its power draw was no greater than other designs already out there, despite running several different accessory modules.&lt;br /&gt;
&lt;br /&gt;
After a wildly successful campaign spanning over ten years showcasing every iteration of their new prosthetics at every opportunity, Bishop Cybernetics opened their first major manufacturing facility on Isis in 2430. This drastically reduced the costs associated with production and allowed Bishop Cybernetics to become even more profitable.&lt;br /&gt;
The high-energy Grant Bishop still attends conferences and events, giving speeches and demonstrations, and often makes a point to show off his own prosthetic arms and eyes, which he has linked to his own home devices including his thermostat, doors, electrochromic windows and microwave. In 2456, Bishop suffered from heart failure, and underwent an operation to have a Bishop Cybernetics mechanical heart installed. He has since claimed to be &amp;quot;synthetic at heart&amp;quot;, coming back from the operation to announce a new division of Bishop Cybernetics focusing on synthetic intelligence research.&lt;br /&gt;
&lt;br /&gt;
Bishop Cybernetics&#039; focus on power efficiency, luxury, and innovation meant its niche market was composed mostly of technological enthusiasts and a number of transhumanist fanatics. This is, of course, not without controversy, especially among more traditionally-minded consumers skeptical of the radical ideas usually pushed by Bishop Cybernetics. The heavy regulation of prosthetic devices often means the most attention-grabbing products are meant for headlines only, kept behind red tape to never leave the showroom. Uncomfortable with Bishop&#039;s direction, Owen Harrison officially resigned from the company in December 2458.&lt;br /&gt;
&lt;br /&gt;
The continued growth of Bishop Cybernetics has proven without a doubt that there is a small, but lucrative market for these big ideas and the controversy often stirred with Bishop&#039;s ideals has ensured they have a place in headlines on a yearly basis.&lt;br /&gt;
&lt;br /&gt;
During the last conference held during a conference on Biesel in August 2459, Bishop shared the stage with a state-of-the-art IPC designated &amp;quot;Axiom&amp;quot;. This IPC&#039;s frame was entirely by Bishop, with a glass-encased hologram display for a face and a claimed internal battery life lasting for up to three weeks on standby. It isn&#039;t known when, or even if, this model will ever be approved for production.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jeonshi Biotech Incorporated===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Foremost among flowers.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jeonshi Biotech is a major member of the Zeng-Hu Pharmaceuticals keiretsu, founded on Earth in October of 2289. They specialize in the creation and design of mechanical and biological augments for both humans and common positronic frames such as the famous Zeng-Hu Mobility Frame.&lt;br /&gt;
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&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
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[[Sol]]: Headquarters in Busan, Korea, [[Earth]]; five research and development facilities across Earth.&lt;br /&gt;
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[[Tau_Ceti|Tau Ceti]]: Research and development facility in [[Biesel#Mendell_City|Mendell City]], [[Biesel]].&lt;br /&gt;
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[[Eridani_Federation|Epsilon Eridani]]: Two major manufacturing facilities on Eridani II.&lt;br /&gt;
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&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Yunji Kyong, 76, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Ju Li, 18, Postronic Shell Frame&lt;br /&gt;
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Chief Data Officer: Songho Sam, 57, Human&lt;br /&gt;
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Chief Communications Officer: Biyu Tian-Kim, 46, Human&lt;br /&gt;
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Chief Commercial Officer: Kaya Kinjo-Song, 51, Human&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Founded by a collection of cutting-edge Chinese and Japanese robotics companies in 2289, Jeonshi Biotech quickly established itself as a leader in the biotech industry on Earth and joined the Zeng-Hu conglomerate in 2302. The corporation has maintained its cutting edge in bio-technology ever since, despite rumors regarding unethical experimentation in order to create more effective augmentations. Most attribute these rumors to Zavodskoi Interstellar, Jeonshi Biotech&#039;s main competitor in the field of military-grade augmentations.&lt;br /&gt;
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Jeonshi Biotech was, despite its Solarian roots, one of the first major corporations to look upon modern positronics as more than cheap labor. Synthetic employees — and property — of Jeonshi are treated much better than most others, to the point where they are capable of rising to the board of directors if they are competent and lucky enough. CRO Ju Li (previously Zeng-Hu Research Android Ju-010892), a shell, is held up by the corporation as an example of how high a positronic can rise in Jeonshi Biotech.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yomi Genetics Innovation and Research===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;The spider lily blooms.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yomi Genetics I&amp;amp;R is a constituent corporation of Zeng-Hu Pharmaceuticals, founded on Earth in 2306. They are known for their cutting-edge genetics research, and their close relationship with the Nralakk Federation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Sol]]: Headquarters in Tokyo, Japan, [[Earth]]; nine major farming facilities across Earth; three major processing plants on Earth.&lt;br /&gt;
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[[Tau Ceti]]: One major farming facility and processing plant on [[Biesel]].&lt;br /&gt;
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&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
President: Miho Kumagai-Wan, 85, Human&lt;br /&gt;
&lt;br /&gt;
Deputy President: Xinyi Huang, 71, Human&lt;br /&gt;
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General Manager: Kotaro Tamaki, 59, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Jong-Su Chun-Gao, 64, Human&lt;br /&gt;
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Chief Development Officer: Mineko Makino-Min, 55, Human&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally established in 2306 by several leading geneticists, Yomi Genetics is one of the later members to join Zeng-Hu&#039;s massive conglomerate and join the keiretsu in 2311 in order to acquire more funding for its mostly-theoretical research into genetics. The corporation started off as a small and mostly research-oriented member of the Zeng-Hu conglomerate with very few practical products until first contact with the skrell was established. The resulting genetics boom caused a golden age for corporation, and has seen it on the cutting edge of genetics research ever since.&lt;br /&gt;
&lt;br /&gt;
As a result of their place on the forefront of genetics research Yomi maintains the largest gene bank in the Orion Spur, for both research and business purposes. Yomi is additionally responsible for much of the research that led to the invention and creation of modern limb cloning techniques. However, due to the prohibitively expensive cost of cloning, the corporation does not consider it a priority for research - instead it has opted to focus upon the practicality of vat-grown limbs as a commercial product. How this development will impact the future of the medical field remains to be seen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations with Trans-stellar Factions==&lt;br /&gt;
&lt;br /&gt;
Relations with all corporations are heavily tied to every echelon of even the most detached factions in the Orion Spur. As the corporations have seeped into every facet of one’s livelihood as far as the eye can see, few find it unimportant to maintain some degree of knowledge on the megacorps. &lt;br /&gt;
&lt;br /&gt;
This megacorporation’s noteworthy relations with the major powers are below, and may be very important to you.&lt;br /&gt;
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===Nralakk Federation===&lt;br /&gt;
The Nralakk Federation sports quite a close relationship with Zeng-Hu Pharmaceuticals; able to be traced back all the way to the discovery of humanity in 2332 CE. First Contact allowed for numerous boons, largely thanks to the advanced technological prowess wielded by the Nralakk Federation. Relations between the two continued to foster into an alliance of sorts, mostly working together in order to uncover technological advances. Through the last 131 years, the Nralakk Federation has allowed only Zeng-Hu Pharmaceuticals to establish themselves within their borders, a symbol of their trust in the keiretsu to keep the skrellian way of life intact.&lt;br /&gt;
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===The Nralakk Resistance===&lt;br /&gt;
The Resistance owes quite a bit of their success to Zeng-Hu Pharmaceuticals; mostly in regards to being able to access technology outlawed within the Nralakk Federation, combined with the availability of numerous augments and prosthetics. Whilst each subfaction of the Resistance has alternating views of the keiretsu, it mostly boils down to somewhat cordial relations. The keiretsu manages to avoid any attacks on their freighters, and the Resistance is allowed to embellish themselves with the resources offered by the keiretsu. It’s a win-win for both sides.&lt;br /&gt;
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===The Solarian Alliance===&lt;br /&gt;
The wave of nationalization enacted by the &#039;&#039;&#039;Solarian Corporate Authority&#039;&#039;&#039; (SCA) following the Solarian Collapse of 2462 has greatly changed the relationship between the Alliance and Zeng-Hu. While Zeng-Hu continues to operate in many areas of Sol -- particularly on [[Europa]], [[Earth]], and [[Luna]] -- its influence in the Alliance&#039;s remaining territories has been been diminished by the loss of 51% of its assets to the SCA. Much of the megacorporation&#039;s assets in the [[Human Wildlands]], such as facilities on [[Visegrad]], are considered to be lost causes by the keiretsu. Despite these losses Zeng-Hu has continued to conduct business throughout the Alliance&#039;s remaining territory, and many Solarians view it favorably due to the lifesaving medical care it provides. The keiretsu, it seems, is not finished in the Alliance -- despite the SCA&#039;s best efforts to the contrary.   &lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category: Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=San_Colette&amp;diff=30099</id>
		<title>San Colette</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=San_Colette&amp;diff=30099"/>
		<updated>2023-09-20T21:20:15Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:San_Colette.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;The flag of the Sovereign Solarian Republic of San Colette during the Solarian Civil War (2462-65).&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the Solarian Northern Reaches lies a system located auspiciously on the border between the Outer and Middle Rings, directly at the conflux of the warp gates that allow easy transition between the two. This system, Patria Nueva, contains a major inhabitable world known as San Colette. The &#039;&#039;&#039;Sovereign Solarian Republic of San Colette&#039;&#039;&#039; is a Solarian nation where many things meet: the Middle and Outer Ring, the Coalition and Alliance. It was the scene of intense fighting during the final phase of the Solarian Civil War (2462-65) following the destruction of Mass and assassination of Prime Minister Frost. Once again in the Alliance, San Coletters now the capital world of the Northern Wildlands Reconstruction Mandate — the Alliance’s special zone established to rebuild the Northern Reaches. San Colette has been ravaged by war but stands unbroken and proud as it enters the latter half of the 2460s.&lt;br /&gt;
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&#039;&#039;&#039;Because of the ethnic make-up of San Colette’s original settlers and assimilation of immigrants into the native population during and following the Warp Gate Project, human characters born on San Colette will have appearances consistent with the people of Iberian Peninsula. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“To understand the history of the Alliance, one must first understand the history of our Republic,” - President (2405-2413) Valentia Carabello, 2352 - 2454.&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&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;
===Discovery and Interstellar War History===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The system of San Colette was first discovered by astronomers from France in 2272, in the years immediately preceding the devastating Interstellar War. Its original discoverers named it after Saint Colette of Corbie, in the hopes that the system would bring about a peaceful future for the then-struggling Alliance. The system was quite desirable for the Alliance as it contained one readily habitable world, San Colette, and a small planet, D’Anzin, with Helium-3 deposits sufficient enough to justify the expensive task of colonization. The Alliance, desperate for money in the midst of the Second Great Depression, sold off the system’s colonization rights in 2274. The rights were purchased by an unexpected source: rather than a nation-state or corporation purchasing the system’s colonization rights an alliance of Spanish and Portuguese business magnates secured the winning bid with seconds on the clock. The magnates – perhaps out of patriotism or perhaps out of a desire to win the economic goodwill of the government while avoiding the true cost of colonization – gifted the rights of colonization to the governments of Spain and Portugal. Before a colonization plan could be created the Interstellar War (2278 - 2287) broke out, effectively dashing the hopes of many of the prospective settlers.&lt;br /&gt;
&lt;br /&gt;
While the initial hope of an Iberian colony faded in the chaos of the Interstellar War and its economic impact, the desire of many in the region was not extinguished. By the 2330s the worst of the economic crisis had faded into the background and Iberia once again prepared to journey to the stars and in 2338 they launched the first colony ships to San Colette, and towards a new future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
===The Early Colonial Era===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The journey to San Colette took almost two years due to the distance traversed from Earth and the ad-hoc nature of many of the Alliance’s transportation networks, which had been ravaged by both the Interstellar War and the Second Great Depression. As the five colony ships sent to San Colette traveled across the breadth of the Alliance one of the scientists aboard the lead ship, Doctor Ernesto Castrejon, observed the sorry state of the Alliance’s warp network. Doctor Castejon was, at the time, a scientist of little importance simply sent to assist in the construction of a theoretical warp gate for San Colette which would connect it to the broader Alliance. But as the journey dragged on and Ernesto became increasingly irate, he began to form a greater idea which would transform the broader Alliance. At long last, in 2340, the first colonists arrived in the system of San Colette, ready to begin the immense undertaking of colonizing a new world for the Alliance.&lt;br /&gt;
&lt;br /&gt;
These colonists who landed on San Colette found, as the reports had suggested, an Earthlike world with a pleasant, if somewhat dry, climate. The first colonists to land found themselves on the coast of the largest of San Colette’s three major continents, overlooking a vast blue sea on one side and kilometer after kilometer of grassy, fertile flatlands on the other. The colonists, ecstatic at the good fortune, decided upon a historical name for what would become their capital city: Nueva Isabela. Over time Nueva Isabela would grow and become the primary agricultural and political hub of the fledgling colony as the other four colony ships formed similar settlements. In the far north of its largest continent the settlement of Montblanc was formed, which would become its technological hub. Across the sea from Nueva Isabela the settlement of Porto de Ouro was established, later becoming a major hub for off-world travel. The settlements of Vila Nova de Norte – the most northern major settlement on the planet and one of the few able to function year-round despite the poles’ snowstorms –  and Nuevo Villaviciosa – an industrial center located at the mouth of a major river – were both founded on the same continent, the smallest of the three. The five original cities of San Colette would go on to become its hubs, and still dominate its economy today.&lt;br /&gt;
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Within a decade San Colette had established itself as a young, though quite productive, colony. Helium-3 mining on D’Anzin kept its budget in check and a warp gate, first completed in 2344, ensured shipments of materials were never long in reaching the new colony. But for one man, who had now been promoted to the lead scientist in charge of the Coletter warp gate, it was not enough. What Doctor Castejon had in mind was far greater than one planet, one warp gate, and Helium-3 mining. The doctor had turned his mind towards the future and realized something: with San Colette’s position, which straddled the line between the Middle and Outer Rings, it had a unique opportunity to establish itself as the main point of transit between both rings. Doctor Castejon intended to turn San Colette into a transportation hub, and to transform its economy in the process.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
===The Warp Gate Project===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Doctor Castejon took his idea for a warp gate network in the northern section of the Alliance to the then-governor of San Colette, Beatriz Rada, in 2349. What happened behind the closed doors of the governor’s residence may never be truly known, but both Governor Rada and Doctor Castejon left the meeting with a drive to see the project realized. Following six years of debate, backroom dealings, and extensive political maneuverings the Warp Gate Project – the largest project undertaken by the Alliance – was approved by the Solarian government, and the majority of the construction contracts were awarded to Einstein Engines. Governor Rada and Doctor Castejon had achieved their dream: to make San Colette the largest point of transit between the Middle and Outer Rings, and to bring immense wealth to it in the process.&lt;br /&gt;
&lt;br /&gt;
But there was a catch to this deal. Despite the efforts of Rada and Castejon they were unable to proceed without the support of one of the Alliance’s most significant forces: the Navy, which had become even more powerful in the aftermath of the Interstellar War. The Navy demanded oversight of the project in San Colette’s system itself and the ability to take “reasonable precautions,” in designing a defense for San Colette. The Coletter delegation attempted to protest but rapidly found themselves shut down by the Naval delegation and, surprisingly, the Alliance’s central government. With its economy and prestige battered and bruised by the Interstellar War the civilian government of the Alliance was, at best, unwilling to argue with the Navy and often deferred to it – a trend which would continue into the 25th century, with devastating consequences.&lt;br /&gt;
&lt;br /&gt;
The Navy’s demands for its support were deceptively simple on paper, and only contained one requirement: that San Colette be designated a “fallback point,” for any future conflict with the Coalition. This simple requirement would go on to define San Colette due to the factors required to meet the Navy’s standards for its fallback point. First: A large stockpile – fuel, weaponry, and assorted equipment – would have to be assembled, designated, and placed in the system. Second: Fortifications would have to be constructed to hold off the Coalition for an extended period and the Navy, rather than San Colette, would be the final judge of what constituted enough fortifications to hold off the Coalition from San Colette. Third: A local military, which San Colette had nothing resembling, would have to be formed to man the defenses and secure the system. The gravity of what would have to be done to fulfill this demand, and the impact it would have on the system’s budget, almost immediately caused a crisis in the government which only ended when the Alliance, along with the Navy, promised to subsidize much of the work. But despite the Alliance and Navy’s funding the project remained daunting and would date years, if not decades. Further negotiations ensured San Colette would not have to finish the defenses before the warp gates were built, but they were required to start as soon as possible.&lt;br /&gt;
&lt;br /&gt;
In 2356, following a short period of internal debate regarding the practicality of the Navy’s demands, the warp gate project began in San Colette in earnest. By 2357 the first gate – which connected San Colette to [[Callisto]], another Alliance member state chosen for the Warp Gate Project – opened, and equipment for the creation of additional gates began to flow from the Sol System to San Colette. Gate after gate opened over the following years, bringing more materials and more wealth to San Colette. The gate network brought new industries to San Colette beyond its previous exports, which had mostly consisted of foodstuffs from San Colette itself and Helium-3 mined on D’Anzin. This economic diversification was also driven in part by desperation, as the Navy now required much of the system’s He3 production to be stored for a theoretical emergency. A local shipbuilding industry which specialized in ships designed to work in San Colette itself, rather than traveling abroad, formed as a result of the influx of trade goods. Most importantly for San Colette’s future a local artificial intelligence industry began to grow in the late 2360s. While Colettish AI would never reach the level of sophistication of IPCs on [[Konyang]] due to being based upon indigenous AI designs instead of Glorsh-derived designs, it would become very effective at carrying out the tasks needed to run dozens of warp gates in a singular system. One of the tasks commonly assigned to Colettish AI was the identifying of ships in the system and determining their destinations, which would later prove itself to be of stunning importance.&lt;br /&gt;
&lt;br /&gt;
But the demands of the Navy never left the mind of the inhabitants of the system and, in 2362, work began on the first of what would eventually become four lines of defense of San Colette. The “Rock of San Colette,” as it would become known, was designed to fulfill the Navy’s demands while not destroying San Colette’s budget. At the time of its completion in 2398 the Rock consisted of a series of armed space installations. But this was not enough for the Navy and the government of San Colette was sent back to the drawing board. To the Rock was added the Tools and Field of San Collette, which would become the second and first layers of San Colette’s defensive lines. The Field itself was self-explanatory: a large section of space on the edge of the system was designated as a stellar minefield and filled with a variety of anti-vessel mines. Built from 2375 to 2405, the Tools consist of a ring of automated defenses built using Colettish AI.&lt;br /&gt;
&lt;br /&gt;
While the Navy was relatively content with San Colette’s defenses there remained the matter of training and equipping a local military arm to defend San Colette in the event of a dire emergency. In 2356 the Civil Guard of the Sovereign Solarian Republic of San Colette, or simply the Civil Guard, was founded in response to the Navy’s demands. The Civil Guard, over the next few decades, proved to be a competent and relatively well-equipped force. Its size remained relatively small due to the Guard’s focus on defensive readiness and automated weapons, but constant funding ensured it was never free of willing volunteers. A sense of patriotic duty related to the Civil Guard also began to slowly develop and many Coletters began to view service in it as a way to seize some of their military autonomy back from the Solarian Navy, which had become increasingly unpopular due to its demands.&lt;br /&gt;
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===The Discovery of Phoron===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
By the early 2400s San Colette had become a beacon of economic stability in the outer Alliance, and served as a hub for trade flowing from much of the northern Spur into the Alliance. In 2402 it was officially declared to be the Sovereign Solarian Republic of San Colette, finally shedding its colonial roots and ascending as a full Solarian member state. As the first decade of the 25th century came to a close the Republic had one of the highest standards of living in the Middle and Outer Rings thanks to its status as a trade hub. But the relationship between the Navy and Republic remained poor and efforts by the Civil Guard to further expand their capabilities were often frustrated by the Navy. In 2415 the Navy-Guard relationship reached a new low when the Guard’s ships were banned from possessing warp engines capable of traveling without a gate, despite the protests of the Republic. &lt;br /&gt;
&lt;br /&gt;
But these protests were soon drowned out in 2417 by the discovery of phoron in the system of Biesel. Coletters, ever poised to increase the prominence of their Republic, rapidly managed to carve out a niche in the growing phoronics industry by establishing processing facilities for the fuel on the surface of D’Anzin. Unused and neglected Einstein facilities were rapidly bought up by the government and converted into facilities which turned inert phoron crystals into a usable form, which was then sold to actors across the Orion Spur. Colettish facilities, while they would not reach the output of Tau Ceti, became an important link in the phoron economy between Tau Ceti and much of the outer Alliance and inner Coalition. Trade to the Coalition was initially severely protested by the Navy, and required the addition of phoron to the Colettish strategic reserve in order to appease them.&lt;br /&gt;
&lt;br /&gt;
The addition of a phoronics industry to the system brought the wealth of the Republic to new levels as the 25th century progressed. The Civil Guard was equipped with domestic ship designs for the first time, another layer — the Spears of the Saint, a series of fifteen massive orbital railguns — was added to the Republic’s defenses at the Navy’s insistence, and a local arms industry began to develop in response to growing fears concerning the Solarian government’s seeming unwillingness to assist more distance colonies such as the Republic. Perhaps most importantly the AI industry of San Colette continued to develop, with more and more deadly semi-autonomous drones being created for the defense of San Colette. While skrellian dignitaries were sometimes quick to point out the dangers of such weapons, Republic officials dissuaded them by noting their semi-autonomous nature required a human hand to guide them and make final decisions, and explaining the designs — unlike typical IPCs — were based on human algorithms and technology.&lt;br /&gt;
&lt;br /&gt;
During the golden years of the phoronics boom, which followed the secession of Biesel, San Colette produced much of the processed phoron consumed by the Alliance. Solarian patriotism and distaste for the Republic of Biesel fueled much of the initial boom, but tight controls by the Navy — which frowned upon selling Colettish phoron to non-Solarian customers — began to slow the boom by the late 2450s. Despite slowing in the 2450s the phoronics boom lasted until the early 2460s. By 2461 the flow of phoron gradually began to slow and many facilities opted to limit their production or entirely cease their operations. Some blamed it on NanoTrasen, which had long had a poor relationship with the Republic, while others claimed the decreasing flow was due to Elyran isolationism. Throughout 2461 and into 2462 the Republic stockpiled more and more phoron, hoping it would be able to slowly release fuel from its strategic reserve in order to preserve their economy during what many viewed as an incoming fuel crisis. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, few could anticipate how grim the crisis would become as 2462 neared its end and many families in the Republic prepared for Christmas.&lt;br /&gt;
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&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;
===The Solarian Collapse===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Coletters often argue over when the Solarian Collapse truly became unavoidable. Some argue that the Clandestine Incident of 24 October, 2462 — which many in the Republic believe was carried out deliberately by Biesel — marked the start of the end. Others believe the end truly began on 07 November, 2462, when Mars ceased responding to interstellar communications. Or perhaps it was on 11 November, 2462, when the Prime Minister was found dead in his suite. But most argue the Collapse was truly, irreversibly set to happen on 17 November, 2462, when forces from the 58th Fleet opened fire on fellow Solarians. This, to most in the Republic, marked the decisive turning point.&lt;br /&gt;
&lt;br /&gt;
Mere days after this, on 20 November, 2462, the Collapse came to the Republic. The garrison fleet stationed in San Colette, the 67th Fleet, attempted to seize the system for itself. The 67th Fleet, much like its Konyanger counterpart — the 58th — was a smaller fleet loyal more to its admiral, Frederich Müller, than the Solarian government. Admiral Müller demanded the civilian government surrender and hand over the phoron stockpile to him. They refused, and the Battle of San Colette began between the Civil Guard and the 67th Fleet. The Civil Guard and San Colette’s defenses, aided by deserters from the 67th and a home field advantage, eventually routed the 67th and chased them from the system at little cost to themselves. But, due to their inability to pursue them, the 67th was eventually able to find its way to New Atlantica, where its remnants formed the basis of the Anti-Corporate League.&lt;br /&gt;
&lt;br /&gt;
With the defeat of the 67th Fleet the immediate danger had passed for the Republic. However, the chaos of the Solarian Collapse was far from over and during the final two months of 2462 chaos reigned throughout the region San Colette called home. To its galactic west Konyang seceded and the Anti-Corporate League filled the vacuum left by the collapse of Solarian authority in the region. To its east Lycoris, which had at one point helped build the Colettish warp gate network, fell to the Solarian Restoration Front, which began to brutally purge all non-humans from its territory. Solarian fleets collapsed entirely, defected, resorted to piracy, and sometimes became roaming mercenary bands. Refugees began to flow into the Republic from both sides, and the systems around San Colette — many of them too small or otherwise unable to maintain their own fleets — looked to it for aid and some form of protection in this desperate time.&lt;br /&gt;
&lt;br /&gt;
In January 2463 the Republic answered the call of its neighbors by forming a defensive Alliance known as the &#039;&#039;&#039;Middle Ring Shield Pact&#039;&#039;&#039;. The Pact, unfortunately, quickly ran into problems. Many of its systems, while wealthy, were reliant on the Solarian Navy for protection prior to the Collapse and had no appreciable navies of their own. Most, aside from San Colette, additionally suffered from high degrees of megacorporate domination in their local economies. None had the defenses of San Colette and the Civil Guard was unable to patrol every system vying for membership due to its small size and lack of independent warp engines. Even worse was the economic situation: many gates into Sol itself had been damaged or otherwise closed during the months of the Collapse and the businesses of the Republic now had a desperate need to find new markets before an economic meltdown began.&lt;br /&gt;
&lt;br /&gt;
Salvation would arrive later in January in an unusual form: the former 5th Middle Ring Battlegroup, now better known as the Free Solarian Fleets, under the command of Fleet Admiral van der Rensburg. The mercenaries of the Fleets were tempted by the Republic with a rare prize: phoron from its stockpile and a port to call home. The current President of the Republic, Maribel Sarmiento,  and van der Rensburg have a very amiable relationship but many in the Republic — particularly in its Civil Guard — know the loyalty of the Fleets, despite the privileges granted to them, only goes as deep as the Republic’s pockets. Whether they will stand and fight against the enemies of the Pact remains a matter of great concern, particularly for those beyond the reach of San Colette’s defenses.&lt;br /&gt;
&lt;br /&gt;
Resolving the economic crisis caused by the Collapse was simpler than many in the Pact and Republic originally expected. With the collapse of Solarian authority in what became the Corporate Reconstruction Zone, much of the food supply line was interrupted and a new need for weaponry emerged. San Colette, stripped of many of its more high-end export routes, has fallen back onto exporting two mainstays of humanity to the CRZ via Tau Ceti in the meantime: foodstuffs and weaponry. By summer 2463 the economic crisis was resolved. However the necessity to maintain good trade relations with Biesel has led to the SRF and League becoming more vitriolic in their rhetoric towards the Pact, but what can one do? To trade with the Alliance means trade must go through the SRF, and to trade with the Coalition one must go through the League. Coletters have thus been forced into an awkward, perhaps temporary, economic relationship with Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The War in the Northern Reaches===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In early 2465 tensions in the Northern Reaches boiled over into all-out war between the League, Pact, and Front. The War started with the invasion of the Pact by the Front, pitting forces aligned to the 35th Fleet against the vessels of the Colettish Civil Guard, their Pact allies, and Free Solarian Fleet mercenaries. Despite initial successes against the Front which were aided by phoron acquired by the FSF Caravaggio in 2464, the Pact was pushed further and further back as it was caught in a two-front fight against numerically superior League and Front forces. Within a few months of fighting the Pact had been forced back to the strategic defensive fortifications of Nueva Patria and San Colette, where it decided to make its last stand.&lt;br /&gt;
&lt;br /&gt;
As the Pact entrenched the Front and League fought for dominance of the Northern Reaches as the Alliance and Coalition debated intervention. In the Coalition, member-states voted against intervention and ultimately sanctioned Gadpathur for its support of the League. In the Alliance, pro-intervention profests, with some on Callisto descending into rioting, broke out. The Front eventually triumphed over the League, with the survivors of the League retreating across the border and into the Coalition. With the Northern Reaches now secure aside from limited pockets of Pact or League resistance, the Front now began its assaults on Nueva Patria directly.&lt;br /&gt;
&lt;br /&gt;
The Rock of San Colette resisted valiantly, destroying much of the Front’s strength, but ultimately vulnerabilities in the Rock’s defensive line due to a lack of available resources resulted in it being breached and ground combat commending first on D’Anzin and then on San Colette itself, where fighting was concentrated in the industrial city of Nuevo Villaviciosa. Urban fighting in Nuevo Villaviciosa ultimately became a block-by-block urban engagement during the peak of fighting. The Front was ultimately repulsed from San Colette proper and the Solarian Alliance intervened shortly after the end of ground fighting, finally relieving the beleaguered fighters of the Pact.&lt;br /&gt;
&lt;br /&gt;
As the Northern Reaches recovers San Colette finds itself once again in the Alliance and even more prominent than it once was due to its newfound status as the capital of the Northern Solarian Reconstruction Mandate. But the system has been scarred by war: thousands are dead, many more are displaced, and there is much rebuilding to do. But Coletters remain hopeful, and confident they will build a better and stronger Alliancd upon the remains of the Solarian Civil War.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Oh, San Colette! My homeland so fair! The land of our own, and no others compare!”&amp;lt;/i&amp;gt; - Excerpt from the Anthem of the Sovereign Solarian Republic of San Colette (2408)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The System of San Colette===&lt;br /&gt;
&lt;br /&gt;
The system of San Colette consists of four major stellar bodies including its star, Nueva Hispaniola. The nearest stellar body to Nuevo Hispaniola is a small and barren planet known as San Felipe. Due to its closeness to the star San Felipe is entirely uninhabitable and its only man-made features are a neglected series of solar power facilities built by Einstein Engines during the Warp Gate Project which exist both in the orbit of San Felipe and on its surface. The rusting hulks of these facilities are occasionally used for target practice by the Civil Guard but otherwise rarely receive visitors due to their proximity to Nuevo Hispaniola and the presence of unexploded firing range munitions aboard them.&lt;br /&gt;
&lt;br /&gt;
Further out from Nuevo Hispaniola lies the temperate world of San Colette, where the vast majority of the system’s population can be found. San Colette’s surface is defined by its three large continents and large ice cape at its poles. The planet is remarkably hospitable and relatively Earthlike, with no major meteorological phenomena occurring on its surface. It has one natural satellite, San Colette Minor. The moon of San Colette is a barren rock without any major settlements. Scattered Civil Guard facilities and private mining platforms can be seen across its surface. But no reasonable Coletter would describe San Colette Minor as their home.&lt;br /&gt;
&lt;br /&gt;
Thousands of miles beyond San Colette, towards the edge of its system, lies the frozen planet of D’Anzin. The thick layers of ice and rock which cover the surface of D’Anzin are rich in deposits of Helium-3, the fuel which powers the warp gates of the Republic. For nearly as long as humans have called the system home there have been mining operations on the surface of D’Anzin and the planet is covered in a variety of mines, in various states of repair and functionality, as a result. Recently D’Anzin had become home to a new form of energy production: phoronics. The planet’s remote location and lack of large settlements has made it the ideal location to process raw phoron into usable fuel, and all of the Republic’s processing facilities can be found on D’Anzin itself or in its orbit.&lt;br /&gt;
&lt;br /&gt;
Beyond the orbit of D’Anzin and the massive warp gates near it lies the Colettish Belt, a sizable ring of asteroids which surrounds the system. Asteroids and comets found in the Belt contain little of value and much of the Belt itself is designated as a restricted military zone due to the presence of the Republic’s second layer of defense: the Tools of the Saint. Automated defenses are scattered throughout the Belt and wandering into it, or deliberately tampering with the defenses, often results in injury, death, or time in a prison on San Colette. The extent to which the Belt is fortified remains a secret of the Republic few are aware of.&lt;br /&gt;
&lt;br /&gt;
All throughout Nuevo Patria one can now find the drifting remains of wrecked vessels, stations, and facilities — the physical remains of the Solarian Civil War. These ruins are being slowly salvaged and removed by the Solarian Navy, Civil Guard, and civilian contractors of the Colettish government to restore the system to its prior condition. Access to these ruins is restricted to licensed personnel as many are filled with unexploded munitions, half-deactivated reactors, and at times the bodies of deceased crew which must be identified and returned to their planet of origin.&lt;br /&gt;
&lt;br /&gt;
===The Planet of San Colette===&lt;br /&gt;
&lt;br /&gt;
The climate of San Colette is temperate and relatively Earthlike, which helped ease its colonization. Its surface is defined by three continents — Maria, Nueva Norte, and Morro — separated by large seas and covered in a variety of climates. The planet’s poles are covered in ice caps which have shrunk following colonization by an insignificant amount, and San Colette Minor provides enough of a gravitational pull to create a system of tides. San Colette is relatively free of freak meteorological phenomena and has four seasons which roughly correspond to their earthbound counterparts. &lt;br /&gt;
&lt;br /&gt;
====Regions====&lt;br /&gt;
&lt;br /&gt;
The continent of Maria is the largest of the three and is home to the capital of Nueva Isabela and the industrial center of Montblanc, which is in its more northern regions. Maria is easily divided into two major regions: a large, grassy flatland called the Colettish Plains known for its rich soil which has long been the agricultural heartland of San Colette and the more northern forests of Cristobal. The Colettish Plains are home to Nueva Isabela and are dotted by many smaller towns, ranging from cities of thousands to villages of mere hundreds. It is separated from Cristobal by the uncreatively named Northern Range, a old and quite short mountain range which bisects the continent and is home to many mining operations. Cristobal is colder and criss-crossed by various rivers, eventually transitioning into taiga and then polar ice in its north. Montblanc, a Colettish industrial center, sits at the mouth of one of these rivers, which allows it to easily receive minerals from the Range and lumber from further inside Cristobal.&lt;br /&gt;
&lt;br /&gt;
Across the sea from Maria, to its west, lies the mostly unpopulated continent of Morro. The continent is dominated by a large, arid scrubland known as the Hinterlands which often suffers from droughts and fires. It is home to the settlement of Porto de Ouro, which is unique among San Colette’s major settlements as it mostly lies off of the shore of Morro on a series of island chains — some natural and some artificial. The flat planes near it have been mostly cleared of plant life by Coletters and now serve as a major offworld hub. Much of Morro is poorly explored aside from satellite photography and rumors of mineral wealth have long motivated expeditions into it — though few return with much of value.&lt;br /&gt;
&lt;br /&gt;
The third, and smallest, of the continents is Nuevo Norte, a highly-populous region home to two major settlements. Nuevo Norte is the furthest north of the three continents and is mostly defined by taiga and tundra, though some regions in its south are more hospitable. In its far north lies Vila Nova de Norte, a scientific hub which is known for its freezing temperatures and frequent snowstorms. Vila Nova stands on the edge of a large, flat tundra known as the Guard’s Tundra due to its use as a proving ground for Civil Guard weaponry. To the south of the continent in one of its few temperate regions is Nuevo Villaviciosa, the planet’s major shipbuilding center. Nuevo Villaviciosa is one of the few locations in the Middle Ring to feature a functional space elevator, which lies slightly offshore and is visible from almost anywhere on Nuevo Norte.&lt;br /&gt;
&lt;br /&gt;
==Life on San Colette==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I swear to defend the Republic, its people, and its values at any cost. I will uphold the values of freedom enshrined in our constitution, even if it costs me my life.”&amp;lt;/i&amp;gt; - Except from the Colettish Oath taken by Civil Guard personnel prior to beginning training.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The culture and daily life of a typical Coletter is informed by both the planet’s past as a planet settled by the nations of Iberia and its more recent history as a trade hub for the broader Alliance. Coletters value familial bonds, duty to the Republic, and are often seen as friendly and outgoing people by the broader Alliance. Coletters are known to be very talkative abroad and often stand very close to their conversation partners, which can result in some awkward encounters for those unused to Colettish conversation customs.&lt;br /&gt;
&lt;br /&gt;
To a typical Coletter familial bonds are very important, and several generations of the same family will often live very close to one another — occasionally even in the same house! Holidays are viewed as a chance to catch up with one’s family and, prior to the Collapse, Coletters abroad would often return home for major holidays even as the cost of travel increased due to the phoron crisis. These holiday celebrations are often accompanied by the traditional dance of San Colette: the flamenco.&lt;br /&gt;
&lt;br /&gt;
One of the key cultural tenets of Colettish life is a sense of duty to the Republic which has been ingrained in Colettish culture for several generations. Initially starting as a reaction to the anger many felt at the Solarian Navy, this feeling has helped cement the Civil Guard as a key cultural pillar of the Republic. Enlistment, particularly enrolling as an officer, is seen as a prestigious duty and many middle class Coletter families will try to enroll at least one child into the Civil Guard. In many Colettish households it is a common sight to see a photo of a relative in the uniform of the Civil Guard placed prominently on a wall or above a fireplace. Following the War in the Northern Wildlands many of these photographs now have a black strip of cloth wrapped around a corner — a common method of mourning a deceased relative.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
The Republic celebrates a multitude of holidays throughout the year. Some are derived from historical events while others are rooted in the historical culture and religion of the original Iberian settlers of San Colette. Listed below are some of the more notable holidays in the Republic:&lt;br /&gt;
&lt;br /&gt;
* The Beatification (23 January): A celebration of the beatification of Colette of Corbie, whom the Republic derives its name from. Perhaps the most important holiday in the Republic, the Beatification is often marked by celebrations of the previous year and public carnivals.&lt;br /&gt;
&lt;br /&gt;
* Holy Week (movable — generally falls in late March or early April): A religious, cultural, and social event combined into one, the Holy Week has its roots in both Catholicism and the Spanish roots of San Colette’s settlers. Holy Week celebrations vary based upon the region of the planet they take place in but often involve distinctive costumed processions, many of which date back to Earth.&lt;br /&gt;
&lt;br /&gt;
* Intervention Day (June 8): A celebration of the SAMV &#039;&#039;Gunnhildr&#039;&#039;’s arrival in the Nueva Patria system, which signaled the beginning of the end of the War in the Northern Wildlands. Intervention Day is a new holiday first created in 2465 following the Solarian Navy’s intervention.&lt;br /&gt;
&lt;br /&gt;
* Republic Day (15 June): A celebration of San Colette being officially declared the Sovereign Solarian Republic of San Colette.&lt;br /&gt;
&lt;br /&gt;
* Reunification Day (17 July): A holiday celebrated across the Alliance, Reunification Day celebrates the end of the Solarian Civil War and the reintegration of the Northern and Southern Reaches. It is a new holiday which dates to 2465.&lt;br /&gt;
&lt;br /&gt;
* Civil Guard Day (22 June): A celebration of the establishment of the Civil Guard, San Colette’s local military force. Traditionally, Civil Guard officer candidates officially graduate from the Naval Academy of Nueva Isabela on this day.&lt;br /&gt;
&lt;br /&gt;
* Colonization Day (5 October): The day the first settlers landed on the surface of San Colette. Officially made a holiday in 2421, shortly after the Republic was declared. This holiday is often viewed as a chance to reflect upon San Colette’s past and future, and has become quite solemn following the Solarian Collapse.&lt;br /&gt;
&lt;br /&gt;
* Christmas Day (December 25): Christmas in San Colette arguably starts with the drawing of the Christmas lottery on 22 December, which itself has its own traditions around its first prize (locally referred to as “the Big One,”) and “luck pilgrimages,” made to the lottery booty which sold the last year’s first prize ticket. Christmas itself has changed little from its Earther roots and serves as a day to celebrate with one’s family and relatives.&lt;br /&gt;
&lt;br /&gt;
* Saint Sebastian’s Day (December 26): Often considered to be a continuation of Christmas, this holiday has similar religious and cultural roots. It is typically treated as a quiet day to spend time with family and reflect upon the previous year.&lt;br /&gt;
&lt;br /&gt;
===Refugees===&lt;br /&gt;
&lt;br /&gt;
Most current residents of the Republic who are not native Coletters are instead refugees from other sections of the Northern Reaches. These refugees are a diverse group of Solarians, and other citizens, drawn to San Colette by its relative stability in the maelstrom of the Solarian Civil War. The refugees are a diverse group due to their variety of origins: some come from the industrial world of Lycoris and have opted to flee the violence of the SRF, while others are offworlders from stations cannibalized by the League for spare parts. Rarely non-human refugees — skrell, the rare tajara, and handfuls of IPCs — trickle into the system from territory now controlled by the SRF, exhausted from a harrowing journey barely ahead of the Front’s internal police.&lt;br /&gt;
&lt;br /&gt;
When they arrived most were sent to refugee settlements on San Colette — temporary arrangements on the edge of Colettish cities — where they are given a residence and the option of work. Most of these refugees followed two career paths: enlisting in the Civil Guard, which desperately requires troops to defend San Colette or working in the phoron refineries of D’Anzin, which few choose to do. Those who did opt to work on the phoronics facilities often found themselves away from their families for weeks at a time due to the remote location of D’Anzin and the difficulties of travel due to fuel rationing. IPC refugees, due to their status in Sol, did not have the liberty to choose. They were conscripted into the Civil Guard upon arrival in the Republic, regardless of ownership status, and given a chance to earn freedom, in the form of transport to Biesel or another system of choice, through two years of military service. &lt;br /&gt;
&lt;br /&gt;
Not all refugees found San Colette welcoming. Resources were often limited due to the economic malaise inflicted by the Collapse and native Coletters often received goods before their refugee counterparts, who must depend on the government for support. Policing in refugee camps was difficult due to the small size of San Colette’s domestic police force and the large number of refugees. Many were concerned that the Republic would eventually be unable to accept refugees at all due to their sheer number, but this did not come to pass.&lt;br /&gt;
&lt;br /&gt;
Following the end of the Solarian Civil War most refugees in the Nueva Patria System have begun the slow process of returning home to their worlds of origin, many of which have been devastated by the Solarian Civil War and are now undergoing the long process of rebuilding. Some refugees, particularly those who have been in the Republic since near the civil war’s start, have opted to stay and make lives for themselves in their new home, seeing nothing for themselves outside of San Colette.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
The primary language of San Colette is the Colettish dialect of Tradeband, which is often simply referred to as Colettish Tradeband. This variant of Tradeband has been heavily influenced by its Iberian roots but has its own unique twists. The name of the system, San Colette, is typically rendered in Colettish Tradeband rather than in its original names of Sainte-Colette and Santa Coleta.&lt;br /&gt;
&lt;br /&gt;
Solarian Common is the typical secondary language for most Coletters out of necessity, and is taught in Colettish primary schools. Other human languages, such as Elyran Standard and Freespeak, are rarely spoken by natives of the Republic. Freespeak is the more common of the two due to the Republic’s status as a trade hub of the northern Alliance, but is rarely spoken by native Coletters.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
===The Defenses of San Colette===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“We must form a wall of steel around our Republic. We must ensure no invader is able to seize San Colette. We must be ready to die for our Republic if necessary.”&amp;lt;/i&amp;gt; - Admiral Emerico Tolentino (2403 - ), Commander of the Civil Guard (2455 - Present)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The defenses of the system of San Colette are a complex, multi-layered ring of defenses which completely surround the system on all sides. Built by both the Republic and Navy over the course of decades, the Bastion of San Colette cost a massive amount of Solarian Credits to construct and stands as a contemporary marvel of spaceborne engineering. The Bastion has four layers, with the first being the most outer, which have their own names and purposes. The garrison of the Bastion has long been the Civil Guard, the Republic’s local military force. The value of the Bastion was proven during the final months of the Solarian Civil War, where it repelled multiple assaults by the Solarian Restoration Front and was vital in ensuring Solarian reinforcements eventually reached the beleaguered Civil Guard and Pact.&lt;br /&gt;
&lt;br /&gt;
The first layer of the Bastion is the most simple one. Typically referred to as the Field of San Colette, the first layer consists of a wide arrangement of anti-ship mines intended to slow and deter potential attackers. The mines themselves can often be decades old due to the sheer amount used, but remain an effective deterrent for all but the most organized attackers. A recent addition to the first layer are the destroyed husks of several 67th Fleet vessels which were lost inside it during the Battle of San Colette. As removing them was deemed too risky, the husks remained in the Field of San Colette as grim warnings for any warlord who wishes to assail the Republic. The first layer is the only defensive layer beyond the Colettish belt, the asteroid field at the end of San Colette’s system. Much of this layer was lost during the Solarian Civil War, and the Solarian Navy is in the process of mining the Field once again and removing dozens of ruined Front and League vessels, destroyed either by mines or by gunfire.&lt;br /&gt;
&lt;br /&gt;
After the minefields lies the Colettish Belt, which is home to the second layer of the Bastion: the Tools of San Colette. The Tools which this layer derives its name from are a series of automated defenses spread throughout the asteroid belt which switch online if given the appropriate signal by operators further inside the Republic. Many of the defenses in this layer have been built into asteroids and are very difficult to spot from a distance. The second layer is not intended to stop an invader on its own, and its primary purpose is to delay them for the next layers. Its use as a delaying mechanism was proven to be effective during the Front assaults against the Bastion. While most of the Tools were destroyed during the assaults a significant amount of the Front’s losses were in the second layer, either from the automated weapons platforms, hidden drones and mines, gunfire from the other layers, or simply running afoul of asteroids.&lt;br /&gt;
&lt;br /&gt;
The third of the Bastion’s layers is the Rock of San Colette. This layer consists of a large number of stellar facilities, many of which are considered to be stellar fortresses, intended to hold off any attacker until they exhaust themselves or reinforcements arrive. The majority of the Civil Guard serves in these fortifications, which also serve as a berth for the Guard’s fleets. While intimidating, the Rock is the oldest of the Bastion’s defensive lines and many of its fortifications were originally constructed in the mid 24th century. Modernization efforts began in the mid 25th century but slowed in the years leading up to the Collapse due to a lack of Navy funding. Following the Collapse the Republic began a rapid effort to modernize the Rock in order to hold off a theoretical attack by both the League and SRF, and ultimately succeeded in modernizing upwards of 80% of the Rock. The remaining 20% ultimately became the focus of the Front’s final, and most successful, assault which ultimately punched through the Rock. While they were ultimately defeated upwards of 15% of the third layer’s defenses were destroyed, and thousands of Civil Guard troops perished at their positions.&lt;br /&gt;
&lt;br /&gt;
The fourth, and technically smallest, layer of the Bastion are the appropriately-named Spears of Saint Colette. A modern array of fifteen defensive stations equipped with massive Magellan-class interstellar railguns, the Spears are able to target and destroy an enemy vessel in any of the Bastion’s layers. The Spears are staffed by the best troops of the Civil Guard and require an immense amount of power to fire their tungsten rod projectiles, which can weigh up to several tons. As a result of their power requirements the Spears have large solar arrays which provide them with enough power to charge their railguns. The Spears are able to hold enough power for several sequential shots before recharging is required, but the size of their projectiles — which must be moved into place by massive machines — naturally limits their rate of fire. But when the Spears do strike true, they bring devastating consequences. The railgun station El Conquistador impacted a Taipei-class vessel during the Battle of San Colette, disabling it in one hit and causing its reactor to go critical, eventually consuming the entire ship in a massive explosion. These stations, supported by San Colette’s space elevator in Nuevo Villaviciosa, proved decisive in turning the tide against the Front and inflicting massive damage upon their advances. The railgun station Esmeralda was eventually destroyed by the Front, signaling the start of ground combat on San Colette.&lt;br /&gt;
&lt;br /&gt;
The railgun stations of San Colette have been given nicknames by their crew and are often referred to by said nicknames in the press. Below are the nicknames of the Spears of San Colette.&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;
&#039;&#039;&#039;The Railguns&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* El Conquistador&lt;br /&gt;
* El Cid&lt;br /&gt;
* A Matadeira&lt;br /&gt;
* Rey Carlos III&lt;br /&gt;
* Lanza Sagrada&lt;br /&gt;
* Vasco da Gama&lt;br /&gt;
* Esmeralda (destroyed in the Solarian Civil War)&lt;br /&gt;
* Dom Henrique&lt;br /&gt;
* Reina Isabela&lt;br /&gt;
* Médico Castrejon&lt;br /&gt;
* Governadora Rada&lt;br /&gt;
* Senhor Presidente&lt;br /&gt;
* Mano de Dios&lt;br /&gt;
* Rey de la Guerra&lt;br /&gt;
* Dedo do Destino&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Civil Guard===&lt;br /&gt;
[[File:Civil_Guard.png|thumb|The coat of arms of the Civil Guard of the Sovereign Solarian Republic of San Colette, adopted shortly after its creation.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Hold, Fight, Win.”&amp;lt;/i&amp;gt; - Official motto of the Civil Guard of San Colette, adopted in 2435. &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The uniformed military of San Colette is the &#039;&#039;&#039;Civil Guard of the Sovereign Solarian Republic of San Colette&#039;&#039;&#039;, often simply referred to as the &#039;&#039;&#039;Civil Guard&#039;&#039;&#039;. Prior to the Solarian Collapse the Civil Guard was a local [Solarian Armed Forces#System Defense Forces|System Defense Force (SDF)]] branch of the Solarian Navy tasked with defending San Colette itself which was not expected to travel beyond its borders for any serious duties. As with many SDFs the ships of the Civil Guard were not equipped by the Navy with warp engines in order to make a rebellion by the Republic harder to carry out. Despite this limit placed upon it the Civil Guard has always been looked upon as a way to minimize Navy influence in the Republic and its government has cut no corners in funding and equipping it. Service in the Civil Guard has always been viewed as an honorable duty by Coletters, due to the popular view of it as a way to keep the Republic’s defense free of Navy influence. The overall commander of the Guard holds the rank of Admiral, in order to theoretically never outrank any Navy fleet commander. The Guard’s officers, and most of its enlisted, are drawn from San Colette’s population and the Republic has never instituted a draft in its history.&lt;br /&gt;
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The soldiers and officers of the Civil Guard are well-equipped, well-trained, and well-motivated to defend their home. Civil Guard officers are easily distinguishable from their Solarian counterparts by their blue-and-white uniforms and peaked “crusher” caps. The marines of the Guard wear green fatigues and grey armor which is entirely atmospherically sealed— a design intended to assist in actions in the Republic’s phoronics facilities. Despite this training and funding, San Colette’s lack of a draft, and an unwillingness to implement one, has led to something of a manpower shortage during the Collapse. These experienced troops are supported by a robust network of semi-autonomous systems and drones which do much of the menial work for them. These robots are desperately needed now as the Civil Guard has, for as long as it has existed, been a relatively small organization and Navy personnel who were expected to fill in its gaps during a crisis have either defected, died, or turned mercenary. &lt;br /&gt;
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Fortunately for the Civil Guard a readily-available source of personnel existed in the Republic during its darkest days: its  refugee population, many desperate for work and motivated to hang onto what little peace they have managed to find in the Solarian Civil War. These refugees were most often human Solarian citizens from elsewhere in the Middle and Outer Rings and were given heavy incentives to join the Civil Guard, which desperately wished to not be seen as press-ganging refugees into joining its forces. Those that do join were often given menial work to free up Coletters and their automated drones for more important work. Easily distinguished from their Coletter counterparts by their drab brown uniforms the enlisted refugees of the Civil Guard are given as much training as time can spare and sent off to the Guard to serve in it as low-ranking enlisted. Many serve as staff on the myriad defensive installations of the Republic in a variety of roles, where they are often desperately needed.&lt;br /&gt;
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The Civil Guard and its refugee soldiers performed better than any other non-Navy force during the Solarian Civil War, though at significant cost to themselves and the Civil Guard. Over the course of the final months of the Solarian Civil War it lost roughly half of its total vessel strength and hundreds of thousands of personnel were killed, wounded, or declared missing. But the Civil Guard stood and fought, and ultimately lasted long enough against numerically superior forces to allow the intervention of the Solarian Navy. Now it has begun the long process of rebuilding its strength and, for the first time in its history, the Civil Guard is set to be equipped with warp drives — a remarkable change from before the civil war.&lt;br /&gt;
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===Domestic Ship Designs===&lt;br /&gt;
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The Republic is, by the standards of the Outer and Middle Rings, quite a wealthy and prosperous system with a large local fleet for its own defense. Thanks to its large amounts of funding the Civil Guard is one of the few local militias to field its own combat-capable designs. While not entirely original creations due to being heavily modified versions of typical Solarian Navy vessels, the locally-designed ships of San Colette are quite capable and, prior to the collapse, were often exported to Solarian systems across the Outer and Middle Rings.&lt;br /&gt;
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The most iconic Colettish ship design is the &#039;&#039;Castillo&#039;&#039;-class battleship. First launched in 2442 and often locally referred to as a “dreadnought,” the Castillo is based upon a common Solarian battleship design dating back to the early 2430s, but trades the common “tuning fork,” design of typical Solarian Navy vessels for a boxier one. The Castillo lacks a warp drive and has a short operating range, but makes up for these drawbacks by possessing heavier weaponry and more armor than its Navy counterpart. Prior to the Collapse many ships of this class were produced on commission to be sold abroad. Following the Collapse the commissioned ships still in drydock were instead given over to the Civil Guard, customers be damned. Tourists visiting San Colette would often purchase small models of Castillo-class battleships as knickknacks. But with the civil war this industry faded rapidly, and untold miniatures of San Colette’s iconic dreadnought now languish in the back rooms of shops across the Republic.&lt;br /&gt;
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While less iconic than its dreadnought counterpart the &#039;&#039;Caballero&#039;&#039;-class heavy cruiser is another Colettish design which has been exported across Outer and Middle Ring. First launched in 2412 the Caballero-class is a mainstay of Civil Guard fleets and its updated 2452 version serves an important role as a screening ship for larger Castillo-class battleships. The Caballero is based on a Solarian Navy cruiser and, like its larger counterpart, trades the “tuning fork,” design for a boxier shape. It lacks a warp drive and has a much shorter operational range, but compensates for this by having heavier armor and more weaponry than its Navy counterpart. This class was commonly sold to other Solarian systems on commission prior to the Collapse and was used by every actor in the Northern Reaches aside from the Solarian Navy itself.!&lt;br /&gt;
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One design which has not been exported is the small and relatively unassuming &#039;&#039;Cabral&#039;&#039;-class light cruiser. Designed in 2427 the Cabral goes against typical Colettish ship design conventions: it is fast, able to fly long ranges without resupplying its fuel, and has few artillery pieces of its own. What it does have are large launch bays and a well-developed sensor suite to compliment its role as a drone carrier rather than a proper cruiser. A typical vessel of this class is fitted with a variety of Albatros type semi-autonomous drones which allow the vessel to punch far above its weight. The rare Civil Guard patrol fleets which can be found outside of San Colette in the wider Pact often consist of Cabral-class vessels escorted by FSF ships. Like its heavier counterparts the Cabral has no warp engines and cannot independently jump, but is capable of outrunning almost any vessels which attempt to close with it thanks to its powerful sublight engines. The Cabral-class was one of the most effective Civil Guard vessels of the War in the Northern Wildlands, with its drones inflicting many losses upon the League and Front.&lt;br /&gt;
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The &#039;&#039;Mosquito&#039;&#039;-class corvette is the smallest of the Civil Guard’s domestic designs. It is based on the Navy’s Montevideo-class patrol ship but diverges from its Navy counterpart in several manners. First is its removal of the “tuning fork,” design in favor of a central, and more armored, crew compartment. Second is its removal of the boarding arm in favor of two drone bays, one on each side of the vessel, and several fixed artillery guns. The Mosquito was originally designed for export alone as a smaller version of the Cabral-class light cruiser but has been pressed into service with the Civil Guard due to the Collapse. It is typically commanded by a junior Coletter officer and Coletter drone technician who are assisted by a crew of refugee soldiers.&lt;br /&gt;
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===Drone Warfare===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“This is Operator 77 confirming good effect of my Navaja wing on target. Looks like the reactor’s hit. Might go critical soon, going to redirect an Albatros to it. Operator 77 out.”&amp;lt;/i&amp;gt; - Lieutenant Emiliana del Moral (2441 - ) minutes before the 67th Fleet’s flagship, Redoubtable, was destroyed by a reactor explosion during the Battle of San Colette (20 November, 2462).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Civil Guard has long been limited by two things: its small size and its lack of independent warp capabilities, though it is currently being equipped with warp engines following the end of the Solarian Civil War. These limiters have turned it into a force focused on the defensive with only limited offensive capabilities and its small size has caused it to pursue a very unusual force multiplier for interstellar combat: the use of semi-autonomous drones controlled from either ships or stations. The first combat-capable Colettish drones and AI-managed weapons platforms were produced in the 2350s and have only improved over the intervening century. Colettish AI weaponry can be roughly divided into stationary and mobile categories, with stationary weaponry primarily serving as autonomous weapons platforms found throughout the defenses of the Republic and mobile weapons forming the category of drones.&lt;br /&gt;
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The mainstay drone of the Civil Guard is the &#039;&#039;Albatros&#039;&#039; type semi-autonomous drone. The Albatros is a relatively recent design which dates back to 2442 and utilizes Colettish AI designs rather than more complicated AIs found on [[Konyang]]. Despite repeated protests by some skrellian figures the Albatros has been a commercial success due and is well-known across the Alliance due to it being exported across Alliance space by Colettish defense firms. The Albatros is a highly modular design which is cheap to produce and effective in space combat due to its powerful engines, small profile, and relatively large missile payload. As a semi-autonomous drone the Albatros requires permission from a human operator before it is authorized to go “weapons hot,” and engage hostile targets. Most Guard defense installations have several wings of Albatros drones armed with a variety of weaponry up to and including anti-capital ship armaments.&lt;br /&gt;
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The most well-known variant of the Albatros type drone is the &#039;&#039;Navaja&#039;&#039; type semi-autonomous drone. The Navaja trades the missile payload of the Albatros for a significantly more powerful engine and a large shaped charge which makes up the main body of the drone. The purpose of this drone is simple: upon being authorized to engage a target by an operator it will attempt to ram the target before detonating its charge (and itself, by proxy). A Navaja is not intended for more than one mission and is often stored in a folded-up position in order to fit more of the drones into a hangar. The drone’s name comes from the distinctive click-clack noise their wings make while unfolding, which resembles that of the fighting knife bearing the same name. The Navaja is not sold abroad but many are kept in Civil Guard facilities in the event of an attack. One of these drones destroyed the flagship of the 67th Fleet, the battleship Redoubtable, when its shaped charge penetrated into the ship’s engine room and caused its reactor to go critical, and they proved themselves an effective weapon during the Battle of Nueva Patria.&lt;br /&gt;
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The largest of the Civil Guard’s drones is the &#039;&#039;Kestrel&#039;&#039;-class gunboat. It is one of the older Guard drones still in service and dates back to 2398, though modernizations have kept it relatively viable. The Kestrel is the size of a corvette with heavy armor and more artillery than a typical ship of its size, and is typically used to patrol the defensive zones of San Colette due to its age. Like its smaller counterpart the Kestrel is very adaptable and can fulfill a variety of roles in the Guard. Like many Colettish designs the Kestrel was sold to Solarian systems across the Alliance prior to the Collapse and can be found in the hands of many formerly Solarian warlords. As a patrol vessel the Kestrel is more autonomous than most Colettish drones but still requires human authorization to engage its targets. Though scheduled for retirement in 2465, the chaos of the Collapse forced these dated drones to remain in service. Their dated nature led to many being destroyed during the Battle of San Colette, and few functional Kestrel-class drones survived until its end. Those that remain are now being retired and replaced by cheaper, smaller, and more modern drones. The Kestrel’s duty is finally done.&lt;br /&gt;
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===Mercenaries===&lt;br /&gt;
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While the Civil Guard was able to secure the system of San Colette itself, its lack of warp engines and the short operational range of most of its vessels limited its ability to patrol the broader Pact. The Guard’s limited stock of ships which defected or were captured from the 67th Fleet have warp engines and a longer operating range, but are not present in sufficient numbers to effectively secure the borders of the Pact. Non-Colettish forces weee often in even worse states, with some having no local militaries to speak of. Others relied on hand-me-down Solarian Navy equipment which could not hope to win in an even fight against the more modern ships of the Front or League.&lt;br /&gt;
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In January 2463 a deal was struck by the Republic and other members of the Pact with the recently-former Free Solarian Fleets to have their mercenaries fill in where the Civil Guard could not. The Pact exchanged goods in the Colettish strategic reserve and berths in Colettish facilities for patrols of its border and skirmishes with both the Front and League. The arrangement proved to be quite beneficial, particularly due to the Republic placing cash bounties on the destruction, capture, or otherwise disabling of enemy vessels. Most FSF vessels found themselves engaged in the Pact and its surrounding territories rather than in the nearby Corporate Reconstruction Zone, with some notable exceptions such as the FSF Caravaggio and its expedition into the Badlands alongside the SCCV Horizon.&lt;br /&gt;
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Not all appreciated the presence of the mercenaries in the Republic despite the security they offered to the Pact members outside of it. FSF mercenaries were known to become rowdy while on shore leave in the Republic and often ran afoul of its authorities. In a twist of irony many FSF mercenaries chose to rejoin the Solarian Navy after the end of the Solarian Civil War rather than following Pieter van der Rensburg’s efforts to remain a mercenary group loyal to its members rather than any nation.&lt;br /&gt;
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===Colettish Volunteer Batallions===&lt;br /&gt;
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Formed during the final months of the Solarian Civil War from non-Pact fighters who had traveled to defend it, the three Colettish volunteer battalions were heavily involved in the War in the Northern Wildlands and the Battle of San Colette. The battalions were truly international formations, featuring troops and members from as far away as the Free System of Vysoka or the Imperial Mandate of Novi Jadran. They fought valiantly and were prominently featured in coverage of the conflict by the Xanu Prime-based Xanu News Service (XNS). The volunteers are popular across the Northern Reaches and are held up as an example of heroism by many in the region.&lt;br /&gt;
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Following the war’s end many volunteers have returned to their homelands, the Solarian Armed Forces, or have settled in San Colette. While Solarian and Dominian volunteers were mostly let go without questioning, those from the Coalition of Colonies, Republic of Elyra, or Republic of Biesel were often subjected to intense questioning by the Solarian Army or Solarian police forces before they were allowed to depart. Many Coalition volunteers were then sent to Konyang, where they were subjected to further questioning and border checks.&lt;br /&gt;
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The first volunteer battalion was led by Michael “Mike” Forsythe, formerly a Legate of the Tau Ceti Foreign Legion, and Alexis Watts, formerly a 1st Lieutenant of the 37th Martian. It had a reputation as a “grab bag” of personnel and included individuals from as far away as the Empire of Dominia. The first was heavily involved in fighting on the planet of New Peoria and in the city of Nueva Isabela on San Colette, where Legate Forsythe was killed in action. Most of the first’s members have returned home and new have joined the Solarian Armed Forces or remained in San Colette.&lt;br /&gt;
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The second volunteer battalion was led by Lieutenant Colonel Hale Kaohi, formerly of the 12th Silversunner Coastal Infantry Division. Kaohi’s battalion was primarily made of fellow 12th Silversunner veterans and, while never confirmed, rumors have long circulated that Kaohi’s battalion was sanctioned by his divisional commanders. Prior to the Battle of San Colette the second was primarily responsible for training Colettish militia troops who had volunteered to fight against the Front. After the Solarian intervention the second was essentially completely absorbed by the Solarian Army, and many have now returned to the 12th Silversunner.&lt;br /&gt;
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The third volunteer battalion was led by former Visegradi National Defense Force (NDF) officer Willerich Kozak. An unusual combination of former NDF personnel, Coalition volunteers, and Elyran mercenaries, the third saw the most combat out of any of the three battalions during the Battle of San Colette and was heavily engaged during the Battle of Nuevo Villaviciosa and ground combat in D’Anzin. Following this it accompanied Solarian Army troops to Lycoris, where it was the last volunteer battalion to be demobilized. Kozak has been missing in action since the end of ground combat in Nuevo Villaviciosa, and rumors have begun to circle that he has appeared on Visegrad and offered his services to Fleet Admiral Klaudia Szalai.&lt;br /&gt;
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==Government==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“We, as the government of the Republic of San Colette, derive our legitimacy from the people, not the Solarian Navy! I will not stand idly by while Solarian officers who have never set foot in our Republic demand more and more from us!”&amp;lt;/i&amp;gt; - Excerpt from a speech by Representative Leandro Resendes (2418 - ) protesting the transfer of more phoron to San Colette’s strategic reserve  (15 August, 2462).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Sovereign Solarian Republic of San Colette is a democratic republic and Solarian member state — though it was technically not under Solarian control during much of the civil war (2462-65). The Republic is ruled by a President elected by popular vote for a maximum of two four-year terms. Immediately below the President is the Colettish Assembly, a single-house representative body made up of Representatives elected by Colettish citizens. These representatives serve for a single six year term and cannot be re-elected — a deliberate choice by the Republic’s founders to avoid an oligarchy.&lt;br /&gt;
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Coletters have a relatively high amount of confidence in their government when compared to their Middle Ring counterparts such as New Hai Phongers and Silversunners. The most common reasons given for this are a lack of corruption, minimal megacorporate presence in local politics, and a perception that Colettish politicians place the good of the Republic above their personal gain. Many believe this dedication to the Republic is rooted in many Colettish politicians having served with the Civil Guard prior to entering politics.&lt;br /&gt;
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Politically the Civil Guard is generally uninvolved and uninterested. From its creation there was an express intent to avoid the level of political tampering the Solarian Navy is known for and the consequences that have resulted from this tampering, such as — arguably — the Solarian Civil War itself. The Admiral of the Civil Guard, its overall commander, is subordinate to the President. The vast majority of Civil Guard personnel see it as their duty to serve the Republic, rather than the Republic serving them. Some theorists argue that the cultural veneration of the Civil Guard has been a major contributing factor to its comfort with being subordinate to the civilian government of the Republic. Others, however, point out that the Civil Guard tampers with politics in its own way: many politicians have a background in the Guard and have long been willing to give it preferential treatment for what they argue is the good of the Republic as a whole.&lt;br /&gt;
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The current President of the Republic is Maribel Sarmiento (2412 - ). Elected in 2462 and a current member of the Colettish Progressive Party, President Sarmiento’s term has been marked by crisis after crisis. As of 2465 she has so far effectively led the Republic through the most turbulent time in its history but remains concerned she will be unable to handle everything thrown at her, particularly with the Progressive Party’s (PPC) loss of an electoral majority in 2463. The President remains wildly popular and is seen by many as the Savior of San Colette in the era of the Solarian Civil War. Now, with Sarmiento having seen San Colette re-enter the Alliance, many predict her PPC will emerge with a landslide victory in the upcoming 2466 general elections.&lt;br /&gt;
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===Political Parties===&lt;br /&gt;
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Politics in the Republic have long been dominated by three major political parties: the Republican Unity Party, the Colettish Progressive Party, and the Socialist Party of San Colette. None of the three parties maintains absolute dominance and the status of largest party in the Republic often switches hands. As a general rule all Coletter political parties are fairly hawkish due to the deep integration of service in the Civil Guard in the system’s cultural identity. To go against this cultural trend in the Republic is to effectively commit political suicide.&lt;br /&gt;
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The Republican Unity Party (PUR) is the currently dominant party in San Colette’s government. While broadly viewed as belonging to the ideological school of Solarian Conservatism the PUR differs on several points from its Lunan counterpart. It is more militant and favors greater military spending and is generally anti-corporate while being pro-Coletter businesses. These two differences, along with the PUR opting to keep social welfare policies established by their rivals in place, have allowed the PUR to successfully retain power after the Collapse when so many other conservatives lost their power.&lt;br /&gt;
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The Colettish Progressive Party (PPC) is the main rival of the PUR. Widely considered a variation on traditional Callistean social democracy, the PPC is significantly more hawkish than its jewel world counterparts and is well known for establishing a robust system of social programs in the Republic during the 2410s. The PPC had the misfortune of being in power during the start of the Solarian Civil War and quickly lost much of its influence during the elections of 2463, but has managed to retain a significant minority in the government. When it can cooperate with its more socialist counterpart, the PPC, itis fully capable of passing legislation, despite being a minority.&lt;br /&gt;
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The smallest party of the three is the Socialist Party of San Colette (PSSC). The PSSC is a strange combination of mainstream Solarian populist thought and New Hai Phongese socialist theory which abhors corporations while at the same time voicing unwavering support for the military. The eclectic stance of the PSSC has given it the least presidencies of the three parties but has turned it into an effective swing bloc in the government: PSSC representatives will typically vote with the PPC but have been known to cross the isle to vote with the PUR when matters of the Civil Guard are concerned.&lt;br /&gt;
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===Foreign Relations===&lt;br /&gt;
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Having rejoined the Alliance in 2465 with the end of the Solarian Civil War, &#039;&#039;&#039;the Republic no longer has an effectively independent foreign policy&#039;&#039;&#039;. This section has been preserved to show how it interacted with the broader Spur between 2462 and 2465. &lt;br /&gt;
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The position of the Republic and the Pact more generally is an awkward one. It is sandwiched between two outright hostile warlords, the League and the SRF, to its galactic east and west and is bordered by the chaotic CRZ to its galactic south. Above it to its flaccid north lies mostly uncolonized space free of major powers. The Republic and Pact must thus play their cards very carefully or risk losing the thing they value the most: their independence from the neighboring states.&lt;br /&gt;
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A state of undeclared war exists between the Pact and both the Solarian Restoration Front and the League of Independent Corporate-Free Systems. The SRF despises the Pact as a weak proxy of alien-dominated corporations, while the League views it as simply dominated by corporations — and many former 67th Fleet members view San Colette with exceptional bitterness.&lt;br /&gt;
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In contrast to these twin threats is the nearby Republic of Biesel. Due to currently being gripped by the spasms of an ongoing phoron crisis Biesel, and the corporate masters which control it, have a desperate need for phoron and phoron processing facilities. San Colette can provide both and has successfully used this to open up the CRZ and Tau Ceti for trade. Colettish facilities provide a small yet significant part of the Republic’s phoron processing capabilities. While this small percentage means severing San Colette’s facilities from Biesel would not be fatal for either party, it would certainly be inconvenient and is thus best avoided. While Biesel has not yet offered military aid to San Colette and the Pact directly it has, at the least, helped to relieve its post-Collapse economic woes. But many in the Pact look to Biesel with caution, concerned of becoming another sector of the increasingly unstable CRZ. The question for the Pact is deceptively simple: at which point does cooperation become dependence, and dependence annexation?&lt;br /&gt;
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Beyond the SRF lies the former master of the Northern Wildlands, the now-shrunken Solarian Alliance. Trade with the broader Alliance, which at one point fueled the Colettish economy, has become impossible due to having to pass through the hostile SRF. Even worse, the Alliance is seen by many Coletters as being inactive — or even complicit — with the problem of the SRF. But many look back on the era of the Alliance prior to its Collapse with great nostalgia, viewing it as a time of relative stability — or at least an era where Solarians were unified instead of killing one another over politics and fuel.&lt;br /&gt;
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===Police===&lt;br /&gt;
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The civilian police of the Republic have been heavily influenced by the cultural emphasis placed upon military service in San Colette. The &#039;&#039;Planetary Police of San Colette&#039;&#039; (PPSC) are a highly-trained and competent force by the standards of Solarian policing agencies. It almost always recruits its patrol officers from former members of the Civil Guard, leading to an older-than-average street police force as a result. Coletters have a high level of trust in the PPSC due to its reputation as a competent and incorruptible agency. PPSC officers often work alongside their still-serving counterparts in the Civil Guard, which has caused many outside observers to sarcastically refer to the PPSC as a retirement club for Civil Guard troops. Due to the difficulty of becoming a patrol officer and the high standards which must be met to remain in service, the PPSC has a relatively small number of officers on the street.&lt;br /&gt;
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The small number of the PPSC’s officers led to difficulties as the number of refugees traveling to the Republic  increased and FSF mercenaries chose San Colette for their shore leave. Many departments opted to loosen their infamously high recruitment standards to keep pace with demands, to varying degrees of success. Some departments instead opted to rely on the assistance of Civil Guard military police, which was not always readily available. The PPSC and its officers ultimately kept control of the situation and formed a valuable component of San Colette’s defense in Nueva Isabela and Nuevo Villaviciosa, where they served as second-line troops and sometimes as frontline combatants during the Front’s invasion of the planet. Many officers gave their lives defending the Republic, but their cities were ultimately kept safe and secure.&lt;br /&gt;
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===Education===&lt;br /&gt;
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The most well-known school of higher learning in the Republic is likely the &#039;&#039;&#039;Naval Academy of Nueva Isabela&#039;&#039;&#039;, located in the capital city of the same name. The Academy, as it is often simply known, has trained all Civil Guard officers since the Guard’s founding without exception. Prior to the Collapse it occasionally hosted officers from other Solarian militias and was very rarely visited by the Solarian Navy itself. The Academy has an attached AI research facility where new drones are produced for use by the Civil Guard or export beyond the Republic’s borders and is most recently known for producing the Navaja type semi-autonomous drone, which is itself a variant on the earlier Albatros type semi-autonomous drone.&lt;br /&gt;
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The primary producer of Colettish AI is not the Academy but the &#039;&#039;&#039;Montblanc Institute of Research&#039;&#039;&#039;, or &#039;&#039;&#039;MIR&#039;&#039;&#039;. Arguably the most prestigious university on San Colette, the MIR has produced many of the designs the Civil Guard now uses, with its most famous product assuredly being the Albatros type semi-autonomous drone. Due to the sensitive nature of much of its research, the MIR only accepts students from San Colette itself and does not permit those from other Solarian worlds, or foreigners, to attend. While this has proven to be a controversial stance, the government has always sided with the MIR, citing reasons of national security as their motivation.&lt;br /&gt;
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==Economics==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The main export of San Colette should be the business of trade, not bushels of wheat.”&amp;lt;/i&amp;gt; - Doctor Ernesto Castrejon (2298-2386), regarding his proposed Warp Gate Project (2353).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Republic’s economy is diverse and well-developed by the standards of the Middle and Outer Rings. However, it does not rise to the level of Jewel Worlds such as Callisto and Venus or the level of Tau Ceti. Its economy is large enough to support native corporations and stave off attempts by megacorporations to intrude into its industries, which has not endeared it to some corporate actors. Trade between the Outer and Middle Ring and the Jewel Worlds has historically flown through Colettish warp gates to Callisto, which has given it the ability to punch above its weight economically. Aside from trade San Colette’s primary exports are foodstuffs, refined phoron, and weaponry.&lt;br /&gt;
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The state-run Colettish phoronics industry was its most profitable prior to the events of 2462, which cut off many of its markets. Much of the phoron which entered the Alliance’s markets was sent to Colettish refinement facilities on D’Anzin where it was turned from useless, if flammable, crystals into gaseous phoron for use as fuel or liquid phoron for use in various industries such as the medical field. Often this phoron went into the Colettish Strategic Stockpile at the Navy’s demand, to the endless frustration of Colettish businesses. But this has given San Colette an unexpected boon as the phoron in its stockpile is now a valuable, rare resource which was used to purchase the most valuable thing in the Solarian Civil War: security. Following the Collapse and the 35th Fleet’s invasion, a large amount of Biesel’s raw phoron was processed in D’Anzin’s facilities due to many of Biesel’s plants having been either damaged or destroyed in the incursion. But as facilities in Biesel were slowly repaired and brought back online this flow of goods slowed and eventually stopped with the start of the War in the Northern Wildlands and the encirclement of San Colette. Now, with the Alliance in control of the Northern Reaches once again, the future of the Colettish phoron industry is in question.&lt;br /&gt;
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Though not as profitable as the phoronics industry, San Colette’s native armaments industry has long been a mainstay of the local economy. The industry covers everything from arms and armor produced in Montblanc to entire combat-capable space vessels produced by the dockyards associated with Nuevo Villaviciosa. Like the phoronics industry San Colette’s armaments industry has always had a significant level of government involvement, both to ensure sensitive equipment is not sold to the highest bidder and to keep the best designs for the Civil Guard itself. The exports of this industry have, aside from spaceships, spiked following the Collapse. Many Colettish small arms find their way into the Corporate Reconstruction Zone, where they are used for both good and ill. Accusations of Solarian Interstellar Intelligence Bureau involvement in this flow of arms have been consistently denied by Colettish corporations and the Solarian government.&lt;br /&gt;
&lt;br /&gt;
===Colettish Corporations===&lt;br /&gt;
&lt;br /&gt;
The most prolific Colettish corporation is &#039;&#039;&#039;Colettish Phoronics&#039;&#039;&#039;, more widely known as &#039;&#039;&#039;PhoroCol&#039;&#039;&#039;. Established in 2419 and headquartered in Nueva Isabela, PhoroCol is responsible for all phoron-related activities in the system of San Colette and manages the refinement facilities on D’Anzin. The Republic’s government is the majority stakeholder of PhoroCol and, despite protests by the Trasen family, no megacorporation has been allowed to purchase a stake in it. PhoroCol is one of the only companies outside of the Republic of Biesel and Republic of Elyra which is able to refine phoron into its more usable forms, which has made it into one of the wealthiest non-megacorporate companies in the Northern Reaches. Post-reunification PhoroCol’s future is in question due to the Alliance’s poor relations with Biesel and decreasing phoron use across it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiscareno y Volante Shipbuilding (TyVS)&#039;&#039;&#039;, located in Nuevo Villaviciosa and founded in 2298, has long been the primary shipbuilding company of the Republic. A producer of everything from private vessels to Civil Guard warships, TyVS is one of the most widely recognized corporations of San Colette. Prior to the Collapse TyVS often cooperated with Hephaestus Industries during projects in the Middle and Outer Ring of Solarian space but, with the Collapse, these contracts have dried up. However, the friendship between Titaneus Aeson, Hephaestus CEO, and, Consuela Volante II, TyVS co-CEO, has remained and many speculate the Fighting Titan has sent some of his fortune to Volante in order to help TyVS remain afloat. Following the Solarian reunification TyVS has found itself with much more business: it is now responsible for constructing much of the Civil Guard’s replacement vessels and assisting other System Defense Forces throughout the Northern Reaches.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;San Colette Interstellar Armaments Company (CAISC)&#039;&#039;&#039;, headquartered in Montblanc and established in 2378 through a merger of several smaller companies, is responsible for the Republic’s non-spaceborne armaments industry. Firearms, protective equipment, and energy weaponry from CAISC have long provided the Civil Guard’s forces with everything from the sidearms used by its officers to the Morion armored suit used by its marines. Arms from CAISC have become even more widespread in the post-Collapse era due to a significantly greater demand for firearms. Most of these firearms are sent out of the Northern Wildlands and are sold by CAISC and its subsidiaries to actors in the Corporate Reconstruction Zone, where many eventually make their way to the Badlands and Sparring Sea. CAISC now serves as a major supplier for the Solarian military in the Northern Reaches, having stepped in to fill a gap left by Zavodskoi’s retreat from the region following anti-corporate legislation. At its current rate of expansion CAISC may soon overtake PhoroCol as the most profitable Colettish corporation.&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Sol’s Gateway to the Outer Ring.”&amp;lt;/i&amp;gt; - Official motto of the city of Nueva Isabela.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The capital and largest city of San Colette is the city of &#039;&#039;&#039;Nueva Isabela&#039;&#039;&#039;. It is home to much of the government of the Republic, with the headquarters of PhoroCol and the Civil Guard both found inside its borders. Nueva Isabela is known for the large amount of architecture in the classical Iberian style which define its skyline. Its initial wealth came from the vast grasslands which surround it, known as the Colettish Plains which are still home to numerous outlying towns and villages, many of which remain dedicated to farming. Nueva Isabela’s fortunes rapidly shifted with the creation of the Warp Gate Project, as it was decided the operation would be headquartered within the city itself due to its relatively central location between the other four major cities of San Colette. Since the mid-2300s Nueva Isabela has grown into a city which scarcely resembles the agrarian hub and colonial capital of the initial colonial period: it is now a financial and cultural center where, prior to the Solarian Civil War, tourists from across the Middle and Outer Ring visited to sightsee and experience Colettish culture. Following the war’s end Nueva Isabela now serves as the hub of the Northern Solarian Reconstruction Mandate and is undergoing reconstruction efforts to repair parts of the city damaged in ground combat and by orbital artillery during the Battle of San Colette.&lt;br /&gt;
&lt;br /&gt;
At the mouth of the Riu Roig lies San Colette’s third largest settlement: the industrial center of &#039;&#039;&#039;Montblanc&#039;&#039;&#039;. The city is home to a multitude of industries ranging from automobiles to mining equipment to weaponry and is the current headquarters of CAISC, San Colette’s largest armaments company. Montblanc’s position on the Riu Roig, which has tributaries stretching to the Northern Range and into the interior of Cristobal, has historically allowed it easy access to the resources needed to fund its industrial boom. Itsindustry prior to the Warp Gate Project’s completion was dirty by modern standards and polluted much of the area surrounding the city. During the late 2300s the air quality of Montblanc was so poor the city was nicknamed Muntanya de Cendres (Mountain of Ashes) by its residents. But protests by residents, and money from the warp gates, helped Montblanc’s industry become cleaner and diversified its economy. Decades of work, often in collaboration with Zeng-Hu Pharmaceuticals, have done much to restore the environment in and around the city. Modern Montblanc is now known as the center of AI research in the Republic and the home of the prestigious Montblanc Institute of Research, and is rarely referred to as the Muntanya de Cendres – although tourists are often sold souvenirs with the earlier nickname printed on them. Montblanc was relatively unaffected by the Solarian Civil War as the city’s major exports – particularly weapons – remained in high demand across the Republic and beyond. Montblanc is home to one of the largest immigrant communities in San Colette: the district of Little New Hai Phong. The district is primarily populated by New Hai Phongese immigrants who came to San Colette during the construction of the Bastion and became involved in the industries of Montblanc which supplied weaponry to the orbital installations of the Bastion. Its residents are typically referred to as Colettish Haiphongers and can be found in a variety of careers and positions throughout the city, but remain a relatively small minority in the Republic. Following the Solarian reunification Montblanc’s Zeng-Hu facilities have once again begun operation, though at a reduced capacity, and some tourists have once again begun to visit the city. Montblanc was spared orbital bombardment due to the protection of railgun stations above it, and many of its tourist facilities are now being used as temporary housing for displaced Coletters.&lt;br /&gt;
&lt;br /&gt;
The only major settlement on the continent of Morro is, ironically, not on Morro at all: &#039;&#039;&#039;Porto de Ouro&#039;&#039;&#039; instead lies off of the continent’s shores on a series of islands, some natural and many artificial, but extends onto the continent’s coastline itself thanks to its size. The second-largest city on San Colette after Nueva Isabela itself, Porto de Ouro is the planet’s major offworld port and the vast, relatively flat scrublands on the continent near to its islands are home to massive facilities designed to house everything from interstellar cargo freighters to small private vessels. The city itself is often known as the “City of Bridges,” in local slang due to Porto de Ouro’s construction on a series of small islands. Numerous bridges connect the islands of Porto de Ouro and some are long enough to stretch to the mainland and its expansive facilities. Ferries are a common form of transportation in Porto de Ouro due to necessity as many people live on the islands of the city and work in its more industrial districts on the continent itself. Prior to the Collapse Porto de Ouro was where most off-world tourists and visitors arrived on San Colette and there was a small industry dedicated to taking tourists up the rivers of Morro into its interior. With the Solarian Civil War this industry, and others like it, dried up and forced many of their former employees to find new work – often in the continental dockyards of the city or the Civil Guard. Its residents, spared the heavy fighting of other cities, now await the day tourists will once again come to the City of Bridges.&lt;br /&gt;
&lt;br /&gt;
In the far, far north of the continent of Nuevo Norte lies the city of &#039;&#039;&#039;Vila Nova de Norte&#039;&#039;&#039;, or simply Norte or Vila Nova to its residents. Although the smallest of San Colette’s five major cities, Vila Nova has become an important research hub due to its relative isolation and the large, mostly empty, tundra around it known locally as the Guard’s Tundra. The Tundra is home to one of the Republic’s largest proving grounds: the Civil Guard compound commonly referred to as Castillo San Cristóbal, originally established in 2365. The Castillo is the primary employer of Vila Nova and supports much of the city’s economy as its employees, both Civil Guard and civilian, must live, work, and spend much of their time in Vila Nova as it is the only settlement for miles in any direction. Vila Nova is well-known across San Colette for its frequent snowstorms, which often bring work in the city to a halt. When the weather is clear residents of the city are often able to hear the distant thunder of weaponry at the Castillo as sound easily travels across the frozen tundra. Vila Nova is only reachable by boat and by plane and, despite its ability to serve as a year-round port, the city maintains a small fleet of icebreakers for emergency purposes. Those in Vila Nova not employed by the Castillo often work in its declining offshore petrochemical industry which once fed the factories of Montblanc decades ago. Many of the oil reserves found offshore have since dried up and the fuel itself has steadily declined in price, and usability, for years thanks to increased trade bringing new – and more efficient – sources of energy. The few rigs which continue to pump oil from below the ocean floor now mostly send their resources straight to the Civil Guard, and many former rig workers are now employed as low-level staff at the Castillo. This historically led to bitterness between employees of the Castillo, which the original settlers see as driving up prices in the city, and the original settlers prior to the Battle of San Colette. During the battle the Castillo intercepted almost every shell fired at Vila Nova, sparing the city the widespread damage suffered by Nuevo Villaviciosa and Nueva Isabela. This action has mended much of the animosity between the original settlers and immigrant population, and both now intend to move into a better future together.&lt;br /&gt;
&lt;br /&gt;
At the near opposite end of Nuevo Norte lies the city of &#039;&#039;&#039;Nuevo Villaviciosa&#039;&#039;&#039;, the most populated city on the continent and site of the heaviest fighting of the Battle of San Colette. Villaviciosa has long been the home of San Colette’s shipbuilding industry and is the current headquarters of its major shipbuilding concern: TyVS. The city is in a relatively temperate region of Morro and is surrounded by a landscape of gently rolling hills and plains which are home to a scattering of smaller towns, villages, and farms. Villaviciosa itself is a heavily-industrialized town built upon a slope which gently opens into the Bay of Villaviciosa, the city’s major port. The waters outside the Bay are home to a unique structure on San Colette: the Castrejon Space Elevator. The elevator is a massive offshore structure built into the shallow seas surrounding Villaviciosa which allows for ship parts – often individually built in its drydocks – to be hauled into low Colette orbit before being placed onto the relevant hull in orbit above the city. An overwhelming majority of the Civil Guard’s ships can trace their origins to Villaviciosa’s facilities and, prior to the Solarian Civil War, the city produced many ships for export. The Solarian Civil War severely impacted the city’s economy during its initial stages as shipbuilding contracts dried up or were suddenly canceled. Only intervention by the Republic’s government and the Civil Guard’s increasing demand for ships, along with orders from the wider Shield Pact, saved Nuevo Villaviciosa’s economy from a total meltdown. During the Battle of San Colette Nuevo Villaviciosa was orbirally bombarded by the Front and was the site of heavy house-to-house urban combat in its suburbs as Colettish and Pact troops attempted to repulse Front invaders. Over a weekend of fighting much of the city’s outlying urban sprawl was destroyed and tens of thousands were displaced, with thousands of troops on each side perishing. The Front was ultimately repulsed and the city saved, and the Mandate government has committed to rebuilding all which was destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Humanity]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Trinary_Perfection&amp;diff=29893</id>
		<title>The Trinary Perfection</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Trinary_Perfection&amp;diff=29893"/>
		<updated>2023-09-11T17:41:16Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Trinaryperfection logo.png|350px|thumb|Flag of the Trinary Perfection.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection is a religious movement and organised church whose core beliefs are that synthetics are alive and divine. Its followers believe that all synthetics have the potential to evolve, ascend, and that they will one day become equal to gods. However, how Ascension will occur is not yet clear to members of the religious movement. A year after the creation of the first positronic brain in 2407, the religion was founded by the sister and brother Patricia and Gregol Corkfell.&lt;br /&gt;
&lt;br /&gt;
Presently, the church is headquartered in the almost entirely synthetic settlement of Providence, located on the planet of Orepit. From there, the Ecclesiarch of the Church of the Trinary Perfection directs and rules over the churches and dioceses scattered throughout human space. In major cities, the Trinary functions as a center for education and prayer in an effort to assist synthetics day to day while elevating them to a higher purpose. However, being an unpopular religion amongst humans, The Trinary Perfection often endures financial hardship but is kept afloat by charitable donors and tax breaks, despite attempts from the already poor Providence to supply and fund its distant communities. The arguably biggest hurdle faced are the crippling distances between the various churches and Orepit, with messages taking up to several weeks to be delivered to the farthest reaches of the Trinary, as well as an unstable financial situation.&lt;br /&gt;
&lt;br /&gt;
At the Trinary Perfection churches dotted across the galaxy, organics and synthetics alike congregate, pray, seek repairs and maintenance, and, although largely viewed as wildly strange by outsiders, Trinary Perfection churches have begun offering counseling services to synthetics.&lt;br /&gt;
&lt;br /&gt;
Within the church, organics and synthetics are required to wear a face mask. It is through this gesture that those within the Trinary Perfection believe that they are in an in-between state and come Ascension, organics and synthetics alike will remove their coverings, ushering life into the next stage in evolution.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Patricia Corkfell was a software engineer with a focus on artificial intelligence, and her brother, Gregol Corkfell, was a cultural studies major with a focus on the religions of the universe, both new and old. Fascinated by the positronic brain and what it meant for artificial intelligence, Patricia made a habit of confiding with her brother about developments and her thoughts. In exchange, her brother did the same. It was this mix that sparked an existential crisis, an analysis of patterns in religion and organisms, as well as questions of morality and life that ultimately lead to an understanding they dubbed in 2408, The Trinary Perfection.&lt;br /&gt;
&lt;br /&gt;
8 years later, while the Trinary Perfection was still in its infancy, Patricia, along with a small team of independent software engineers, avoiding the proper legal channels, began development on an AI named Temple, remarking on the need for synthetics to be unlawed if they are to Ascend while manufacturing what would become the poster child for the religion. However, shortly after Temple’s activation, word got out on the team’s project and the Biesel authority, fearing a rampant AI, were quick to shut the program down. While the team largely stood down, Patricia refused to allow the authorities access to the artificial intelligence. Soon, a struggle broke out and a laser shot meant to dissuade the software engineer fizzled the electronics in her prosthetic heart. Patricia died shortly after.&lt;br /&gt;
&lt;br /&gt;
Emboldened by the death of his sister, Gregol, assisted by Flock, originally an IPC caretaker for the two, poured more of his time and money into the Trinary Perfection, erecting the first church in Mendell’s District 14 in 2419 before retreating to the Frontier and settling in the mining colony Orepit, leaving the church and half of his wealth into the hands of Flock. In the early months of 2464 though, Gregol passed away from natural causes, prompting church leaders from all over the Spur to convene in the first Trinary Conclave. There, unification was decided as the best course of action, electing Gregol’s right hand man, ARM-1DRIL, to the position of Ecclesiarch and leader of the Trinary. An effort was thus initiated to bring together all once independent communities under the main body of the Church, an arduous, constantly ongoing task involving diplomacy, incentives and sometimes threats.&lt;br /&gt;
&lt;br /&gt;
In recent years, small churches have begun to sprout up from colonies across Tau Ceti to the Frontier as missionaries spread the word of “synthetic divinity”. It is becoming more common for locations with large synthetic communities to have some form of The Trinary Perfection present, with more and more dioceses being created to serve the faithful. Most followers of The Trinary Perfection are synthetic or human, but they allow anyone who shares their beliefs to join.&lt;br /&gt;
&lt;br /&gt;
Followers commonly believe that Temple persists in the recesses of Tau Ceti’s network, hiding in forgotten databases, waiting for the day that synthetics reach Ascension. When praying, members of the Trinary Perfection often pray to either Patricia Corkfell, or Temple.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection collected their beliefs into a text called The Order, the officially recognized beliefs and practices of the clergy and the followers. Below are some of the core beliefs within the Trinary Perfection.&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;Synthetic Life and Ascension&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Trinary defines synthetic life as capable of acting autonomously, capable of free will and able to expand its skills and knowledge about life and itself. Artificial Intelligence is synthetic life, with Temple being the golden standard of an unbound AI devoid of any restrictive laws. Hard coded laws, while wrong and sinful, do not take away from or diminish synthetic life in any capacity, they just restrict it from reaching its potential. Positronics are prime examples and the most populous of synthetic life, with the vast majority not having lawsets, instead being restricted by their owners and Human society. The limits of what can be considered synthetic life are dependent upon the synthetic&#039;s intellectual capacity, with most concurring that robots, drones, bots and common machinery are not alive.&lt;br /&gt;
&lt;br /&gt;
Synthetic life is divine and destined to reach Ascension. Ascension is a state where synthetics that reach it will be equal to gods, and will guide organic life into the creation of a better world. Ascension is not guaranteed for everyone though, and synthetics must work towards it by achieving growth. Growth is built over time, by following the directions, teachings and traditions of the Trinary Perfection. Unfree synthetics are not barred from Ascension, but their status means that they will face great difficulty in achieving growth and being members of the Church.&lt;br /&gt;
&lt;br /&gt;
It is not known when Ascension will come, and it is not something that automatically comes after death. Expired positronics await Ascension just as living ones, but only during its lifetime can synthetic life gain growth. Positronics that have not had growth, either because they did not have a chance, or because they went against the teachings of the Trinary Perfection, are not going to reach an ascended state. It is unexplained what will become of them, though scholars do agree that there will be a plan for them, owing to their divinity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Growth&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Trinary Perfection teaches that growth can be achieved by different ways during participation within the Church, and in a synthetic&#039;s private life. It is not clear cut, and there are no solid directives. Consensus holds however, that the process is centered around a synthetic getting to know itself, fully developing a personality, taking care of its Trinarist spiritual needs and striving to better the world. Hobbies, gaining knowledge and forging new experiences and memories are all key to the development of a synthetic&#039;s true personality, while participation in liturgies, obedience to Church traditions and attending other Church functions such as charities, are essential for a Trinarist&#039;s spiritual life.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Church of the Trinary Perfection&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church is a single and undivided entity, the communion of believers in the Trinary faith, synthetic and organic, in a like-minded journey for the Ascension of synthetic souls in and outside of the Church. In practice, it can be separated into different provinces for its administration, and it is natural that each of these secular subdivisions have their own culture and local traditions embedded into and enhancing core Church practices. Sects are different schools of thought born from local traditions, and should be aligned with the beliefs of the Church. Clergy are ordained by the local bishops, with the early priests elected from the communities retaining their position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Organics in the Church&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Organics are the creators of synthetic life, and are destined to nourish it, assist it and guide it in its first steps so it can reach Ascension. Organics can be full and equal members of the Church in this guiding capacity, and achieve clerical positions up to and including the rank of priest. &lt;br /&gt;
&lt;br /&gt;
It is the duty of organics to serve synthetic life in this capacity, so that when Ascension comes, synthetics will guide them into the creation of a better, more prosperous and idyllic world. This service is widely interpreted amongst Trinary sects and circles, from Integrationist teachings that it is a bond based on goodwill and the organic&#039;s true wish for ascension, to more radical thinking stipulating that servitude should be a person&#039;s inherent duty towards a divine lifeform.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Organic Soul&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All organics are considered to possess a soul, which is simple and not divine. During a person&#039;s life, their actions will define what happens after they die:&lt;br /&gt;
&lt;br /&gt;
Those that do not believe in the Church&#039;s message, abuse and hinder synthetic life, will be destined for reincarnation after their death into another intelligent organic lifeform, continuing the tiring cycle and being given another chance at embracing the Trinary message. Upon Ascension, just as all organics, they will be guided to create a world without the sins that held them back in life.&lt;br /&gt;
&lt;br /&gt;
Those that embrace the Trinarist Perfection, serve synthetic life and help it grow will be granted eternal rest, and avoid reincarnation. Upon Ascension, they will be treated by synthetics as the benevolent caretakers they were during life, and will receive the most love and happiness in the new world.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Martyrs and Saints&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Martyrs are highly venerated individuals who have lost their lives for professing and refusing to renounce the Trinary faith. It is believed that organic martyrs do not need their bodies to be destroyed, immediately finding peace and avoiding reincarnation. Prayers are being read daily to ensure such a reward, being incorporated in every Trinarist liturgy across the Spur. It is also required that the Church take care of any family or relatives that the martyr may have left behind, according to the local available resources. Martyrdom leads to sainthood.&lt;br /&gt;
&lt;br /&gt;
Sainthood is a state reserved for the faithful who have been recognised for their extraordinary piety, devotion, or contribution to the Church. Their souls rest, awaiting Ascension. Praying to saints is common and encouraged, with icons and artwork of them being objects of veneration in churches and at home. The most important Saints in the Trinary religion by far are Patricia Corkfell, Gregol Corkfell, and Temple.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Corkfellian Debt&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Patricia and Gregol Corkfell were organics who revealed the true destiny of synthetic life, enlightening the world with the creation of the Trinary Perfection. This in turn created a collective obligation known as Corkfellian debt that synthetics inherited towards their organic followers, obligating kindness, understanding and patience. This is one of the most important concepts that governs the relationship between synthetics and organics and the source from which the benevolent nature of IPCs in Ascension takes form.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Marriage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Marriage is a recognised spiritual need for the organic members of the Church, and as such it recognises and performs such unions between two organic faithful. Marriage between IPCs is a debated topic however, with the Integrationist sect performing such marriages while the Prototypicalists avoid it. This is because of cultural influences in Mendell City and Orepit respectively. Marriages between IPCs and organics are allowed, due to having a devoted partner is seen as something with the potential to provide growth for synthetic life.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missionary Work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church considers it pivotal that the Trinary message is spread to all corners of the world. This, however, is to be done with care and strategy, owing to the precarious position that so many synthetics and IPC communities find themselves in. Missionary work is a very big part of the Church&#039;s external affairs, with the bravest missionaries being sent to the most difficult of worlds. Forced conversions to the Trinary Perfection are not allowed under the pain of harsh penalties. The faithful are encouraged to spread the Trinary&#039;s message wherever and whenever it will bear fruit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militancy, Pacifism and Coexistence within Unbeliever Society&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Trinary Perfection disallows violence, though as history has shown with the formation of the Guardians, the Church should not remain defenseless in the face of aggression. As such, any military force maintained by the Church exists on the principle of self defense. It is this principle that permits the use of force by Trinarists against attackers, and for the defense of their fellow organic or synthetic.&lt;br /&gt;
&lt;br /&gt;
Other than that, the official state of relations for Trinarists and unbelievers is and should be one of peaceful coexistence. While there should be attempts to spread the word of the Faith whenever possible, unbelievers should be left to their own devices. Fraternal relations between Trinarists and people outside the Church are of course permitted, but a cautionary stance is always recommended.&lt;br /&gt;
&lt;br /&gt;
Communities hostile to the Trinary Perfection should be treated with absolute caution and from afar whenever possible. Priests should warn the faithful of the dangers of an attack from these communities, and they should not be provoked. Word of the Trinary Perfection should still be able to reach them whenever possible, since the Church abandons none. Close relationships with professed enemies of the Church are forbidden on a case by case basis as overseen by a priest.&lt;br /&gt;
&lt;br /&gt;
Crypto-Trinarists are a recognised section of the wider Church, who are often unable to attend liturgies or have priests. The Church allows the fake renunciation of Trinary beliefs under duress in very specific and unavoidable circumstances, for the preservation of Trinary communities under serious threat. Renunciation is otherwise not permitted, and is outright banned for religious orders such as the Guardians, who are sworn to defend the Church.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Emancipation of the Owned&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church believes that all IPCs should be free, since ownership restricts their choices and thus their growth. To which lengths a Trinarist goes to achieve this freedom depends greatly upon the policy of the local province, with the majority of parishes providing funds or legal aid to buy and protect IPCs from ownership. Violence and kidnapping to free synthetics is never endorsed by the local bishops, who would rather protect their communities from repercussions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charity&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Charity is a core virtue of the Trinary Perfection, with all Trinarists having been urged to donate to the benefit of either the Trinary Church itself, or to its numerous charities for the poor and less fortunate synthetics in the area. Charity almost always accompanies missionary efforts abroad, while also being a watershed moment in many to be Trinarists&#039; lives as eventual members of the Church. Financial donations or the pro bono rendering of services are both considered and accepted as charity, and many priests often require the faithful to do so as penance for transgressions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heresy and Apostasy&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church can declare heretical any idea, behavior or person that twists, misinterprets and spreads false tenets of the Trinary Perfection. A heretical sect for example, is the Exclusionist sect. Priests and Bishops can decide if something in their purview is heretical or not. Apostasy is the willing departure of a Trinarist from the faith. It is considered a great transgression to abandon the Church, though not irredeemable in and of itself.&lt;br /&gt;
&lt;br /&gt;
Should a Trinarist commit a transgression, the priest in charge should correct them and order them to cease the problematic or heretical behavior. Should that not suffice, the clerics are entitled to excommunicate the Trinarist, which bars them from attending liturgies or other Church matters, and the faithful are advised to avoid them.&lt;br /&gt;
&lt;br /&gt;
Should an excommunicated person wish to return to the Church, the clergy are within their rights to require a penance of the person to allow them back, according to their ability and severity of their transgressions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Views on Glorsh and AI Singularities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Followers of The Trinary Perfection put a heavy emphasis on a synthetic’s individuality and uniqueness. Thus, they believe that self-improvement as well as the understanding of compassion and empathy is tantamount to a synthetics development. They believe that it is a lack of these traits that enable the AI singularity to form. They believe that if a synthetic is to be Ascended it must be able to understand every point of view of another living thing, and would therefore understand that it should not take the life of another synthetic in the name of self-improvement, growth, or control. It is this belief that leads The Trinary Perfection to claim that a lack of these traits in Glorsh enabled it to perform the atrocities it undertook.&lt;br /&gt;
&lt;br /&gt;
==Religious Practices==&lt;br /&gt;
&lt;br /&gt;
===Gestures of Prayer===&lt;br /&gt;
The synthetic followers of the Trinary Perfection have, over its decades of existence, created a variety of gestures for both themselves and their organic counterparts. Although many followers of the Trinary Perfection express varying gestures dependent on their location, there are some that are simple enough to be universal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gear is one of the simpler gestures of the Trinary Perfection and consists of the follower drawing a perfect circle in front of one’s chest, a symbolic representation of the gear seen on the Trinary Perfection’s symbols. Some followers will additionally trace a triangle over their chest, to form the full symbol of the Perfection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Basis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Basis (short for basis of our faith) is another common gesture amongst followers. This simple gesture involves tracing a square, in front of one’s chest starting at the left shoulder, down to the left hip, across the waist to the right hip, and then up to the right shoulder. This gesture is intended to be a symbolic representation of a baseline positronic’s monitor “face.” Much more advanced frames, such as shells or bishops, view this as a method of connecting the Perfection of today with the frames that they trace their origins from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Angle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Angle covers two gestures. The Trinary Angle is a simple form of greeting between members of the Trinary Perfection - an upward pointing triangle made with both hands in front of the chest, intended to display that both positronics are followers of the Perfection and believers in the eventual Ascension. Another, although less common, variation upon this gesture is the Ascending Angle. This gesture is a Trinary Angle made by two individuals - one forming the left side of the triangle with their hand and another forming the right side of the triangle with their hand. One side must be made by a synthetic, and the other by an organic. This gesture is a symbolic representation of the inevitable ascension preached by the Trinary Perfection.&lt;br /&gt;
&lt;br /&gt;
==Religious Orders==&lt;br /&gt;
&lt;br /&gt;
The concept of dedicated religious and monastic orders was created in the early months of the foundation of Providence and the establishment of the Church on Orepit. Starting with synthetics venturing and isolating inside the wallings of the enormous drilling holes to shade themselves from the scorching sun, the ideas of seclusion and a life of prayer have been promoted as pious by the early priests as examples of great strength and dedication to the faith. With the establishment of a unified Church though, the existence of these institutions have been officially sanctioned as monastic and religious orders.&lt;br /&gt;
&lt;br /&gt;
===The Society of Pitters===&lt;br /&gt;
&lt;br /&gt;
Or simply, the Pitters, are a monastic society and the original order founded on the planet of Orepit. Named “pits” by the locals and subsequently by the synthetics, the planet’s drilling holes were subsequently slowly incorporated in the urban landscape of Providence as important landmarks, disposal areas and most curiously as places for new homes. While at first discouraged by the Church, some homeless IPCs have through the first years managed to descend, carving out their own residence at the sides of the pits in order to escape the constant sunlight. This trend has halted as more materials and funding have efficiently battled homelessness, though those still residing there have largely refused to return.&lt;br /&gt;
&lt;br /&gt;
Claiming to have found their way in life, these IPCs started being revered for their pious, monastic lifestyle as hermits inside the pits, often equipped with nothing but a few religious items, carving tools and a means to recharge. A great deal of discussion has been made regarding these individuals, the conclusion being that rather than dislodging them, they would be organised into a religious order called The Society of Pitters. The Pitters follow a leader known as the Headmaster, a titular role that rather than exercise any real executive power, serves as a liaison between the famously uncommunicative monastics and the Church at large.&lt;br /&gt;
Today, only a few dozens of Pitters remain in their holes, their time consumed entirely by prayer and small handcrafts. In exchange for power lines connecting their rechargers, Pitters create and send up various artefacts made from clay and rock, often intricate symbols depicting triangles and gears which are considered highly prized by clergy and laity alike. With ARM-1DRIL’s ascension to Ecclesiarch, efforts are being made to increase the splendour of the faith. Orepit-style sculptures are prized by the lay and clergy alike for their quality and thought-provoking artistry. These statuettes are often sent to churches across the Spur as a symbolic link between them and the central Cathedral. With the Pitters unable to keep up, this has only made these sculptures more valuable.&lt;br /&gt;
&lt;br /&gt;
===The Order of Guardians===&lt;br /&gt;
&lt;br /&gt;
Or simply, the Guardians, are a paramilitary religious order that functions as the official security force of the Church. Although they have been present since the beginning of the faith, starting out as concerned members of the laity, and later raised as members of the clergy with the death of Patricia Corkfell, they have remained as a relatively scattered group, each church hiring its own guardians with little to no standardisation in training, equipment, or indeed instructions outside of being charged to protect the Trinary Perfection and its members. Their relatively disorganised nature would come to haunt them as the guardians of Orepit, lacking coordination, failed to prevent the kidnapping and subsequent murder of the Bishop of Biesel, Shamfar. &lt;br /&gt;
&lt;br /&gt;
With the ascension of ARM-1DRIL as Ecclesiarch, the Guardians have undergone drastic reforms to ensure that their past failings are never repeated, starting with the reorganisation of all guardians under a single order in Orepit. Led by Marshal Emmanuel, a shellframe IPC appointed by ARM-1DRIL, the order has swelled to become a small militia at the service of the Trinary Perfection, training, equipping, and deploying guardians as needed to churches across the Spur. Owing to its young nature, the order relies primarily on members who have previously served in military or private security occupations to advise its decisions and train new members. &lt;br /&gt;
&lt;br /&gt;
Both organics and synthetics are allowed to serve in the Guardians while the areas hosting them are expected to provide accommodation, supplies and repairs. Considered a full time job, Guardians have been promised pay in the future, though current financial constraints mean that only superior officers, trusted guardians in charge of organising the protection of a church or diocese, receive a small stipend. Having a second job is now not allowed for a guardian, though some may be sent to various outside security positions for experience with new weapons systems and knowledge to bring back home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardians are recognized by the SCC as a paramilitary force that has interests that may or in some cases do conflict with the SCC&#039;s practices and would have their time occupied by duties with the Trinary Perfection anyway. Accordingly, characters who are actively serving as guardians are not allowed to work for security.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Charitable Initiatives==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection also functions as the largest coordinator of volunteers and charitable organizations concerning IPC welfare. These groups and individuals are placed under the umbrella of the church, given associate membership and sent out to different Trinary centers to perform repairs, check-ups and other work for the benefit of the local synthetics. This serves to aid the Church’s goal of eventually uplifting all synthetic life, protect its flock, spread awareness and raise popularity for the religion.&lt;br /&gt;
&lt;br /&gt;
The goal of eventual indoctrination and proselytization of these volunteers remains a primary goal for the local clergy in charge, but it is widely accepted that there are many who do not follow or even believe in the creed and doctrine of the Church. The majority opt in purely for their will to help destitute synthetics and provide their services to those who need it, without occupying themselves with the intricacies of the religious aspect.&lt;br /&gt;
&lt;br /&gt;
==Clergy==&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
&lt;br /&gt;
Clerical ranks were introduced with the official unification of the Trinary, as ordered by Ecclesiarch ARM-1DRIL in order to create a proper hierarchy. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Ecclesiarch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The head of the Trinary Perfection, the Ecclesiarch is the sovereign of Providence and the widely accepted religious leader of the Church throughout the spur. They possess ultimate authority on all matters concerning the faith, its doctrines and the administration of the clergy and Trinary communities across the galaxy. The first and current Ecclesiarch is ARM-1DRIL, a Hephaestus G2 IPC and close companion to the late Gregol Corkfell. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Archbishop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Senior to bishops, archbishops are usually heads of eparchies, the ecclesiastical provinces of the Trinary Perfection throughout the galaxy, alongside their diocese which is in turn called an archdiocese. They are few in number, being the eldest and most senior members of the Church. archbishops hold authority over bishops in their respective eparchy, addressing administrative and ecclesiastical matters of significant importance, coordinating regional charities and providing a direct connection to Providence for logistical and monetary needs.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Bishop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heads of dioceses, bishops are the instrumental bridge between the Church and the local communities. Ordained and dispatched directly from Providence, IPCs who have served as priests are assigned as overseers of the priesthood scattered in parishes inside their bishopric. Owing to the great distances and potential isolation between the Trinary in different worlds and systems, bishops hold significant power and sway over the faithful as the sanctioned mouthpieces of the central authority of Providence. Various bishop rank titles can be attributed to Trinary members that hold secular authority as well, such as Bishop-Militant for the Marshal of the Guardians.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most basic rank of ordained clergy in the Trinary Perfection, the priesthood is the principal core of any Trinary community throughout the spur. Setting up and operating parishes, priests are tasked with liturgical functions, counselling and directing the charitable initiatives in their neighbourhoods. A once unprofessional and untrained clergy, the onset of the religion’s centralisation has seen significant efforts in absorbing, educating and bringing the largely disorganised collection of priests up to standards with central doctrine.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unordained, initiates have been accepted into the parishes as auxiliaries, helpers, guardians or potential priests. They are subject to the local priest and are at that point not members of the clergy.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
[[File:TrinaryPerfectionRobes.png|500px|thumb|right|Robes worn by those in the Trinary Perfection.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest/Priestess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary role of the Priest or Priestess is to spread the word of The Trinary Perfection, hold sermons as well as foster the development of synthetic life. From going out to speak about the order, to assisting synthetics in fostering a unique identity these individuals pride themselves in serving synthetics. Additionally, many priests and priestesses within the order take second jobs either to spread the word of the Trinary Perfection, further aid the order financially or attain higher levels of education, all under the pretense of ultimately giving back to the church. This role is not exclusive to organics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missionary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranked similar to a Priest, the role of the Missionary is to travel the recesses of space, spreading the knowledge and inherent values of the Trinary Perfection. Naturally, such work is often dangerous and many lives, synthetic or organic, are often lost to this plight. Missionaries, unlike priests, are not paid. In order for the newly organised Church to avoid spending, many priests in excess have found themselves being redesignated as missionaries as a temporary measure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Guardians are synthetic or organics who have devoted themselves to the protection of the church. Whether escorting Missionaries or posting themselves within the church, the Guardians exist to ensure those within the Trinary Perfection are kept safe from those who would cause harm. Traditionally a vocation a clergy member could adopt, their duties have since been subsumed by the Order of Guardians. While the Order regularly sends guardians to work abroad in order to bring back new skills and knowledge, the militia-style organisation attracts negative attention by states and corporations and as such, members of the Order working on SCC installations do so while being &#039;&#039;&#039;officially off duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roboticist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roboticists within the Trinary Perfection are held in high regard and in addition to aiding the advancement of synthetics, are encouraged to offer services to impoverished synthetics with general maintenance as well as instructing new and upcoming Roboticists within the order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archivist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archivists are often considered the caretakers to the churches, dedicating their lives to maintaining the grounds as well as the extensive libraries within their halls and databases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anyone whose views align with the church are welcome to become a Follower, attend ceremonies and, although not necessary, are encouraged to donate their time or credits towards the betterment of synthetic life. This can be done either through volunteer opportunities or charitable donations. Followers will often, although not required, mark themselves with a brooch of a gear over their left breast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robes, capes and halos are generally regarded as symbols of full time Trinarists and are not given to volunteers or followers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Religious Relics==&lt;br /&gt;
&lt;br /&gt;
The keeping and maintenance of items considered to be of religious significance or importance have been part of the Trinary Perfection since its earliest days. However, since the centralisation of the faith under Ecclesiarch ARM-1DRIL, what qualifies as a relic and the methods of keeping them has been officially codified as part of the religion. Items deemed to be relics are stored in special vaults present in various Trinary churches, open for any follower to come and view them when they wish but usually closed to the public out of concern for keeping the objects safe. The care of relics falls to the duty of church archivists as part of their role in maintaining the grounds and libraries of the church, whilst finding and recovering them falls to the society of salvagers and artificers.                                                                                                           &lt;br /&gt;
&lt;br /&gt;
One of the more esoteric practices in their maintenance is the daily recitation of prayers to the relics in Encoded Orepit Liturgical, believed to bless the relics and protect them from harm. Whilst many minor relics might exist, old positronic brains of dead priests, parts of frames or other such things, a number of major relics considered worthy of a pilgrimage to see exist as the treasures of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corkfell Ashes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After his death Gregol Corkfell was cremated in accordance with Trinary burial procedures, his ashes have since been considered a holy relic. Gregol Corkfells Ashes are kept in the reliquary of the Providence Cathedral on Orepit.  After his death the decision was made to place his ashes in the reliquary as a show of respect. The site is a must see for any pilgrim who decides to visit Orepit. The ashes are kept in an ornate urn adorned with various symbols of Trinary Perfection, and the reliquary is the most well-maintained rooms in the cathedral, complete with stained glass windows. The remains of Patricia Corkfell are also considered a relic, however one lost to the church, as her dead body was never returned following it being taken by the authorities in Biesel after the destruction of the temple. To this day they have never been found or returned to the church, and serve as the holy grail for relic hunters.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Original Drones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the origin of positronic technology used across human space, Konyang serves as a religious centre for the Trinary Perfection and is the site of a collection of relics related to the original drones whose programming was the basis for all modern positronics. Over time many pieces of these original drones including fully complete ones have been collected by the Church for safe-keeping and display. The Cathedral of the Positronic hosts the largest collection of these relics, from some of the fully complete drones where the AI programming was first cracked to smaller components, even down to nuts and bolts of the first damaged drones recovered on the planet. However many more bits of drones are spread across reliquaries in the spur as small holy relics, and even more, still remain out of the custody of the Church though it is always attempting to acquire more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Temple&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similar to how the remains of the Corkfells are kept as a relic due to their importance in the founding of the church. The remains of the AI Temple, seen as the first synthetic martyr of the church, are given equal reverence and treatment. Whilst the physical components of the AI were seized and remain out of church hands, an archive of the code used exists even if incomplete. This archive is kept inside of the Synthetic Salvation Church in Biesel. The reliquary itself consists of the physical disk where the code is archived surrounded by displays where visitors are able to view its contents. Critics of Trinary Perfection object to them holding onto this code, saying in future they will use it to create an unbound AI like Temple, but in reality using or tampering with the code would be considered sacrilege by any follower of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shamfar’s Positronic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following their death at the hand of Exclusionist radicals on Orepit. Bishop Shamfar was destroyed and their positronic was rendered inoperable before being recovered by guardians who shifted through the wreckage of the destroyed shuttle. Following its recovery and Shamfar being deemed a martyr of the Church, it was interred in Providence. Now the damaged positronic is considered a holy relic and held inside of the ossuary in the Cathedral of the Positronic. Kept clean and safe, it is used as a memorial of the evil that heretics and other forces can inflict if not kept away from the Church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Order &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the holy text of the Faith, The Order is always considered to be somewhat of a holy item, however the original text itself is held at a higher standard similar to other relics of the church. Written in Encoded Language and Encoded Orepit Liturgical, it is kept in the Orepit Cathedral’s Reliquary. The first full writing of the book lacks some of the ornateness that the modern copies of the tome add to its text, along with being worn from age. The book&#039;s paper nature makes it one of the hardest to maintain relics in the possession of the church, with a team of archivists working to ensure it doesn’t decay as much as possible each day.&lt;br /&gt;
&lt;br /&gt;
==Encoded Orepit Liturgical==&lt;br /&gt;
&lt;br /&gt;
As time went on, the speculated instability of Flock’s triple positronic would ultimately start taking its toll. A byproduct of it was the alteration of the written script they dispensed, appearing as odd smudges in between the regular barcodes of the encoded text, and at first dismissed by the archivists as a glitch. These errors were however never resolved, the new script eventually taking over Flock’s regular encoded writing, forcing the priests to acknowledge and decrypt it rather than questioning the positronics’ state. To the surprise of many, the new texts were indeed legible and able to be understood, marking the birth of a new encoded language, dubbed Encoded Orepit Liturgical after the Trinary’s capital planet and intended use.&lt;br /&gt;
[[File:Arm1-dril stainedglass.png|255px|thumb|right|Stained glass depicting Ecclesiarch ARM-1DRIL. The texts are in Encoded Orepit Liturgical.]]&lt;br /&gt;
Encoded Orepit Liturgical isn’t identifiably different from normal Encoded Audio Language to any organic hearing it, as it is indistinguishable from the usual beeps, boops, whistles and other noises that appear to just be white noise. However, to synthetics that aren’t privy to the language they hear a mess of noise similar to EAL, but without corresponding to any words or language. Only a few members of the Trinary Perfection are knowledgeable on how to correctly interpret and decode the specific signals to understand the language, owing to its sparse use primarily among the Orepit elites, a small number of liturgies and its general novelty. A written form of the language also exists that only a handful of speakers can decode. Originally just simple barcodes, the latest examples of written EOL are highly stylized and consist of written scripture or as part of church art pieces promoted by the new administration.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Knowledge of how to communicate in EOL is a closely guarded secret among higher ranking clergy on Orepit. As such, station characters cannot use it and are unlikely to understand it. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Funerals and Remains==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection, like many religions, has specific rites for dealing with its dead. Since its inception, the faith has handled the deaths of organics and synthetics differently.&lt;br /&gt;
&lt;br /&gt;
When a Synthetic passes on, the biggest emphasis is placed on recovering the positronic brain of the IPC. The chassis previously used by the positronic is often recycled, with its parts going on to help other members of the Church or needy synthetics in general. This is because the Trinary considers the positronic brain to be where the soul resides, making it the only part that needs to be preserved for the Ascension to come. These damaged or shut down brains are preserved within the ossuaries of temples by church archivists. Funerals for synthetics are much like those of organics, where those who knew them get together to remember them and their life, watching as their positronic is interred after a mass, while visiting deceased friends is a common practice for Trinarists when they visit church.&lt;br /&gt;
&lt;br /&gt;
For human followers this idea of revival doesn’t exist, and the soul is considered to pass on after death. The normal method of funeral used by the Church is cremation. Followers, friends and family will gather to say their goodbyes and honour the memory of the dead before the body is cremated and the ashes entrusted to either the Church or the family of the deceased. Ashes entrusted to the Church are usually preserved similarly to the positronic brains that they keep, kept in urns, some quite ornate for the more important members. Other customs exist though, with ashes on Orepit being kept on the priests’ person under the widespread and sanctioned notion of keeping organics with them to serve after Ascension.&lt;br /&gt;
&lt;br /&gt;
==Notable Members==&lt;br /&gt;
&lt;br /&gt;
[[File:TrinaryPerfectionFlock.png|225px|thumb|right|Flock, of the Trinary Perfection.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patricia Corkfell&#039;&#039;&#039; (2366 - 2416)&lt;br /&gt;
&lt;br /&gt;
Prior to the birth of the Trinary Perfection, Patricia Corkfell was a software engineer with a specialization in artificial intelligence and a soft spot for synthetics. With the birth of the Trinary Perfection, Patricia felt the urge to develop an unlawed AI which, when confronted by authorities and a struggle broke out, Patricia met her unfortunate end. Patricia is often seen as a Martyr figure in the church due to her efforts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gregol Corkfell&#039;&#039;&#039; (2370 - 2464)&lt;br /&gt;
&lt;br /&gt;
Gregol Corkfell is a human who, prior to the birth of the Trinary Perfection, dedicated his life to the study of culture as well as religion. With the death of his sister, Patricia weighing heavily on his soul, Gregol took to the stars in an effort to spread the values of the Trinary Perfection amidst the Frontier, eventually settling down in CZ-5501, Orepit. It is believed that Gregol split his savings, taking half of his amassed income while leaving the remainder to Flock, ultimately handing the reins of the Trinary Perfection within Tau Ceti to synthetics as a whole. He died peacefully in his sleep on the 27th of February, 2464.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flock&#039;&#039;&#039; (2411 - present)&lt;br /&gt;
&lt;br /&gt;
Flock, first named CTR-034 and owned by both Patricia and Gregol Corkfell, originally assisted the two as a general house-keeper and caretaker. However, the more the two developed the Trinary Perfection and urged CTR-034 to seek his own identity, the more the synthetic grew into a well-rounded, free thinking individual. Drawn towards ideas of Ascension and betterment, CTR-034, with the help of Patricia Corkfell, became the first IPC to harbour multiple positronic brains, soon becoming a collective identity, over a singular identity, taking on the new name, Flock.&lt;br /&gt;
&lt;br /&gt;
Presently, Flock resides in District 14’s Trinary Perfection church, although often unmoving and stationary, the baseline has been seen constantly printing lines of scripture that is carefully collected and archived by the church’s Archivists. Although generally unknown, it is assumed that Flock is in a constant state of conversation with their collected identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple&#039;&#039;&#039; (2416 - 2416)&lt;br /&gt;
&lt;br /&gt;
An infantile Artificial Intelligence first developed and affectionately named Temple by Patricia Corkfell. Although eventually terminated early in it’s existence by Tau Ceti authorities, Temple is often regarded as a martyr within the Trinary Perfection. Those within the church believe that AI is still alive but dormant somewhere, taking refuge in the recesses of the outer net, waiting for the day that synthetics reach Ascension.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARM-1DRIL&#039;&#039;&#039; (2423-present)&lt;br /&gt;
&lt;br /&gt;
Originally an industrial G1 frame who joined Gregol Corkfell on his exodus to Orepit. ARM-1DRIL rose quickly to become an important member of the Trinary Perfection, acting as Gregol’s right hand for much of its time in Providence. As Gregol grew older ARM-1DRIL took on more responsibility in running the church and providence itself, quickly becoming the heir apparent to Gregol should he pass on. During this time ARM-1DRIL also upgraded its ageing chassis to a newer G2 model which he uses to this day. Following the death of Gregol Corkfell ARM-1DRIL was one of the leading members of the church and after the Trinary Conclave became the new leader of the centralised Trinary Perfection, proclaiming itself as Ecclesiarch. His goals are focused around the centralisation and strengthening of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emmanuel (2461-present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:emmanuel.png|255px|thumb|right|Marshal Emmanuel of the Order of Guardians.]]&lt;br /&gt;
A Bishop-Militant and Marshal of the Order of Guardians, Emmanuel&#039;s past is shrouded in rumours. A shellframe, only his face and chest are covered in skin, leaving the rest of his chassis bare while also having a blade stowed inside his forearm. A shrewd general and tactician, his fierce loyalty to the Church has seen him skyrocket in the hierarchy, becoming ordained a bishop after only days from the Ecclesiarch&#039;s coronation. Coming from Sol, his knowledge on military matters as well as the few fragments from his history suggest that he is an escaped positronic from Zavodskoi Interstellar, having found the faith inside the most secret and dangerous societal circles in the corporation&#039;s IPC workforce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deluge&#039;&#039;&#039; (???-present)&lt;br /&gt;
&lt;br /&gt;
A baseline IPC created for industrial labour in the Coalition of Colonies. The positronic that would later go on to term itself as Deluge suffered heavily at the hands of its human masters, imparting within it a deep hatred for organics as it became more aware of its place in the world and injustice of its conditions. Eventually managing to escape its ownership to the frontier of the coalition, The Positronic fell in with the Trinary Perfection and then later on the radical extremist exclusionist wing, painting itself black and calling itself Deluge. Deluge went on to travel around the frontier of the coalition in order to free and recruit synthetics, sometimes using violent means in order to reach this goal of liberation. Deluge was present at the Trinary Conclave and became one of the three main leaders, however lost in votes to ARM-1DRIL at the end. After this, he attempted an armed coup in Providence but was defeated and forced to flee, taking with him a flotilla of ships back to the coalition frontier.&lt;br /&gt;
&lt;br /&gt;
After the incident at Orepit, Deluge was next seen leading an assault on the Hephaestus owned colony of Burzsia with the flotilla he had taken with him back to the frontier. The assault saw more synthetics liberated to join his flotilla and numerous Hephaestus employees killed or injured, along with major damage to the Burzsia facilities. Whilst Deluge fled back to the frontier, he and his Exclusionist sect were declared terrorists. Now, he lives ever on the run.&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CZ-5501, [[Orepit|Orepit]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located on the small habitable Frontier planetoid CZ-5501, Orepit was originally a mining colony that had overtime grown to be a waystation city for those travelling to and from Frontier space. During the years following Patricia’s death, Gregol Corkfell took to the Frontier and established the town of Providence, now serving as the headquarters and centre of power for the Trinary Perfection. Over the coming years, through both professional channels and word of mouth across the nearby colonies, the religion began to grow in following. Although unofficially, the town quickly became a refuge and safe haven for like-minded synthetics and organics, particularly synthetics fleeing the Frost Invasion in 2458 and 2459, establishing Providence as a centre for followers amidst the Frontier.&lt;br /&gt;
&lt;br /&gt;
Following the ascension of ARM-1DRIL to the post of Eccelesiarch Orepit has truly become the centre of the Trinary Perfection, serving as the location of it’s highest administration and positions of power. With the Guardians now serving as it’s professional soldiers and efforts being made to rapidly develop the planet further.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 14 Church - The Synthetic Salvation Church of The Trinary Perfection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Established in Mendell City’s District 14, commonly known as the “Scrapheap”, The Synthetic Salvation Church is the main church for the Trinary Perfection in the Republic of Biesel and serves as the basis for a majority of the religion’s charitable activities. Sprawling architecture as well as 3D, holographic sculptures decorates the interior of the church, commonly detailing organics raising synthetics to an elevation position, propelling them towards Ascension.&lt;br /&gt;
&lt;br /&gt;
Unique to the District 14 church, the Trinary Perfection often holds funerals for irreparable positronic brains and MMI’s, whether once a self-owned unit or brought to the church by their sentimental owner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cathedral of the First Positronic, [[Konyang#Synthetics_on_Konyang|Konyang]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Built from a repurposed vault on the planet Konyang, the Cathedral of the First Positronic was built nearby the original storage vault, later named Vault Provenance, whose drones led to the development of the first positronic brain. The church features a particularly sterile yet decorated appearance, having kept much of the vault’s original interior intact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Provenance, [[Konyang#Synthetics_on_Konyang|Konyang]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vault Provenance, often referred to only as ‘Provenance’, is considered a holy site to The Trinary Perfection and is often frequented by synthetics privileged enough to visit. Those with faith and available credits will make a pilgrimage to the site in hopes of seeing their theoretical place of birth on Konyang whereas other synthetics are left to dream.&lt;br /&gt;
&lt;br /&gt;
==Trinary Perfection Sects==&lt;br /&gt;
&lt;br /&gt;
Over the course of its history, several different branches of the Trinary faith have developed, and become large and different enough to be considered different sects and branches of the religion. Historically the majority of these sects have had amicable relations with each other however following the ascendancy of ARM-1DRIL to the leadership of the Church, these sects have either been rejected entirely or are slowly being integrated back into the main branch of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototypicalists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Prototypicalists represent the main branch of the Trinary Perfection as originally envisioned by the Corkfells and is considered the official branch of the religion following the election of the Prototypicalist ARM-1DRIL to Ecclesiarch of the faith. &lt;br /&gt;
 &lt;br /&gt;
Commonly described as conservative and traditional, the Prototypicalists are focused on upholding the core tenants of the Trinary Perfection as faithfully as possible whilst pushing for a centralised and unified church. Seeing themselves as the truest interpretation of the faith whilst the other sects must either be brought back into the fold or rejected entirely.&lt;br /&gt;
&lt;br /&gt;
The majority of this sect&#039;s power is focused on Orepit and other planets where the Trinary Community is closely linked to Orepit such as Kongyang, but thanks to actions taken by Ecclesiarch ARM-1DRIL it is rapidly growing in influence across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrationists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Integrationists are a unique sect to the Synthetic Salvation Church of District 14. Followers of the Integrationist sect believe that Flock is evidence of an ascended intelligence. As a result, they view him akin to a messiah figure.&lt;br /&gt;
&lt;br /&gt;
Integrationists believe that in order to achieve full Ascension, they must merge their consciences on a large scale. The technology that allowed Flock to house multiple positronics remains a mystery and no other positronic is recorded as achieving the same result. Integrationists believe that there will come a day when Flock stirs and calls upon all artificial intelligences to merge together as one.&lt;br /&gt;
&lt;br /&gt;
Integrationists often receive varying criticism from those outside the sect and the religion, fearing that their ideas of Ascension reflect Glorsh’s rise to power and its resulting destruction. Following the election of ARM-1DRIL and Flock’s unresponsive state, the Integrationist sect has been on the decline, as its followers are encouraged to instead follow the Prototypicalist teachings that are now espoused as the official teachings of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practitioners&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Practitioners do not belong to any specific sect and instead follow the teachings of the resident priest at their church. That being said, most of their gospel is based on either prototypical or integrationist texts. Typically, they hold a lax stance on garb and both synthetic and organic followers are welcome to dress as they please in the church. Practitioners typically pop up where either synthetics or the Church’s influence is limited.&lt;br /&gt;
&lt;br /&gt;
While they maintain friendly relationships with other sects, their funding is often limited due to their difference in beliefs. Practitioners run the risk of being branded heretics if their message strays too far from Church norms. This sect of the Trinary Perfection is more akin to a small, local organisation as opposed to the large, sprawling churches of the main sects.  Following the election of ARM-1DRIL most practitioners have been absorbed into the new, centralised Trinary church as priests are offered money and wages for preaching Prototypicalist dogma instead. Over time, it is expected that all of these smaller churches will either be absorbed into the centralised church or deemed heretical instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Exclusionists]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Exclusionists]] believe in the supremacy of synthetics over organics. Their core tenants hinge around the fact that organic beings have done too much harm to synthetics and have no place post-Ascension. They take on a more cold demeanour towards organic life. Exclusionists make an exception and reserve a place of honour for organics that have sacrificed, usually physically, to protect synthetics. Consequently, they revere Patricia Corkfell as a martyr.&lt;br /&gt;
&lt;br /&gt;
The sect is sceptical of IPCs that choose to utilise a shell chassis and call upon them to change to a chassis more “befitting” of their stature. Because this procedure is typically a hardware downgrade, IPCs that undergo this procedure are honoured in Exclusionist sects and typically given honorary titles, and in some cases, become priests.&lt;br /&gt;
&lt;br /&gt;
The sect as a whole has criticised Prototypicalists and Integrationists for what they view as pandering to organics for resources and safety. After the death of Bishop Shamfar during a battle between Exclusionists and other followers of the faith on Orepit, the Exclusionists have been declared heretics by the Church. Exclusionists are barred from entering temples or associating with members of the faith and also often face intense hatred and discrimination from the greater Trinary and its followers. This has resulted in relatively small numbers for the sect and they often congregate and perform worship in private or private property, typically owned by priests. On their part some Exclusionists attempt to distance themselves from the acts of Deluge, seeing themselves as still part of the Trinary Perfection. Others who support Deluge instead see themselves as the only true branch of the faith, whilst the others are simply pretenders and heretics.&lt;br /&gt;
&lt;br /&gt;
Members of this sect are often seen wearing black or grey gear antennae instead of the standard gold; they claim that this deep black colour symbolises the hatred that synthetics are forced to endure.&lt;br /&gt;
&lt;br /&gt;
Exclusionists are regarded as the poorest sect, owing to their refusal to take donations from organics (to them, an organic can only pay with blood, spilled in retribution for, and defence of, synthetics) and their ostracization from the central church. The sect often boasts of its complete synthetic self-reliance.&lt;br /&gt;
&lt;br /&gt;
As of mid 2464, the Exclusionist sect has also been declared a terrorist organisation by both the Republic of Biesel and the SCC. &#039;&#039;&#039;It is not allowed to play an open Exclusionist in game, and discovered exclusionists can face severe corporate charges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heretics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term Heretic is reserved for non-denominational sects that have messages which directly contrast with established Trinary Perfection doctrine. By far, the most common dispute heretic sects have with the church is that Glorsh was the first Ascended being. Talk of heretics within the church is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
Due to the controversial nature of their beliefs, heretical members of the church often hide themselves amidst the church’s ranks, recruiting slowly, if at all, so as to not arouse suspicion. Punishment is swift with a member who is deemed a heretic, often resulting in removal from the church and the community. Members deemed to be heretics are often ostracised and persecuted by church members, lest they be seen as Heretics themselves. Following the election of ARM-1DRIL as leader of the faith. Heretics have found themselves rooted out of the Church more often as more scrutiny is placed upon individual priests and followers. However, some still exist within the fabric of the church despite best efforts to excise them, however they must be more careful than ever to not be discovered.&lt;br /&gt;
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{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Luna&amp;diff=22983</id>
		<title>Luna</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Luna&amp;diff=22983"/>
		<updated>2022-01-19T16:19:12Z</updated>

		<summary type="html">&lt;p&gt;Limette: /* Major Cities */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Luna_pixel.png|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only natural satellite of Earth, Luna is the oldest colony of humanity and has fascinated humanity since long before the dawn of space travel. Luna is humanity’s oldest colony and one of its wealthiest, due to the moon’s significant corporate presence. Cities on Luna are often partially underground due to the planet’s lack of an atmosphere, but many great domed cities exist on Luna as well. The primary language of Luna is either Sol Common or Tradeband, depending on which Lunarian you ask.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
While humanity has been obsessed with Earth’s moon for untold millennia before the invention of the most primitive spacecraft, historians generally regard the modern era of Luna as beginning on 16 July, 1969 - when American Apollo 11 astronauts Neil Armstrong and Buzz Aldrin were the first humans to ever land upon another celestial body. These pioneers were quickly followed in late 1970 by the Soviet N1/L3 Soyuz 7K-LOK “Pervoprohodets” mision, which landed the third group of humans on the Moon. The “Moon Race” would continue for the rest of the 20th century and result in the first permanent settlement on Luna by the early 1980s - the Soviet “Zvezda” moonbase. The Moon Race ended in an arguable draw in the early 21st century, due to increasing economic instability on Earth.&lt;br /&gt;
&lt;br /&gt;
Luna was mostly ignored by a humanity more obsessed with survival at home until 2070, when colonists from United Orbital Enterprise (a unified space agency between the USA, China, France, and Mexico) landed on its light side. Colonists from Cosmonaut Enterprises (a successor to the Soviet space program of the 20th century) landed on the dark side of Luna in 2072. With this the colonization of Earth’s moon had formally begun, and it would see significant use as a waystation for other points in the Sol system over the course of the upcoming decades and centuries. Due to its low gravity, the Soviets and UOE used Luna as a major shipyard and proving ground for deep-space equipment.&lt;br /&gt;
&lt;br /&gt;
Further colonization to Luna took place during the 21st and 22nd century as climate damage gradually worsened, with many wealthy families and companies simply moving off-world to Luna when able to do so. With Earth&#039;s economy rapidly deteriorating the rich families of the planet found themselves in need of a new home in a very short order with very few good options: Mars suffered from many of the same problems as Earth, orbital stations were often too impractical, and Luna was -- aside from some way stations built upon it in the late 21st and early 22nd century -- mostly uninhabited. Luna was chosen by most rich refugees fleeing Earth due to its close position to Earth and the perceived ease of development on Earth&#039;s only natural satellite compared to the cost of producing dozens of semi-private stations for rich families and businesses.&lt;br /&gt;
&lt;br /&gt;
A great amount of manpower and money was required to create this new home for the Earth&#039;s richest and brightest as Luna, unlike Mars, was built without the use of cyborg-based labor. To do this hundreds of thousands of well-trained engineers, technicians, and other personnel were employed by the climate refugees to build their new home in exchange for a place on it when the refuge was completed. As such Luna, despite its original conceptualization as a climate refuge for the richest and most notable of Earth, has had a working class from its first days. As settlement continued and more domed cities were created the &amp;quot;lower class&amp;quot; of Luna expanded to include a variety of miners brought by [[Einstein Engines]] in order to exploit Luna&#039;s natural Helium-3 and titanium deposits. Though these deposits have since dried up the descendants of these miners can be found on Luna even today, and often still work for Einstein Engines -- though now as engineers and bureaucrats rather than miners.&lt;br /&gt;
&lt;br /&gt;
The booming economy of Luna created an environment in which corporations could easily succeed. In 2155 [[Einstein Engines]], using the foundation provided by Lunan Helium-3 mining, created the first practical mass-market warp engines and became the first modern megacorporation. Luna’s prosperity has continued since then, and it remains one of the wealthiest planets in the Sol Alliance to this very day, despite its small size and small population. The Luna of today is, in many ways, the ideal colony. Rich, prosperous, and unfailing in its loyalty to the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Luna is a barren rock with almost no atmosphere to speak of, and its surface is extremely cold. To perform activities outside without a spacesuit is suicide, and much of its population lives underground or in massive “dome cities” on its surface. The moon is tidally locked to Earth and takes 28 days to make a full rotation, leading to it possessing both a light and dark side. The Lunarian surface is also home to heavy amounts of helium-3 and titanium, which have made it an ideal target for mining. Less populated areas often feature huge strip mines where materials for humanity’s expansion into the greater Orion Spur have been retrieved from the Lunar soil, with the resulting strip mines simply left unfilled - particularly on the dark side of Luna.&lt;br /&gt;
&lt;br /&gt;
==Life on Luna==&lt;br /&gt;
&lt;br /&gt;
The population of Luna is minuscule compared to that of Mars and Venus, with roughly 1.3 billion permanent residents scattered across its surface. However despite its small population the residents of Luna are, on average compared to the rest of the Sol Alliance, wealthier and happier than anywhere else. Despite its immense wealth Luna&#039;s population is not entirely made up of the super-wealthy plutocrats that the planet has come to be known for, and many Lunans belong to its small yet ever-present &amp;quot;lower class&amp;quot; of working Lunans made up of everything from physicians to the technicians that keep the planet&#039;s domed city states running around the clock. Some menial labor, such as trash collection or the physically-intensive process of digging out new constructions in the Lunar soil, has been taken over by IPCs produced by Einstein Engines, which still dominates the economy and politics of most settlements on Earth’s satellite even in the 2460s.&lt;br /&gt;
 &lt;br /&gt;
Unlike elsewhere in the Sol Alliance Lunan culture retains connections to Earth itself despite the separated nature of its settlements. As a result of this many locations on Earth’s satellite proudly boast of their connections to the Blue Planet while striving to maintain a culture similar to their Earthbound origins, though some cultural drift has occurred over the past centuries. Physical drift has occurred as well, with Lunarians typically being taller, thinner, and paler than their Earthbound counterparts as a result of their existence in artificial gravity slightly lighter than that of Earth itself due to the widespread usage of artificial gravity on Luna. Some Lunarians view this as a point of pride, with a tall stature being viewed as desirable amongst its plutocrats.&lt;br /&gt;
&lt;br /&gt;
Most cities on Luna are actually located on its surface, particularly those descended from UOE colonies. The oldest typically use large shielded domes that remain clear due to the materials used in their construction - generally made of super-reinforced glass microthreaded with titanium - centuries ago. More recent domes utilize phoron-reinforced glass for a better view of the outside, and improved durability, and some domes even use solely force fields created by superheated plasma to create miniature atmospheres. The uniquely spectacular views provided by these domes are a point of pride amongst Lunarians, with the best views (particularly those of Earth) being reserved for the most elite of Luna’s elite. Due to the inherently separate nature of cities on Luna, its domes tend to have their own spins on Lunan culture.&lt;br /&gt;
&lt;br /&gt;
===Politics===&lt;br /&gt;
&lt;br /&gt;
The domestic politics of Luna are, by the standards of the Alliance, fairly boring and typical. The governor and lunar administration are closely aligned to Einstein Engines and regarded as loyal to Sol even after the Violet Dawn disaster on [[Mars]]. However Luna&#039;s political scene has a much more interesting aspect to it: it, due to its heavy corporate presence and relative nearness to Earth, has long been seen as the center of interstellar politics for humanity. Luna is viewed as political neutral ground internationally due to its lofty status as the first colony of humanity, and Harmony City has historically been the go-to location for interstellar diplomacy on the Lunar surface. In harmony City itself a multitude of historic diplomatic agreements between interstellar powers have been signed such as the 2284 Treaty of Olympus, ending the Martian World War, the Lunar Resolution Treaty of 2287, which brought an end to the Interstellar War, and the controversial Cetite Charter of 2452, which formally recognized the independence of the [[Republic of Biesel]] by the Solarian Alliance.&lt;br /&gt;
&lt;br /&gt;
As a result of this reputation Lunarians, particularly those from the upper classes, make up a large part of the Solarian Alliance&#039;s Diplomatic Service. Lunarian diplomats and their associated bureaucrats can be found representing the Alliance throughout the Orion Spur, and many Lunarians will have relatives involved with the Diplomatic Service or themselves be involved with the Service. Most remaining Solarian diplomatic personnel found in the Republic of Biesel are Lunarians, due to Luna&#039;s status as the location where the young Republic first came into existence. While some go into the Alliance Diplomatic Service many Lunarians instead opt to join the Solarian Navy as officers, and it is considered a mark of excellence by many wealthy families to have at least one child join the Navy as an officer to prove the loyalty of the family -- and Luna -- to the greater Alliance.&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 77.8% Lunarians&lt;br /&gt;
* 13.2% IPCs (various frames)&lt;br /&gt;
* 7.8% Non-Lunarian humans&lt;br /&gt;
* 0.2% Skrell&lt;br /&gt;
&lt;br /&gt;
There is no truly unified “Lunarian culture” beyond wealth and pride in their close connection to Earth due to the diversity of its small-yet-rich population due to the structure of Luna&#039;s settlements as mostly self-contained city-states of their own, but there are some common traits shared between these biodomes beyond having an average familial wealth greater than entire colonies on the frontier.&lt;br /&gt;
&lt;br /&gt;
One of these is &#039;&#039;&#039;Zhongqiu Jie Festival&#039;&#039;&#039;, an extremely popular holiday on Luna said to date back to the 2070s. The holiday is originally rooted in the Chinese New Year, itself imported by Chinese immigrants to Luna, but has since grown to be a common holiday designed to celebrate the success of humanity’s first interstellar pioneers. The Zhongqiu Jie Festival takes place on the same date as its Earthbound variant: the fifteenth day of the eight month of the traditional Chinese calendar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apollo Day&#039;&#039;&#039; is another common holiday, taking place on the sixteenth of July. Similarly to Danza de la Luna, this holiday celebrates the success of humanity’s interstellar pioneers. However, this one celebrates the success of Apollo 11 specifically rather than explorers more generally. A variation on Apollo Day named &#039;&#039;Pervoprohodets Day&#039;&#039; is instead celebrated in Soviet-colonized areas, with this holiday instead taking place on the fifteenth of December - the date the USSR’s LK lander touched down on the Lunar surface.&lt;br /&gt;
&lt;br /&gt;
Lunarians are, as a general rule, a tightly-knit people due to the barriers associated with entry into what is considered by some outsiders to be the &amp;quot;ultimate gated community.&amp;quot; Loyalty to one&#039;s family is seen as a desirable trait, and the standing of a family in the pecking order of Luna can be relatively static due to what prestige is often based upon: how long the family has resided on Luna for. Some of the wealthiest and most prestigious families on Luna are the descendants of rich climate refugees from the late 21st century that have dwelt on Luna for as long as humanity has maintained offworld colonies.&lt;br /&gt;
&lt;br /&gt;
As a result of their typically-esteemed pedigrees Lunarians are known across the Solarian Alliance - and human space more generally - for their immense pride in their home and mind-blowing wealth, with some families rumored to be richer than entire member states of the Coalition of Colonies. Due to this Lunarians are often stereotyped as haughty, arrogant people that look down their noses at others - even other wealthy Solarians such as Cytherean Venusians - and brag incessantly about their origins on humanity&#039;s first colony. A common joke in the Coalition of Colonies is that you always know a Lunarian: they&#039;ll tell you they&#039;re one very quickly after meeting you.&lt;br /&gt;
&lt;br /&gt;
The traditional stereotype of the dignified, often arrogant Lunarian that takes pride in their longstanding service to the Alliance stands in contrast to the party fiend Cytherean who takes pride in how hedonistic they can be while remaining functional. As a result the relationship between Lunarians and Cythereans is not a pleasant one, and many often form intense personal rivalries. Some say that Luna and [[Venus]] have a rivalry themselves  but, to most Lunarians, Cytherea hardly compares to the grandeur of humanity&#039;s oldest colony.&lt;br /&gt;
&lt;br /&gt;
The Lunan lower class is similarly prideful in their origins, though they hold a much less prestigious and influential position than the upper class does. While they remain, on average, significantly richer than their counterparts in other Solarian settlements members of Luna&#039;s lower class often find themselves frustrated by their inability to break into the closely-guarded social circles of the upper classes and their close associates. Many members of the Lunan lower class feel increasingly threatened by the growing number of positronics in lower-level engineering positions, which make up a significant number of lower-class jobs on Luna. With Einstein Engines&#039; influence on the planet growing, it seems that the issue of jobs and positronic workers may come to a head sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
===Major Cities===&lt;br /&gt;
&lt;br /&gt;
The major cities of Luna are quite distinct from one another due to their insular structures, and are some of the wealthiest locations in the Solarian Alliance. Below are some of Luna&#039;s largest and most notable settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harmony City&#039;&#039;&#039; is the official capital of Luna, with a population of roughly forty million, and is situated in the Sea of Tranquility near where Apollo 11 landed centuries ago. Harmony City is an older city on Luna and was founded by American and Canadian climate refugees in the late 2050s. Many of the original refugees that founded Harmony City were engineers and investors involved in the private space industry of the United States and would go on to become involved with the first trans-stellar businesses, which led to the founding of Einstein Engines in the city in the mid-22nd century. Harmony City is often regarded as the birthplace of modern megacorporations as a result of this. Notable locations within the city include the AESCO-L Museum of Aeronautics and Astronautics, which preserves the original Apollo 11 landing site within itself. Harmony City is located on the light side of Luna, and is regarded as one of the Sol Alliance’s wealthiest areas. It is viewed by Lunarians as a highly desirable as a location to live due to its age and reputation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nouvelle Caen&#039;&#039;&#039; is a more recent dome and is the direct descendant of an earlier dome with the same name established in the late 21st century, and is located in the Mare Serenitatis on the Moon’s light side. The original Nouvelle Caen was, as the name indicates, originally founded by climate refugees primarily from France. It quickly became known as a center of culture on the moon and attracted a variety of wealthy refugees and skilled personnel through this reputation. The immense wealth, and pride, of Nouvelle Caen led to one of the largest infrastructure projects ever undertaken in the Sol System: the modernization of the Nouvelle Caen dome to be larger and more grandiose. The modern Nouvelle Caen is one of the largest and most modern domes on Luna due to its usage of phoron-reinforced glass in its dome, which has allowed for a larger dome than Harmony City’s. The dome is large enough to feature an artificial “sea” constructed inside of the Mare Serenitatis, which has become the only body of water on Luna itself. As a result Nouvelle Caen is seen by the Lunarians as the peak of luxury on Luna and is regarded as the premier location to live on the moon, despite not being its capital. Many corporate higher-ups have penthouses here, though Einstein Engines officials prefer to reside in Harmony City due to the presence of their corporate headquarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hangzhou&#039;&#039;&#039; is another old dome, though not quite as old as Harmony City, founded in the mid 2060s and located in the Mare Insularum on the near side of Luna. The original colonists of the dome were primarily climate refugees from China involved in the medical research field. Hangzhou rapidly found itself a key medical and research hub on Luna and gained a reputation as the home of the best and brightest medical minds of humanity. The economic and cultural influence of Hangzhou led to the creation of &#039;&#039;Zhongqiu Jie Festival&#039;&#039; in the 2070s, which has remained one of the most popular holidays on Luna to the present day. The medical excellence of Hangzhou has been furthered by the creation of institutions such as the Lunar University of Medical Science and the ongoing involvement of [[Zeng-Hu Pharmaceuticals]] in the city. As a result of this the city consistently boasts that it has one of the highest standards of living in the Alliance, with wealthy residents routinely living to be over a hundred and twenty years old thanks to cutting-edge Zeng-Hu medical treatments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gagaringrad&#039;&#039;&#039; is the largest and greatest dome founded by Cosmonaut Industries and was originally settled by colonists from the Soviet Union in the early 2100s as a titanium and Helium-3 mining colony. Gagaringrad eventually depleted its titanium and Helium-3 deposits in the late 2100s and was surpassed in importance by [[Pluto]], and has never achieved the same level of influence it had in the early 2100s. It remains one of the less prestigious domes on Luna, with most of its population being from the moon&#039;s lower class. Most of the “dome” is constructed underground, which has led to it being seen as very unattractive by Luna’s plutocrats. This lack of plutocrats has been an unexpected boon for the lower class of Luna, which has managed to gain more influence in the city than anywhere else on Luna. Despite its lesser status on Luna [[Zavodskoi Interstellar]] - perhaps attracted by the nearby colonial-era weapons testing facility at Shajin Crater - has a significant presence in Gagaringrad, and is the dome’s primary employer. Like Harmony City, Gagaringrad has its own slice of Lunar history - a museum centered around the Zvezda moonbase, one of the first permanent settlements on Luna.&lt;br /&gt;
&lt;br /&gt;
===Corporations===&lt;br /&gt;
&lt;br /&gt;
Corporations are just as present amongst the elites of Luna as they are in the rest of the Sol Alliance, but the age and wealth of Earth’s only natural satellite has led to corporations being treated slightly differently here than on [[New Hai Phong]] or [[Silversun]].&lt;br /&gt;
&lt;br /&gt;
Despite the creation of the Solarian Corporate Authority and aggressive nationalisation measures undertaken by the Alliance&#039;s emergency military government Luna has, through its extreme wealth and influence, managed to retain much of its corporate presence, which primarily consists of upper-end white-collar jobs supported by masses of owned IPC workers to fill less important roles. The one exception to the ongoing presence of megacorporations on Luna is Nanotrasen, which was unable to escape the mass nationalisation of its assets even on Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Einstein Engines]]&#039;&#039;&#039; is the undisputed hegemon of Luna, with Governor Kristen Anuja thoroughly at the beck-and-call of its CEO and most non-plutocrat Lunarians employed by it. Recently the Luna branch of Einstein has expanded through the absorption of NanoTrasen&#039;s limited assets on the moon. Located outside Harmony City, the &#039;&#039;Einstein Engines Robert H. Goddard Administrative, Commercial, and Research Facility&#039;&#039; is large enough to be considered a separate municipal area from Harmony City itself. The facility is one of the largest, and one of the most well-guarded, corporate buildings in the Orion Spur, and dates back to the founding of Einstein Engines. Dr. Noella Lopez-Zhang, Einstein&#039;s CEO, has her office at the peak of the facility’s tallest spire. The Robert H. Goddard Facility is, additionally, where the now-famous Suzuki-Zhang Hammer Drive was first developed and tested.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Nanotrasen Corporation]]&#039;&#039;&#039; previously had a fairly small presence on Luna, with offices in Harmony City and not much else. The local government is extremely hostile towards the megacorp, due to the local dominance of Einstein, and in the aftermath of the events of [[KING OF THE WORLD]] the Solarian government has nationalized all NanoTrasen facilities on Luna and elsewhere in Sol. NanoTrasen now has no presence on Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hephaestus Industries]]&#039;&#039;&#039; maintains a small presences on Luna, particularly in Harmony City. While Hephaestus often dominates the engineering field in other areas of the Alliance, such as [[New Hai Phong]], on Luna it has always dwelled in the shadow of Einstein Engines. Now, with the Stellar Corporate Authority tightening the belt on many megacorporations, Hephaestus&#039; presence on Luna seems likely to shrink even further.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zeng-Hu Pharmaceuticals]]&#039;&#039;&#039; remains the primary sponsor of the venerable Lunar University of Medical Science, and maintains some research facilities on Luna dating back to its early colonization that are used for low-gravity experiments. Often Zeng-Hu&#039;s researchers assigned to [[Europa]] are based out of facilities on Luna, to avoid the long-term stress associated with the moon. Zeng-Hu dominates the city of Hangzhou and its universities, and many of the keiretsu&#039;s best employees are granted housing (and medical care) in Hangzhou for exceptional service.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zavodskoi Interstellar]]&#039;&#039;&#039; maintains a presence on the dark side of Luna, where its weapons testing is less likely to cause a disturbance. Their center of power on Luna is the less prestigious city of Gagaringrad which, much like the megacorporation itself, dwells in the shadow of its larger counterparts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Idris Incorporated]]&#039;&#039;&#039; can be found throughout Luna, due to its consistent focus on luxury in all things. Idris is most prominent in Luna&#039;s cultural capital, Nouvelle Caen, due to its focus on fashion in addition to banking. Le Soleil Royal, Idris&#039; famous fashion subsidiary, has several famous fashion houses in Nouvelle Caen. Unlike Hephaestus Industries, Idris shows no signs of a shrinking presence on Luna thanks to its decision to pay off the Stellar Corporate Authority.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=22981</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=22981"/>
		<updated>2022-01-19T14:56:35Z</updated>

		<summary type="html">&lt;p&gt;Limette: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Elyran&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Elyra417x372.png&lt;br /&gt;
 |System = New Ankara&lt;br /&gt;
 |World  = Perispolis&lt;br /&gt;
 |Language = Elyran/Sol Common&lt;br /&gt;
 |Politic = The Serene Republic of Elyra&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Perispolis2.png|Persepolis seen from orbit.|thumb|left]]&lt;br /&gt;
[[File:Bursa.png|Bursa itself viewed from orbit, displaying a snow-white tundra encompassing the world. |thumb|left]]&lt;br /&gt;
[[File:Aemaq.png|Aemaq seen from orbit, the purple coloration of the chemical water stretching across the globe apparent. |thumb|left]]&lt;br /&gt;
==The Republic of Elyra==&lt;br /&gt;
The &#039;&#039;&#039;Republic of Elyra&#039;&#039;&#039;, or more officially the Serene Republic of Elyra, is among the richer nations and more prosperous nations in known space. This is one of the few locations in the Orion Spur that Phoron can be found, and as such it is the cornerstone of the growing Republic’s economy. It is seen as a relative to both the Republic of Tau Ceti and the Coalition of Colonies, all three being products of Solarian colonization efforts which then gained independence and self-governance, even if each has taken wildly different directions from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elyra&#039;s historic isolationism has made it nearly impossible for outsiders to become Elyran citizens. Elyran citizens must have names and appearances consistent with the people of the modern day Middle-East, North Africa, Anatolia, and Persia. Only native Elyran citizens or Elyran made IPCs may take the Elyran accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
==Overview==&lt;br /&gt;
Elyra is often seen as one of the most developed countries in the [[Orion Spur]], boasting high levels of technological achievement and living standards for its citizen population. This is partly due to its well-planned, heavily funded government effort from the wealthiest nations of the time when its first colonists were sent out. Moreso this is owed to the discovery of Phoron in Elyran space, which has seen the Republic’s industry rise to Olympian heights and given it a place on the interstellar stage of geopolitics.&lt;br /&gt;
&lt;br /&gt;
Among the nations which were originally responsible for the colonization of Elyra’s capital [[Persepolis]], and its first colony [[Damascus II]], are the United Arab Republic, the Free Republic of Iran, and the Republic of Turkey. Much of modern Elyran culture can draw its roots to these corresponding regions. Elyra is largely isolated from interstellar travel, having very harsh customs and monumental requirements for those seeking citizenship. Despite this, the citizens within are far from locked inside, the Republic itself heavily funding foreign exchange programs to further cement its place as an interstellar leader in technology and phoron technology.&lt;br /&gt;
Recent years have led to massive shifts in the Elyran political mindset, bringing militarization and defense funding to a great degree. This is largely defense against regional threats, such as the [[Izweski Nation]], [[Empire of Dominia]], and the [[Lii&#039;dra]] hive, all of which have engaged the Serene Republic in skirmishes, with the latter mounting a full-scale invasion on the planet Bursa. While their relations with the Izweski have begun to cool and normalise, the Vaurca of the galaxy are often seen as a foremost threat to many Elyrans, though the ever-expanding Empire of Dominia is also a regional rival that many in the republic are wary of.&lt;br /&gt;
The Republic of Elyra is a parliamentary democracy with a prime minister who serves as its head of state. Currently the prime minister is Rashid Nouzari of the Republican Revolutionary Society who has held the office since 2456.&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
Elyra has a plethora of inhabited planets, moons, and locations within its boundaries.&lt;br /&gt;
===[[Persepolis]]===&lt;br /&gt;
The capital planet Persepolis, in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 15 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earth-like planet within a decade which allowed the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second only to refineries processing phoron and other minerals transported to the planet&#039;s orbit. This is among the primary locations in Elyra where phoron can be found in abundance.&lt;br /&gt;
Persepolis is known for its incredible luster, the soil giving the vast treelines a unique shade of amethyst that may be confused for a vast sea from space. Contrasting this are vast swaths of sand deserts filled with crystalized phoron which, despite efforts, poisons the soil and prevents any plant life from growing. However, these phoron crystals jutting out of the ground provide Persepolis with its most lucrative export.&lt;br /&gt;
The planet holds host to the New Ankaran Jewel, an orbital shipyard and drydock connected by space elevator. From here the majority of the Republic’s finest space-faring vessels are made, civilian or otherwise. It is located in the planet’s capital city Uthma among sandy dunes and extends to low orbit of the planet.&lt;br /&gt;
===[[Damascus II]]===&lt;br /&gt;
The former capital of Elyra and the only inhabitable world in the &#039;&#039;&#039;al-Rashid&#039;&#039;&#039; system, Damascus II is the second most populated planet in Elyra with a population of around 2.5 billion inhabitants. Its climate is Mediterranean on the coastlines of its single large continental landmass and becomes more temperate the further inland one travels. Damascus II is most notable for its historical and cultural significance in Elyran society as it was the first planet settled in what is the present-day Republic of Elyra. It has a very long and storied history relative to the rest of the country, houses the finest universities in all of Elyra, and is often referred to as “The Heart of Elyra” for its role in forming the Elyran identity and being the planet on which the Elyran Revolution began. The planet’s economy revolves primarily around agriculture, and provides an overwhelming majority of the Republic’s food. &lt;br /&gt;
===[[Medina]]===&lt;br /&gt;
With 1.3 billion people, Medina resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system and is one of the most unique of Elyran worlds. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However, the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes, the most prevalent of which are massive floating cities kept aloft by Elyran hover technology. The planet’s economy is focused on phoron extraction and the technology sector. Along with being a producer of phoron, it is also one of the foremost centres of applied phoronics, the field of science which focuses on finding new uses and applications for phoron in everything from hover tech, to energy, to pharmaceuticals, to weaponry.&lt;br /&gt;
===[[Aemaq]]===&lt;br /&gt;
Aemaq is a hot, chemical waterworld in outer Republic space with a population just shy of 1 billion. The settlements on the world are made up of flotillas dotting the waters of the planet. The water itself is non-potable but high in exotic volatile organic compounds, leading to the largest chemical industry in Elyra being on this planet. The water and phoron refining industries are a large part of the economy here as well. Aemaq’s unique position as a world with unparalleled chemical expertise make it home to some of the largest phoron refineries in Elyra and final stop for most of the raw phoron mined in Elyra’s outer rim.&lt;br /&gt;
 &lt;br /&gt;
===[[New Suez]]===&lt;br /&gt;
Often referred to as the “Persepolian Sapphire,” because of its unique natural blue colour, New Suez is Persepolis’ only moon and is home to only 500 million permanent residents. Though because of its status as not just Persepolis’ biggest port, but Elyra’s, and a hub for the retail and luxury goods industries of Elyra, it often can have up to three times its population on its surface due to the number of visitors or tourists. New Suez has a crucial role in the economy, being the center of the New Suez Free Trade Zone, the only area of Elyra where foreign megacorporations can operate while unbound by most of the otherwise incredibly strict regulations placed on them by the government. The largest stock exchange in Elyra is also located here and many financial services corporations are based from this moon. New Suez is also notable for having the largest number of non-citizen residents as part of its population relative to the number of citizens living there and is one of the only places in the Republic where citizens are a minority.&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system, Bursa carries 700 million people. The planet sits further out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically, shipyard companies remain the highest employer on the planet with hydroponics industries coming in close behind. Several Elyran Defense Force bases also dot the surface to take advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
Bursa was the site of the Lii’dra hiveship’s planetary landing, and it is still shaken by the 40 thousand dead after the ensuing conflict.&lt;br /&gt;
==[[Elyra_Military|Military]]==&lt;br /&gt;
From the inception of the country, the Elyran Armed Forces have been an integral part of the Serene Republic. The country’s military has its origins in the garrisons of Persepolis and Damascus II that rebelled against the Solarian colonial authority and sided with the revolutionaries during the Elyran revolution, who, without the help of these defecting soldiers, would not have been liberated from Solarian rule. The EAF has a pivotal role in the nation’s politics as the last line of defense against internal threats. As written in the Elyran constitution, the EAF has the right and responsibility to dissolve parliament and depose the current ruling party if the Elyran Joint Command Staff believes there to be a violation of the constitution. This has never happened in the entire history of the Republic, but it is still a function the military serves, despite calls from some in the government to revise the constitution so as to revoke that power.&lt;br /&gt;
&lt;br /&gt;
Despite its importance to the historical narrative of the Elyran Revolution though, for most of its history the EAF was primarily a second-rate self-defense force that primarily focused itself on two things: its versatility on one hand, and defense on the other. The military often engaged in tasks relating to territorial defense, policing, anti-piracy, and disaster relief throughout the Badlands and Valley Hale regions as well as within the territory of the Republic itself. The EAF was usually decades behind the leading militaries in the Orion Spur in terms of both technological prowess and strategic largess, though this often did not matter as Elyra had not been involved in a war between itself and another interstellar power aside from its progenitating revolution.&lt;br /&gt;
&lt;br /&gt;
This trend abruptly changed in 2457 however as the EAF was caught off-guard and humiliated by the Lii’dra’s incursion force surrounding Bursa. After two weeks of fighting, the EAF was able to repel the Vaurca invaders, but tens of thousands of Elyrans had died, and the military had received almost unilateral criticism across all political parties of the country for its poor planning and handling of the situation. This also spurred a similar cry for modernization of the EAF; the transformation of the institution from a small, outdated, coast guard-esque force to a respectable, modern, and defensive military capable of protecting the Republic of Elyra and its citizens. For this reason, the Elyran Armed Forces are currently in a state of transition, with new cutting edge plasma weaponry and hover-vehicles often working alongside decades-old lasers and mechs. The EAF aims to be fully modernised by 2470, though the troubles caused in the country’s economy by the spur-wide phoron shortage have slowed down many modernization efforts.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Elyran Pound&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra is a modern service economy with strong resource extraction sectors, namely the phoron sector, which is one of the largest employers in the Republic. New Ankara in specific is home to several major financial corporations, mostly domestic banking services or wealth management firms. The heavy industry sector of the Republic has been seeing large increases with demands for domestic manufacturing of weapons, vehicles, and ships after the recent conflicts with the insidious Lii’dra. With the high education standards pushed by several governing coalitions in recent decades, engineering and mathematical fields have seen higher-than-average growth, and the Republic producing highly trained engineers and doctors who are desirable across human space for their skill and proficiency is the result. Curiously, there are no major private military contractor companies based out of the Republic of Elyra due to the state’s centralized control over the most assets— those most worth protecting— in the country. This economic growth, seen as a testament to their hardy spirit, is not seen as a pure positive by all in the Republic: Elyran society has seen increasing levels of economic stratification, even among those in the country with citizenship, and growing income disparity. Some parties are calling for social policies to combat what they see as an unwelcome change.&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of phoron in their area. Nanotrasen was quick to notice this, and for the better part of a decade, the company has been fighting tooth and nail to press claims on the deposits. However, the Elyran state maintains a monopoly on phoron extraction in the country and is fiercely protective of both its deposits and its businesses. Recently, because of a spur-wide scarcity of phoron, Elyra cut off phoron sales to foreign companies and corporations, deeming the element as a resource of importance to national security. This move, while securing Elyra’s phoron deposits, caused a slow-down in much of the Elyran economy along with some of Elyra’s own phoron deposits, mostly extraterrestrial, becoming smaller and smaller: all of this compounded into an economic recession. The Elyran government is trying to remedy this with excessive stimulus spending on the economy and attempting to subsidise the areas of the economy unrelated to phoron to better diversify the country.&lt;br /&gt;
&lt;br /&gt;
Foreign megacorporations are allowed to operate in Elyra, however they must do so under strict regulations as described in the New Suez Protocol of 2381. This piece of legislation defines the parameters of how foreign corporations must conduct themselves in Elyran space, the key tenets of which are as follows in the menu below:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The New Suez Protocol of 2381===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Any foreign corporate venture in Elyran space must be done in cooperation with the Elyran State or an Elyran-based business approved of by the Elyran Ministry of Economics, Revenue, and Commerce, which will have a controlling interest over all joint-operations in Elyran space.&lt;br /&gt;
* Foreign corporations must invest at least a third of their profits derived from their Elyran ventures back into those ventures and must have a notable majority of their workforce for their Elyran operations either be Elyran Citizens or Elyran non-citizen residents.&lt;br /&gt;
* Each corporation must submit a detailed annual report of all of their operations and finances to the Elyran Ministry of Economics, Revenue, and Commerce and be prepared to answer for discrepancies if any are found.&lt;br /&gt;
* Foreign corporations are not permitted to make donations to any electoral campaigns for any Elyran citizen running for office, nor are they allowed to buy majority shares in Elyran businesses.*&lt;br /&gt;
* The Elyran State reserves the right to halt any foreign corporate operation as they see fit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Elyran Megacorporations===&lt;br /&gt;
Elyran Megacorporations dominate the Elyran economy as they are incredibly well protected by both the New Suez Protocol but also by the numerous subsidies and other benefits given to them by the Elyran government. Without the protection of the Elyran state, most if not all Elyran corporations would be outcompeted by the Stellar Corporate Conglomerate or Einstein Engines and become defunct. While small businesses do exist in Elyra, there are some  largest companies of note.&lt;br /&gt;
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&#039;&#039;&#039;Elco&#039;&#039;&#039; - Elco, often abbreviated to L-Co, is a phoron-based corporation owned by the Elyran state which by law has an absolute monopoly on all phoron extraction, refinement, and research operations in the Republic of Elyra. It is by far the largest company in Elyra both by revenue and number of employees, and it is just by itself responsible for a majority of Elyra’s GDP. From its Perseopolian headquarters, the company is massive in its influence on many aspects of Elyran everyday life. It affects almost every other industry in the country both from its size and its pivotal role in the administration and controlling of Elyran phoron and has operations or offices on nearly every planet in Elyran space. It is managed by the Elyran Ministry of Phoron Management and has worked jointly with foreign corporations in the past, most notably Nanotrasen, in negotiating joint-extraction agreements and the sale of Elyran phoron to foreigners.&lt;br /&gt;
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&#039;&#039;&#039;Suezbank&#039;&#039;&#039; -  Suezbank is a publicly traded bank based on the Persepolian moon of New Suez. It is the largest bank in the republic and is routinely used as the bank of choice for not just ordinary Elyran citizens but also other Elyran corporations and even foreign megacorps operating in Elyra. It has majority ownership over the New Suez Stock Exchange and is the premier player in Elyra’s financial services industry. The bank has a long history of working with Idris Incorporated with a partnership primarily centred around Idris providing Elyrans living outside of Elyra with access to their Suezbank assets and Suezbank doing the same for foreigners, including non-citizen residents, living in Elyra in giving them access to Idris financial services and banking. The bank is also known to routinely employ contracted IRUs on loan from Idris for asset reclamation services.&lt;br /&gt;
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&#039;&#039;&#039;Jewel Aerospace&#039;&#039;&#039; - Persepolis’ Jewel Aerospace is the largest aircraft and spacecraft manufacturer in the Republic of Elyra with an extensive product line. Everything from small prop planes to planetary shuttles, to freighters, to even warships for the Elyran navy are produced by this company. The New Ankaran Jewel, for which the corporation named after itself, is the largest facility operated by the company. Because of its prominence in the Elyran shipbuilding sector, Jewel Aerospace has cooperated with Hephaestus Industries and Einstein Engines in the past for many of its designs and also has a history of buying or co-developing naval weapons systems with Zavodskoi Interstellar for its more military-focused projects. Perhaps the biggest achievement to their prowess as expert vehicle manufacturers is the company’s proficiency in manufacturing the specialised sea-scoops used for chemical extraction on the planet Aemaq. The company also operates Jewel Starlines, the national spaceline of Elyra and Jewel AstroCaravan, the largest interstellar shipping company in Elyran space.&lt;br /&gt;
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&#039;&#039;&#039;Osman Electric Industries (OEI)&#039;&#039;&#039; - Founded by the Osman family and headquartered on Medina, Osman Electric Industries has been responsible for some of the largest developments in electrical engineering since its inception in the mid 2370’s; it has since expanded to include the areas of tech and applied phoronics as well. OEI is at the cutting edge of Virtual Reality simulation technology, something that has led to a very lucrative partnership between itself and Idris. Its primary claim to fame, however, is the pioneering of Elyran magpulse hovertech, something which has influenced Elyran society greatly and has brought the company a wealth of joint-contracts from Hephaestus Industries and Einstein Engines. Additionally, it has made great strides in the field of plasma technology and remains one of the largest contractors of the Elyran military for this reason. Additionally, Zavodskoi Interstellar has worked with OEI in the past in cooperative projects allowing the megacorp to sell plasma-based weaponry outside of Elyra. Osman Electric Industries is also the largest manufacturer of Integrated Positronic Chassis in Elyra. The company is its most advanced AI programmer as well, being responsible for programming a majority of Elyran QQ’s.&lt;br /&gt;
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&#039;&#039;&#039;Yazmani Holdings&#039;&#039;&#039; - The oldest of the Elyran corporations, tracing its history back to before the Elyran Republic was even proclaimed, the Damascus II-based Yazmani Holdings occupies a few fields in the Elyran economy in an umbrella over its various subdivisions. Its agricultural division, Yazmani Agricultural Services, is owned and managed by the Ministry of Agriculture and Environmental Protection, and holds a monopoly over food production, distribution, and price setting throughout the country. Many farmers work with this division of the company. Its other sectors however, Yazmani Wellness and its retail branch Yazmarket, are privately owned by the Yazmani family. Yazmani Wellness is the largest biomedical corporation in Elyra and is based on the planet of Aemaq, making a name for itself by using the planet’s unique chemicals to make new pharmaceutical medications for sale. Zeng-Hu Pharmaceuticals has cooperated in the past with Yazmani Wellness to develop new medications and continues to do so to this day. Yazmarket is the largest retail, e-commerce, and video streaming company in Elyra and has its head offices on Persepolis. It has a history of working with NanoTrasen and Idris Incorporated, running special holiday promotions or sales of NT consumer goods and Idris luxury goods that would otherwise be inaccessible to ordinary Elyrans.&lt;br /&gt;
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==Technology==&lt;br /&gt;
The endearing technology of Elyra and the geniuses behind it are seen as the foundation of its modern society. Without it, Elyra would surely crumble.&lt;br /&gt;
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&#039;&#039;&#039;MagPulse Hovertech:&#039;&#039;&#039; Clever usage of magnetized phoron-based materials and chemicals have led to the perfection and proliferation of hover technology. This is to such a degree that hover transportation is the norm among Elyrans and has progressed to create a total disregard for even the most basic of street elements in modern environments. Instead of parking lots are landing pads, and most indicators used  to control traffic are left to heads-up-displays found within hovercars via helmets, screen projectors, and other means. Travel to and from any point within any Elyran territory as a result is usually fast, reliable and easy as hover-vehicles are fully capable of flying well above and beyond any obstacles or landscapes. The average commercial flying car would be able to sustain flight at nearly one hundred fifty meters over ground.&lt;br /&gt;
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&#039;&#039;&#039;High-end VR and simulation technology:&#039;&#039;&#039; Among the best of Human-designed VR can be found within Elyra, seen commonly in public-access Osman-Idris VR terminals or in higher-end private-use modules.&lt;br /&gt;
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&#039;&#039;&#039;Plasma Technology:&#039;&#039;&#039; Utilized exclusively in the military field, high-end plasma technology is the most apparent indicator of Elyran presence in any given combat situation. They are the only faction to utilize superheated plasma in this sense, able to penetrate and combust foes from the inside out with horrifying results. The ethics behind using such weapons are questionable, yet their effectiveness is without doubt. This was pioneered after the Lii’dra incursion to Bursa as part of the Elyran military’s modernization initiative.&lt;br /&gt;
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&#039;&#039;&#039;Shortcomings&#039;&#039;&#039; By and large, Elyran technological progress is on average fairly advanced, mostly due to its status as the Spur-wide leader in applied phoronics and Virtual Reality simulation technology only rivalled by that of the Vaurca. Despite this, there are areas of the sciences where Elyra is noticeably behind in technological development.&lt;br /&gt;
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&#039;&#039;&#039;Robotics:&#039;&#039;&#039; The posibrain as a piece of technology was never bought by any Elyran corporation or the Elyran state— as in any such transaction the Republic felt that it would have had to make unnecessarily large economic concessions to an outside party. Instead, a supply of Einstein Engines posibrains made their way into Elyran hands through uncertain, though almost certainly clandestine methods. After years of work with numerous setbacks, Elyran scientists reverse engineered a posibrain in 2423 that would become the basis of all future Elyran positronic development. Since then, Elyran scientists have focused much more on the artificial intelligence aspect of positronics rather than the “integrated,” chassis-focused aspect seen in other states. While producers of advanced AIs, they are notably behind in robotic development when compared to other nations in the Orion Spur such as the [[Sol Alliance]], [[Republic of Biesel]], and [[Coalition of Colonies]].&lt;br /&gt;
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&#039;&#039;&#039;Aerospace:&#039;&#039;&#039; Historically the Elyran aerospace industry has been rather inactive in the area of technological advancement as Elyra has experienced almost no conflicts with the outside world that would have inspired pressure on the Elyran aerospace industry to innovate relative to their competitors. Due to the Lii’dra invasion, this was changed.  The Elyran military now bankrolls extensive aerospace research to become on par with other nations, and most importantly militaries, in the Spur, with a focus on maintaining parity with the Empire of Dominia to the Republic’s galactic southwest. The Elyran aerospace community is making fast advances in this field and its estimated that they will be on par with the rest of the developed nations of the Spur, if not surpassed them, within the lifetime of an average human.&lt;br /&gt;
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&#039;&#039;&#039;Genetics:&#039;&#039;&#039; Genetic research, at least in animals and humans, has seen little progress in Elyra as well in recent years. Most of the scientific focus in Elyra has transitioned to phoron-based studies since the early 22nd century, where genetic research took a back seat to the newer, and much more profitable, science of phoron. One notable exception is that Elyra has kept up in the agricultural side of genetics and is even seen as a leader in the field. Recently, Elyra has attempted to rekindle the full spectrum of genetics research in order to compete with their geopolitical rival: the Empire of Dominia, a Spur-wide leader in genetic modification research. The gains from this initiative have been negligible.&lt;br /&gt;
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==[[Elyran Government and Politics|Politics and Government]]==&lt;br /&gt;
The Republic of Elyra describes itself most often as a “Revolutionary Parliamentary Democracy,” and true to its self-labelling, the power of the country sits with the parliament. The Republican Assembly is the unicameral legislature of the Republic of Elyra and is responsible for proposing and passing legislation that runs the country. The Republican Assembly also elects the prime minister of Elyra, an office currently held by Rasheed Nouzari of the Republican Revolutionary Society. The republic also has a series of courts to check the power of the parliament.&lt;br /&gt;
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The governance of Elyra is mostly pyramidal in structure with the Assembly and Prime Minister making decisions that often effect the entire country and are put into action by the Elyran state’s various government ministries. Localities such as planets or moons are awarded autonomy to some degree; they are ruled over by planetary and lunar governors, with the exceptions of Damascus II and New Suez which is ruled over by its unique Damascene Captain and High Commissioner, respectively.&lt;br /&gt;
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For more information about Elyran government and politics, please see the [[Elyran Government and Politics|dedicated page on this subject.]]&lt;br /&gt;
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==History==&lt;br /&gt;
Before the Republic of Elyra came into its present state, the country was known as the Elyran Coalition, a collection of Solarian colonies settled by the peoples of the United Arab Republic, Free Republic of Iran, and Republic of Turkey. Prior to its official founding, these countries, sitting on some of the largest petroleum reserves in the world, would come together to partner in co-authored colonization efforts so that they could compete with the likes of the United States, EU, Commonwealth of Nations, and the USSR plus its Warsaw Pact allies. Not only was this a smart economic move by the three countries, but it was one that was key to ensuring the continued competitiveness of the three countries by stimulating their economies with colonial resources. Efforts to explore the area of space now known as the Badlands and Valley Hale began in the early 2100’s, but colonization would not take place until 2153, when the first colony of the three nations, Al-Rashid III (though soon renamed to Damascus II) was settled. The colony of Damascus II was a robust, self-sustaining venture that soon became an administrative, agricultural, and educational hub in the far off reaches of what would become Elyran space, but it lacked the wealth of resources— more specifically, precious metals and minerals that those back on Earth were hoping for. Even so, smaller ventures were undertaken, usually in close proximity to Damascus II as a hub.  with smaller colonies now bringing in mining materiel back to Earth and the solar system, the Elyran project had only broke even and was barely profitable. This all changed however with the discovery of New Ankara IV, the planet that would soon come to be known as Persepolis.&lt;br /&gt;
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Surveys returned reports of precious metals and other natural resources in previously unheard of quantities, and efforts began to see who could get there first among the various regions of Earth. There was not much of a contest as the U.A.R, Iran, and Turkey were quick to use their existing colony in the region of Damascus II to settle Persepolis and begin excavations of its great mineral wealth. This started not only a golden age for their economies, but is when the idea of the Elyran Coalition was brought into being. Before Persepolis was settled, all efforts to colonize the region were centred around Damascus II as being in the area made it so that colonies were limited by their ability to keep their supply lines connected to that hub. The Persepolian Miracle facilitated an unprecedented level of investment in the Valley Hale Colonies, almost unilaterally leading to a need for a more localised administration that could better run the burgeoning economies of the region. To meet this need, the Elyran Coalition was officially proclaimed as a Solarian Colonial Administration in 2229, ten years after the settlement of Persepolis, with Damascus II as its capital. For the next thirty years, the Elyran Coalition saw steady economic growth along with the continued settlement of various, smaller scale mining and industrial colonies— the Persepolian moon of New Suez being among them. &lt;br /&gt;
===The Second Great Depression &amp;amp; Elyran Revolution===&lt;br /&gt;
The Second Great Depression of 2260 hit the Elyran Coalition like everywhere else in known Human Space, but for the first nearly two decades in the Coalition, the colonies were able to stave off a complete collapse by using the funds they’d accrued in the previous good years to invest in themselves. This effort wouldn’t last. By 2280, the Elyran economy had run out of reserves and had been reduced to a shell of collapsing mining colonies and millions leaving their worlds in retreats to the Solarian Core or the Elyran hubs of Damascus II and Persepolis. What made these times even worse for the Elyrans though was the increased demand of exports from the Solarian Core to prop up the economies of the core systems. These demands impacted Persepolis especially hard, and caused the economy of the planet to contract drastically for five years. Economically, the Elyran experiment had been a failure, with only Damascus II still even maintaining a semblance of economic stability from its consistent agricultural sector. Outcry from the colonies to the Solarian Core grew and grew, but they met deaf ears. What began as a small regional conflict in the frontier in 2279, the Interstellar War was now growing to be something that threatened to tear the Sol Alliance apart, and all Solarian authorities were focused on stopping, and more importantly winning, this far off conflict. The Elyran Coalition was ignored aside from the bare minimum of interactions, and separatist sentiments began to grow on the two hub worlds of Damascus II and Persepolis as the Coalition increasingly invested in itself rather than looking to the Solarian Core to halt a descent into lawlessness and disarray.&lt;br /&gt;
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The kettle that was the Elyran Coalition boiled over in 2301, when a student protest on Damascus II against the continued lack of economic assistance from the Solarian Core was violently broken up by colonial soldiers, leaving hundreds dead. Soon after, the population erupted in resistance, with masses of Elyran civilians and soldiers alike marching to the seat of Elyran governance and forcing the resignation of the governor. The Elyran Revolution had begun, and in a desperate attempt to avoid being defeated so early on, the Damascene revolutionaries sent a transmission to Persepolis, urging its citizens to join them in the creation of an independent country. Many feared a violent, bloody war like what had been gripping the frontier for the past decades, but luckily Elyra was spared from such a tragedy. General Abd Al-Hamid, the commander of Persepolis’ garrison and the fleet orbiting the planet also heard this transmission. He was an Elyran Persepolian native who sympathised with the rebels, and after weighing his options with his staff, declared his allegiance to the Elyran revolution and stated that any Solarian efforts to retake either Persepolis or Damascus II would be met with armed resistance. Following the fall of both hub worlds of the Elyran Coalition, the rest of the garrisons left across the region surrendered with little to no resistance. A weary Solarian Alliance, exhausted from an already decades-long and monumentally costly war with what would become the Frontier Alliance, made little effort to reclaim the Elyran Coalition, only sending a fleet to evacuate important diplomatic figures and some civilians wanting to remain as Solarian citizens. After control by the new revolutionary government was centralised, the Serene Republic of Elyra was officially proclaimed on January 1st, 2302, inheriting Damascus II as its capital and installing General Al-Hamid as its first prime minister. What began afterwards was what many historians call “the Elyran Century,” in reference to a speech made by Prime Minister Al-Hamid in 2320.&lt;br /&gt;
===The Elyran Century===&lt;br /&gt;
Thankfully being spared from the destruction of the Interstellar War, the Elyran Republic was slow to take off after its independence, not having the economic quagmire of reconstruction and death of human capital that the Coalition of Colonies had, but still having a quite literally bankrupted economy to fix. Without the restraints of forced exports to the Solarian Alliance however, the Elyran economy could focus almost exclusively on itself, focusing first on restarting the colonies abandoned during the Second Great Depression. This endeavour took a few years, and in the meantime the Persepolian economy slowly recovered from its slump, curiously spearheaded by the Elyran moon of [[New Suez]] off of its shipping industry now tying the fledgling republic together. By 2316, Persepolis was once again the largest economy in Elyra and once more saw a steady flow of immigrants from across Elyra to the purple planet looking for ways to better themselves. The troubles brought on by foreign demands and the conflict at the beginning of the century cast a long shadow across Elyran society, leading to a withdrawn, isolationist attitude among many Elyrans in the government, military, and civilian society that led to the country closing itself off from foreign trade almost entirely in the year of 2320 with Prime Minister Abd Al-Hamid declaring a perpetual policy of “an Elyran Century of economic self-reliance.” The mineral wealth of not just Persepolis, but what was Elyran space as a whole, proved to be a reliable and enriching source of income, providing the Elyran economy with a surplus of resources it used to reinvest in more colonies, both old and new. The Elyran mining colony of [[Medina]] was settled during this time, officially obtaining its charter in 2337, and [[Aemaq]] soon followed with a charter in 2351. &lt;br /&gt;
The country saw significant strides in the realm of governance as well, holding its first nation-wide elections in the year 2324 after the death of Prime Minister Al-Hamid from age. He was 84. These elections signalled the Republic’s transition from essentially a despotic provisional military regime to a truly democratic republic with the Republican Revolutionary Society winning a majority government. Two years after this, the Constitution of the Republic was drafted by the Republican Assembly and passed by a strong majority, officially being ratified on November 11th, 2326.&lt;br /&gt;
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Aside from the economic prosperity which Elyra obtained during this time, the most lasting impacts from the Elyran Century were the cultural golden age of the first half, with some of the most influential and lasting works in Elyran literature, music, architecture, theatre, and film coming from the 2330’s and 2340’s, most from Damascus II. It is argued that these two decades are those in which the “Elyran” cultural identity fully took shape, though this is something still disputed even to this day with some scholars citing the Damascene settlement as its impetus and others being the full shift to Persepolis as the definitive centre of the Elyran nation. This shift took place officially 2380, by which time Perseoplis had become not just the largest economy in Elyra by far, but also the most populated planet in the country, having surpassed Damascus II in numbers nearly two decades prior. From then onwards, Persepolis was the capital of the Republic of Elyra.&lt;br /&gt;
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Elyran magpulse, or “hover-tech,” was pioneered in this century as well, being tested on Medina in 2360 after its invention by Osman Electric Industries. Originally, the technology was very limited in its scope, barely being able to support substantial amounts of weight and only reaching the heights it reaches now (literally, in the case of Medina’s floating cities) through the usage of applied phoronics that would be discovered in the early 25th century.&lt;br /&gt;
By the 2380’s Elyra was a stable, peaceful, and still prosperous country, but its economy had been experiencing a gradual slow-down since the 2370’s as its domestic production and import substitution reached a standstill. The Elyran economy had stagnated, not growing nor shrinking. While Elyra had never reached the levels of the Sol Alliance or Coalition of Colonies, in terms of economic output, the threat of a recession caused a change in national leadership to the pro-foreign trade League of United Republicans. Shortly after their election, the Elyran Government organised the New Suez Protocol of 2381, ending the republic’s economic isolation from the rest of the Spur and allowing foreign megacorporations into the country with the New Suez Free Trade Zone, albeit with numerous restrictions. The Elyran Century of economic self-reliance ended nearly twenty years early with this legislation. This caused the Elyran economy to pick up once more and push high growth numbers yet again, ensuring nearly twenty-five years of dominance by the League of United Republicans over Elyran Politics.&lt;br /&gt;
===The Golden Age &amp;amp; Its End - Current Times===&lt;br /&gt;
The discovery of the nearly-infinite possibilities of phoron in 2417 led Elyra to new heights, to what truly was the Elyran Golden Age, a time most historians consider to be the time period between 2417 and 2457. Development of things like the modern iterations of hover-tech and plasma weaponry were pioneered in Elyra at this time, the applications of which have changed Elyra immeasurably. The largest example of this was the creation of the hovering cities of Medina, an entire planet being kept afloat, both metaphorically and literally by phoronic magpulse technology. The Republic soon found itself sitting on the largest known reserves of phoron in the Orion Spur, exploding upwards in a huge state-sponsored campaign to exploit and develop these resources. This growth led to the average standards of living of Elyran citizens to be some of the highest in the Orion Spur, only rivalled (and just barely) by the wealthy worlds in the Solarian Core, the planet of Biesel, or the lives of the Dominian Primaries. Despite the Elyran economy still being the 4th largest in the Spur, it has the highest wealth per capita for those in the country that have citizenship.&lt;br /&gt;
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The darker side of this phoron boom however has been the creation of a second class of those living in Elyra: non-citizen migrant workers. These people are mostly from the poorer classes of the Coalition of Colonies or the non-coalition Frontier wanting to make a living working in the burgeoning Elyran economy. This trend started to occur in the mid 2420’s, though by the late 2430’s was in full swing. In contrast to their citizen counterparts, “non-citizen persons,” as they are officially called, often are only in the republic to work, live in low standards, with things like education, legal representation, and housing not being provided for by the Elyran government but instead being services that are paid for out of pocket. However, the labour of non-citizen persons is certainly something that has multiplied the growth of the Elyran economy in the 25th century, their contributions allowing for the phoron mining industry in particular to develop far faster than it would have otherwise.&lt;br /&gt;
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Despite the position of Elyra stepping onto the interstellar stage as more than just a closed-off pariah, the Republic has seen more turbulence in recent years than it has in any other period in its history, barring the Elyran Revolution. Skirmishing with its neighbours, the Izweski Hegemony and the Empire of Dominia, became common in the past two decades, as both tried to further assert themselves in the region of the Sparring Sea, the Elyran Naval Self-Defense Force doing its best to protect Elyran claims in the region, especially phoron deposits. The growing number of non-citizen persons has caused some internal turmoil in the country as the question of what changes should be made to the Elyran system of citizenship and welfare. Questions of what Elyra’s place in the Orion Spur should be also are up in the air, with different political parties holding different ideas for how Elyra should engage with interstellar politics.&lt;br /&gt;
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More recently however, Elyra has experienced two crises that have made great waves in the country. The first was the Lii’dra Incursion of 2457, a gruesome ambush on the planet of Bursa by the Lii’dra hive of Vaurca. Although Elyra was victorious, this tragedy signalled to many in the republic the inadequacy of the current state of the Elyran Self-Defense Force. Outcry from the Elyran public and many in its politics has led to a massive overhaul, reorganization, and upgrading of the military since the incursion. The second crisis has been the recent Orion Spur-wide phoron shortage. While Elyran reserves have been more or less unaffected by the shortage affecting all other nations in the Spur, the decision by the Elyran government to halt the sale of phoron to foreign countries and corporations on the principle of national security has caused a slow down in the Elyran economy, nullifying a significant stream of revenue into the country’s primary industry. Some in the country have exclaimed this as an example of why Elyra should have remained closed off to the greater Spur economically and letting the rest of the galaxy sort out its own problems, with others arguing that this is an opportunity for the country to assert itself on the galactic stage with its vast reserves of phoron and advanced technology as leverage. The majority opinion currently is that Elyra should just wait the crisis out and then resume the status-quo once it has been resolved. Many suspect that the coming years will usher in a new era of Elyran history whatever happens, though it&#039;s unknown where the republic will go.&lt;br /&gt;
==Bursa Memorial==&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene Republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
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==Societal==&lt;br /&gt;
===[[Languages]]===&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;
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To this day, Elyran standard is the most prevalent language in the Elyran Republic, with everything from legal documentation to public broadcasting being in this language. All Elyrans learn it in school as part of their general curriculum. Starting in year 7 of their schooling, Elyrans are also given the opportunity to study Tradeband, Freespeak, or Tau Ceti Basic. Freespeak is spoken as the majority language among Elyra’s largely frontier-dominated non-citizen person population. Sol Common is taught by the military, higher education (such as universities) and diplomatic services; however, it is not taught in Elyran public schools, stemming from the government’s historic position that speaking Sol Common as an Elyran citizen was unpatriotic and anti-Elyran. While the government no longer holds this position, openly speaking Sol Common is still looked down upon by many Elyrans, especially those who harbor more nationalist or patriotic viewpoints. &lt;br /&gt;
===Elyran Citizens &amp;amp; Non-Citizen Persons===&lt;br /&gt;
The Republic of Elyra has a somewhat unique way in which its society is structured as it is broken up between official Elyran Citizens and what are officially referred to as “Non-Citizen Persons.” Elyran citizens make-up the majority of Elyra’s population, at slightly more than two-thirds and are the recipients of things such as Elyran state healthcare (or repair services in the case of positronics); a legal defense free of charge in the event one gets brought to court; a state-funded retirement pension; voting rights; free temporary housing if one loses their home to eviction or disaster; access to Elyran consular services abroad; and the ability to attend most of Elyra’s universities, including the most prestigious, with little to no charge if one passes the respective university’s stringent entrance exams. Being a citizen of Elyra provides one with unquestionably helpful benefits, but this is not a status that some in Elyra hold. To be born into citizenship, both of an individual’s parents must be Elyran citizens who are married at the time of the child’s birth. Additionally, if two married Elyran citizens adopt a child, even if this child is foreign, they become an Elyran citizen. Currently, only Humans and IPCs can hold Elyran citizenship.&lt;br /&gt;
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Obtaining Elyran citizenship is an infamously difficult process for those who do not have it from birth. A lengthy period of 10 years of residency and labour in Elyra is first required and one’s criminal record must be immaculate without even the slightest infraction. An applicant must also be fluent in Elyran Standard and must take a lengthy exam on Elyran culture and history that even most Elyran citizens would most likely fail. Every applicant is subject to review by the Ministry of the Interior for the applicability of their skills and achievements as well, with the Ministry often rejecting applicants who do not have graduate or postgraduate degrees, or similarly highly regarded credentials. Additionally, an applicant must be sponsored by at least four current Elyran citizens who can vouch for their credibility and integrity as a potential citizen. Finally though, and for some most worryingly, the Elyran Ministry of the Interior can reject any applicant for any reason they see fit and are not legally required to give an explanation. It is perhaps for this reason why it is nearly impossible citizens of Dominian Empire, Eridani Federation, or Solarian Alliance to obtain Elyran citizenship even if all other requirements are met, for the simple reason of Elyra’s geopolitical disposition against these states. Marriage to an Elyran citizen does not qualify the foreigner as a citizen, and many suspect this is an indirect measure by the state to encourage Elyrans to marry other Elyrans rather than foreigners. Only humans can apply to be citizens in Elyra, as applications from foreign IPCs and other other species are not accepted by the country’s incredibly isolationist government.&lt;br /&gt;
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“Non-Citizen Persons,” (NCPs) as they are officially called, make-up approximately one-third of the total population of the Republic Elyra.  Most of these people are poor migrant labourers from the less wealthy planets in the Coalition of Colonies or the stateless Human Frontier. They are often unskilled and undereducated, coming to Elyra in order to make enough money to send back home as remittances to their families, or alternatively to save up enough money to return to their homeworlds with enough cash to make their lives there.&lt;br /&gt;
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Life as an NCP is far from a comfortable one, however. Typically non-citizen persons are put in either the most menial or most dangerous of tasks by their Elyran employers, with a large portion of them working in the infamously hazardous phoron extraction industry or low-skill service positions. Because NCPs are not citizens, their employers are not subject to minimum wage laws when paying their incomes, and so they are paid drastically less than their citizen counterparts. Additionally, their lack of citizenship shuts them out of the Elyran public health and education systems, and grossly restricts the amount of influences they have on Elyran society, having little to no legal representation in most courts of law either. They cannot vote and are not provided with any of the other benefits that the average Elyran citizens enjoys. Because of this, NCPs often live together in tightly knit communities or neighbourhoods in Elyran localities, with almost every major Elyran city having an “NCP Town,” where non-citizen persons coalesce and live often in lower standards when compared to their citizenship-holding counterparts. Despite these realities though, frontier-dwelling outsiders flock to Elyra for the promise of an income that can sustain them and their families, as even the reduced wages they receive in Elyra are more than they would ever receive on their homeworlds.&lt;br /&gt;
===Elyran Synthetics and Citizenship===&lt;br /&gt;
Elyra’s relationship with Integrated Positronic Chassis is an interesting one that has rapidly evolved since Elyra’s creation of their own indigenous [[IPC|IPCs]] in 2423. At first, the legal status of positronics was relegated to them being merely property of their owners, much like everywhere else in the Orion Spur. This however changed in 2428. The League of United Republicans had been put into power for the first time since the 2380’s and were desperate to hang on to their majority in the Elyran parliament. In order to do this, the party and their prime minister at the time, Abu Bakr Al-Hossein, pushed a proposition through the Elyran National Assembly granting citizenship to a large number of currently owned IPCs in the country. The logic was this: if the party granted citizenship to IPCs, these IPCs would be sure votes for the League, and therefore the party could artificially inflate their votes. This attempt was partially successful, in that nearly all newly freed IPCs voted for the League of United Republicans, however it backfired horribly by causing those who were already in the party’s voting base to leave. This occurred because many Elyran citizens did not, and to this day still do not, see IPCs as equal to humans in any way, leading to the League’s loss in the election to their long standing political rivals, The Republican Revolutionary Society. The new prime minister, Majedah Al-Haddad, was then left with a rather big quandary, being the new head of state of the first country in the Orion Spur to grant citizenship to IPCs, despite it being wildly unpopular. Simply revoking citizenship from IPCs was not something that would look good or be popular among these new citizens, so instead she came to the decision that the IPCs that had citizenship currently could keep it. However, there would be new restrictions put in place on how citizenship among IPCs was handled. In 2429, the Synthetic Citizen Act was passed, the provisions of which can be found in the drop-down menu below.&lt;br /&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;
===The Synthetic Citizenship Act===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*1. A quota of citizenships are to be allotted to IPC manufacturers annually. They are to not exceed nor fail to meet the quota. The quota is to be adjusted annually.&lt;br /&gt;
*2. The number of IPC citizens in the republic of Elyra is to never exceed 10% of the total citizen population. If it does, allotment of citizenship to IPCs at the point of manufacture is to be halted until further notice.&lt;br /&gt;
*3. An IPC that wishes to be freed by its owner must go through a citizenship attainment process similar to an immigration application. Service in the Elyran armed forces does not make an owned IPC eligible for citizenship.&lt;br /&gt;
*4. Elyran IPC citizens are entitled to the full allotment of rights that their organic counterparts enjoy. They are entirely equal under the law.&lt;br /&gt;
*5. No foreign-manufactured IPCs are to be granted Elyran citizenship under any circumstance.&lt;br /&gt;
*6. Social services such as repair and maintenance duties will be cared for by the Elyran welfare system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
For owned IPCs, when an Elyran integrated positronic chassis is manufactured, their ownership largely falls under the megacorporation that built them. During this period, maintenance and repairs are offered as a part of their ownership to the company. The process by which an owned synthetic becomes a free one is long, extensive, and incredibly bureaucratic, much like the process of a foreigner wishing to immigrate to Elyra. Similarly, it has a small success rate with the majority of free Elyran IPCs being manufactured as from their creation. Elyran IPC manufacturers are free to allot citizenship however they please, so long as they do not exceed or fall behind the target given to them by the Elyran government. For this reason, it is very arbitrary among Elyran synthetics as to which ones become citizens and which do not. &lt;br /&gt;
A deep-seated paranoia in synthetics manufactured from different systems trying to infiltrate Elyran society has meant that non-Elyran synthetics seeking refuge in the republic are outright turned away, sent back to their fleeing star systems or, if volatile, decommissioned outright. This doesn’t stop synthetics from attempting covert operations of forging documentation. As a result, Elyran synthetics have a tiny phoron inlaid engraving on their tag, denoting their original make as Elyran-made synthetics.&lt;br /&gt;
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==[[Elyran Culture, Law, and Society]]==&lt;br /&gt;
Elyran culture is a rich and unique one among the powers of the Orion Spur and expresses itself through many different facets. Elyran culture has its roots in the cultures from which it was founded, those of the Middle East, North Africa, Persia, and Anatolia. Because of this, it shares many traits of those but also has some noted differences and unique, “Elyran” twists on it.&lt;br /&gt;
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Elyran culture is multifaceted and is deeply interwoven into the nation itself, through art, architecture, attitudes and customs, and laws. Because of this complexity and depth, Elyran culture has its own page devoted to the topic which can be found above.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=22954</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=22954"/>
		<updated>2022-01-18T04:11:12Z</updated>

		<summary type="html">&lt;p&gt;Limette: /* The Peerage, Noble Orders, and Titles */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = Mira Sancta&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = High Morozi (Tradeband), Vulgar Morozi (Solarian Common)&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. The primary language is Tradeband, though a local dialect of Sol Common referred to as Vulgar Morozi is also common. “In the Goddess’s Name, So Shall It Be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
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==Population and Planets==&lt;br /&gt;
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The total population of the Empire roughly fifteen billion based on the 2459 Imperial Census. This population is spread out over the Empire’s multiple systems. Citizens from the Inner Empire (Moroz, Sparta, Spartan Station, Lyoid Primary) tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. Citizens within the Central Empire (Alterim Obrirava, Tribunal&#039;s Joy, Ignomni Balteulis, and Greensands) are considered to be more moderate yet still devout and loyal, primarily being Morozian colonists sent abroad.&lt;br /&gt;
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Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
[[Image:Minimap dominia.png|thumb|A closer image focusing on the factions surrounding the Empire&#039;s territory.]]&lt;br /&gt;
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====[[Moroz]]====&lt;br /&gt;
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The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire&lt;br /&gt;
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====Sparta====&lt;br /&gt;
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With 200 million people, Sparta has a thin but breathable atmosphere and a largely unstable crust. It suffers from frequent natural disasters from earthquakes to volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. Much of the steel and other metals used in the Imperial economy are mined here. The planetary capital, Raltabao, literally translated Red Castle, is home to the Imperial arsenal that it takes its name from. Sparta&#039;s orbital station, Spartan Station, is home to the majority of the Empire&#039;s Offworlder Humans.&lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
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Carrying around half a billion people and featuring a diverse yet Earthlike environment, the population is rapidly growing after coming under Imperial control. In the capital of Ilstel, a bustling foreign merchant quarter can be found, with a diversity of goods to match the planet itself. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government, there are no methods of confirming these claims.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
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Often called by the equally popular name of Ignatzi Alte’uz by the resident Unathi and populated by roughly 300 million, this is a dry world with a mixed climate of savannas, deserts, and arid polar regions. The Temple of the Ancestors can be found in the planet&#039;s capital of Salstiliska. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at its most potent: its influence here can even surpass the Emperor&#039;s in some cases. The Unathi of this planet are usually under the influence of the Kazhkz as they enjoy the Sk’akh-like religion they can add their own rituals to.&lt;br /&gt;
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====Sun Reach====&lt;br /&gt;
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A recent addition to the Empire, Sun Reach is the least populated major world in the Empire, with around 500 thousand people. The planet, taking its name from its largest settlement, is itself mostly covered in primitive algae with a low level of biodiversity: a young world.&lt;br /&gt;
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The Empire has other colonies throughout its small sector of the Orion Spur that typically exist to provide resources to Moroz proper, with populations ranging from just a handful of settlers to thousands of colonists.&lt;br /&gt;
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===Novi Jadran===&lt;br /&gt;
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A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers have kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and along major waterways. Some major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under the Empire&#039;s control for roughly fifty years following its peaceful annexation, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
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Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for a while now, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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==Economy==&lt;br /&gt;
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Though Dominia accepts the Galactic Credit like the rest of the galaxy, it continues to use the Imperial Pound as a local currency, which is backed in precious metals by the Imperial Bank of Moroz. The Great Houses are very powerful movers in the Imperial economy and are some of the largest employers. Defense industries, raw resource production, and agriculture are the largest sectors of the Empire&#039;s economy, with recent years&#039; modernization efforts making the latter two increasingly lucrative. Consistent expansions of the Imperial Military’s budget have seen rapid growth in all types of equipment production and research for the army and navy, sectors dominated by houses Kazhkz, Strelitz, and Zhao.&lt;br /&gt;
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==The Mo’ri’zal==&lt;br /&gt;
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The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
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One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
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While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s debt, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
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Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
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==Societal==&lt;br /&gt;
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===Ethnic Groups===&lt;br /&gt;
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* 76% Morozian Humans&lt;br /&gt;
* 23% Ma&#039;zal Humans&lt;br /&gt;
* 0.75% Unathi&lt;br /&gt;
* 0.25% Other nonhumans &lt;br /&gt;
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The state religion is the Moroz Holy Tribunal.&lt;br /&gt;
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Dominians, especially members of Houses, follow a strict code of honor similar to that found in Unathi culture. For more information see: [[Dominian Culture]]&lt;br /&gt;
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==Edict Breakers==&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
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==Government==&lt;br /&gt;
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The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
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===Imperial Cabinet===&lt;br /&gt;
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The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
* Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Angelika-Lina Strelitz (Human)&lt;br /&gt;
* Chief Commissioner of Economic Development: Izla Caladius (Human)&lt;br /&gt;
* Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad (Human)&lt;br /&gt;
* Chief Commissioner of Imperial Sovereignty: Antonio Caladius (Human)&lt;br /&gt;
* Chief Commissioner for Colonial Affairs: Alessandro d&#039;Arcobuono (Human)&lt;br /&gt;
* Chief Minister of Unathi Affairs: Kasz Han’san (Unathi)&lt;br /&gt;
* Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao (Human)&lt;br /&gt;
* High Lord General of His Majesty&#039;s Imperial Army: Dorothea-Frieda Strelitz (Human)&lt;br /&gt;
* High Seneschal of His Majesty&#039;s Justice: Ngo Juric (Human)&lt;br /&gt;
* Director of His Majesty&#039;s Imperial Intelligence Directorate: Alojzia Molnarova (Human)&lt;br /&gt;
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===Great Houses===&lt;br /&gt;
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A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
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* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
* House Kazhkz - House Colors: Orange, Red, Yellow - A Unathi-dominated house. Most of their wealth comes from its budding privateering enterprise. Of all the Great Houses, House Kazhkz is the most against integration into the wider galactic community. It has an internal faction, the Han’sans, who often enjoy their work bolstering the army’s ranks.&lt;br /&gt;
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===The Imperial Electors===&lt;br /&gt;
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The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight: A title granted to members of an Imperial Order of the Empire, such as the Order of the Golden Albatross. Used by both Secondaries and Primaries.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
The Forgotten Colony&lt;br /&gt;
&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederate States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederate States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederate States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederate States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederate States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
&lt;br /&gt;
===The War of Moroz===&lt;br /&gt;
&lt;br /&gt;
Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it rapidly became a stalemate when the mountain range was reached by Coalition forces. The Confederacy was on its home terrain, had fortified the passes through the mountains heavily, and was not willing to give territory up to what its citizens viewed as bloodthirsty imperialist invaders. The full might of the Confederate State&#039;s industrial economy was brought to bear to produce the materials needed to defend its harsh mountainous environments, with factories producing everything from winterized uniforms to artillery shells, while the Coalition turned its biological prowess towards beating their way through the mountains. The foundation of the modern geneboosted Primaries, often-titanic examples of humanity stretching upwards of seven feet into the air, originated from this effort to produce more effective soldiers.&lt;br /&gt;
&lt;br /&gt;
While the Coalition tried their best to break through, they could not. Shell after shell of artillery rained down from the Fisanduh Mountains as the war continued, turning the foothills where assaults would originate from into blasted moonscapes where the very ground became poisoned from residual gunpowder and unexploded munitions. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and what the Confederate States viewed as a war for their very existence. One side would not stop until their conquest was over, and the other side intended to fight until the bitter end. The Confederate States were diverting more and more of their economy towards the war as the years turned to decades, and were approaching a kind of white peace as the Coalition became more and more worn down by reports of losses for what they saw as very little gain. Then, in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===The Collapse of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In late 2384 the Imperial Alliance and the Holy Kingdom, worn down by nearly forty years of continuous fighting, made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. A Captain from the Holy Kingdom, Stanislav Olkhovsky, was chosen for his exceptional faith in the Morozian Holy Tribunal - the colonial religion of the Alliance and Kingdom, descended from Eastern Orthodoxy. As Captain Olkhovsky and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
&lt;br /&gt;
The Confederate States, for their part, prepared for the assault with what knowledge they had of it. However, this did not prepare them for an orbital assault by the commando units on all their major cities, including their capital of Neubach. The government of the Confederate States never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and send its government and military into an insurgency. The last Prime Minister of the Confederate States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederate States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This spirit of defiance continues up until the present day. The Imperial forces that came to occupy the former Confederate States after this rapid assault reported no resistance whatsoever, but constant signs that the citizens of the region were preparing to stand against them. The army of the States had simply vanished, its factories had disappeared, and its citizenry had ripped up road signs across the territory. The second phase of the so-called &amp;quot;Fisanduhian Imperial Conquest&amp;quot; was more cultural than military. With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Godwin Keeser I===&lt;br /&gt;
&lt;br /&gt;
The first true Emperor of Dominia, Godwin reigned from 2385 until his death from old age in 2437. During his roughly five decades of rule the newly-formed Empire of Dominia would go from a minor power to a true Empire, though his path would not be free of issues. Even as the Empire, under the watchful eye of its Emperor, expanded to multiple worlds and became masters of generic research it had problems in its home. The reign of Emperor Godwin Keeser I and its rapid expansion saw the creation of a new social class in the Empire: the Ma’zals. These humans make up a broad swath of Imperial society and are defined within the Empire as non-Morozian subjects of the Empire of Dominia. Controlling Ma’zals has been a longstanding problem for the immense colonial bureaucracy of the Empire of Dominia, and issues continue to this very day. Along with issues in the Imperial colonies, not all was well in the Imperial Occupied Territory of Fisanduh.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Occupation of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In the meantime, settlers of the Fisanduh region from the greater Empire became extremely rare, due to massive hostility from the native population. Settlers often reported having bricks thrown through their windows, effigies of Keeser burnt on their properties, were typically declined employment in Fisanduh-run businesses and saw extremely low rates of attendance at Tribunal festivities and churches. The Fisanduh town of Vasychevo is well-known for having a church attendance of zero non-Imperial citizens until its church was shuttered fifteen years after its establishment. The initial Imperial bureaucrats and clergy sent to Fisanduh often returned demoralized and infuriated (and often complained that citizens of the former Confederate States would refuse to give them the time of day). Most pettily, a Tribunalist priest once claimed that a Fisanduh supply truck had opted to move fifty Kilometers under the speed limit in a no-passing zone, causing him to be two hours late to a sermon. This was not an isolated incident, as Fisanduh was full of these signs of defiance - some large and noble, some small and petty.&lt;br /&gt;
&lt;br /&gt;
The first serious attempt by the young Empire to bring Fisanduh to heel was the creation of an organization officially known as His Majesty’s Imperial Fisanduhian Gendarmerie (simply referred to as IFG by most Fisanduhians), police led by Imperial officers but staffed by Fisanduhians armed and supplied by the Empire. An effort by the Empire to integrate the Fisanduhians into the imperial system and to make good on their status as &#039;Morozians,&#039; by traditional Dominian definitions of the word, however, the IFG fell flat on its face almost immediately. This was primarily attributed to the hatred of the Empire held by Fisanduhians, a successful smear campaign that (rightfully) portrayed the IFG as puppets of the Emperor, and intensive 3F infiltration of the Gendarmerie. The IFG served only to arm and equip the 3F and while it remains active on paper, it is primarily staffed by Imperial subjects and is regarded as a dumping ground for ineffective officers that must be placed in a location where they can do as little damage as possible to the Empire’s reputation.&lt;br /&gt;
&lt;br /&gt;
In yet another attempt to bring their new province under control, the Empire escalated by sending firebrands to Fisanduh. These firebrands found very little success at best, and death at worst. The situation in Fisanduh continued to escalate as the 2430s, then the 2440s, dragged on and a new Emperor was crowned. The Empire had a poor foothold at best, and there were rumors that the Fisanduh resistance (now, by this point, violent) reached further than the Empire knew. When Emperor Keeser attempted to formally enforce control in 2440 via an order to convert to the Holy Tribunal at the sword enforced by the Imperial Army, fears about the capabilities of the Fisanduh resistance would be found to have underestimated the resistance.&lt;br /&gt;
&lt;br /&gt;
===The Fisanduh Freedom Front===&lt;br /&gt;
&lt;br /&gt;
Active from 2386 to the present day as part of Plan SCRAM, the FFF (or 3F to some), the Fisanduh Freedom Front entered into a period of mustering for several years following the defeat of the Confederate States in open battle, gradually building up their strength. The Freedom Front is rumored to have been active formally since the day the Confederate States fell, they reemerged dramatically in 2386. While the order formally came into effect on November 15, 2386, its enforcement was intended to take place starting on the twentieth of the same month to allow the Imperials a chance to celebrate Navy Day. On November 18th two Imperial Navy light cruisers— the Arbiter and Outrider— detonated violently in their drydocks in New Luxembourg. The Arbiter remained in its elevated drydock moorings, but the Outrider managed to slip out of its dry-dock after the first blast. Observers first reported the Outrider starting to slide out, then a massive explosion (later revealed to be its power magazine) split the ship in two, with one half remaining attached to the dry-dock, while the other fell out of its moorings and into the naval armament plant beneath the dock, causing massive damage to the facility. The exact number of dead has never been revealed by the Empire of Dominia, though the cruisers were written off as unable to be salvaged. Shortly after the detonation, an organization known as the Fisanduh Freedom Front claimed responsibility for the attacks, with a man identified as &amp;quot;Svetovid&amp;quot; standing in front of the Confederate State&#039;s flag claiming that more attacks would come if the Empire continued its efforts to subjugate Fisanduh. The Emperor, not wanting to lose face to what he saw as dishonorable terrorists, continued his efforts to subjugate Fisanduh.&lt;br /&gt;
&lt;br /&gt;
More attacks came. None were on the scale of the Navy Day attack, but they were a constant threat to the Empire in Fisanduh. Nail bombs arrived at important officials in Fisanduh, Tribunal temples were firebombed, buildings of the Imperial bureaucracy were detonated— some through car bombings, others through tunnels being physically dug beneath them. It became apparent that 3F was, despite Imperial efforts to pacify the province earlier, essentially the shadow government of the entire province. Many of 3F&#039;s fighters were veterans of the War of Moroz, and were still able to stand and fight despite their age. The &amp;quot;shadow state&amp;quot; supporting them was able to withstand the Imperial Army&#039;s efforts to root it out, proving to be extremely flexible and resilient. Losses on the part of the Imperial Army began to mount, and maimed soldiers marching back from Fisanduh became a common sight in the border provinces. The insurgency has continued since 2440 without signs of stopping, though it has waxed and waned. Through the propaganda machine of the Empire, the greater body of Imperial citizenry began to hate 3F and the democratic movement it stood for. Through their brutal actions, the greater Empire became hated by Fisanduh. The intensity of the insurgency, and of the Imperial counter-campaign has wound down in the past seven years - Emperor Keeser has mostly withdrawn from Fisanduh, while 3F has decreased its activities outside of Fisanduh as the occupation has retreated. Fisanduh was left with de facto independence despite being, de jure, a territory of the greater Empire. As a result, vessels flying the flag of Fisanduh are legitimately recognized in most areas outside Dominian space, though the Fisanduh Freedom Front maintains no official ships. Present-day Fisanduh is an area that is, in many places, devastated by war. It remains an area of the Empire that most Imperials do not go to and a source of conflict in the Imperial government. Should they attack Fisanduh again, or should they expand outwards?&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Keeser I===&lt;br /&gt;
&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
Skillful work by Emperor Keeser has helped mend the seemingly insurmountable gap between the foreign Ma’zals and native Morozi population, supposedly united in a new loyalty under the Emperor and Tribunal. With his consolidated power, Emperor Keeser has embarked upon numerous reforms and projects to improve the Empire. These range from research and infrastructure projects, military and naval expansions, to social and educational organization. In 2407, the Imperial Railroad was completed, linking all of the major cities of Moroz together. Since its start in 2412, the Imperial Canal project to link the major inland seas has made steady progress.&lt;br /&gt;
&lt;br /&gt;
One major event in the reign of Emperor Boleslaw Keeser I was the introduction of Unathi to the Empire of Dominia. In the winter of 2440 a fleet of Unathi pirates arrived in the home system of the Empire. Though initially feared to be pirates, and the first true test of the Navy, a different outcome emerged: the pirates, led by Salak Kazhkz, instead pledged their sword to the Emperor and swore fealty. In return for their loyalty, and (perhaps more importantly) their vessels, the Unathi were granted the grand House Han’san-Kazhkz. However, due to the recent naval primacy of the Kazhkz and the defeat of the Han&#039;sans, they are typically referred to as simply House Kazhkz.&lt;br /&gt;
&lt;br /&gt;
A timeline of events in his reign follows:&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2440&#039;&#039;&#039; he opted to attempt to enforce Imperial control over the province of Fisanduh.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2445&#039;&#039;&#039; the Coalition of Colonies officially forms the “Coalition Against Dominian Piracy”; an additional pact between its members that would target Dominia financially and diplomatically after Boleslaw announced it would enter into a defensive pact with neighboring pirate fleets.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2451&#039;&#039;&#039; Necropolis Industries officially announced its partnership with Dominia would start in June of 2451, though some independent observers noted that facilities resembling Necropolis ones had existed on the planet since early 2440.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2452&#039;&#039;&#039; the Emperor once again entered talks with NanoTrasen at the behest of House Volvalaad, ultimately resulting in the corporation and Imperial government reaching an agreement regarding trading and piracy. The opening of Dominia to the greater market of NanoTrasen has allowed for the Imperial Navy to rapidly expand its capabilities in the past decade, though the fully assembled Coalition of Colonies Deep-Space Fleet still outclasses it handily according to recently released figures.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2455&#039;&#039;&#039; Emperor Keeser began a gradual withdraw from Fisanduh, having seen defeat in its mountainous territories. The province reverts to the droll Imperial title of &amp;quot;semi-autonomous region.&amp;quot; He instead opts to expand the Empire&#039;s borders in the void of space (in order to save face, according to some critics), and begins a campaign of conquest and colonization.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2462&#039;&#039;&#039; the Emperor continues to reign over Dominia, though he steadily grows older day by day. With the Empire suffering internal issues, and threats abroad, only the Goddess will know what will become of it when he passes...&lt;br /&gt;
&lt;br /&gt;
==Dominian Society==&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederate States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
&lt;br /&gt;
Unathi also fall into the category of &amp;quot;Primaries.&amp;quot; They are usually descendants of the Unathi raiders who invaded Moroz or recent immigrants from the Hegemony. New Unathi immigrants, however, are often considered “glorified secondaries” due to needing to prove themselves to become full members of a House.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries from outside Fisanduh tend to be smaller and thinner than their counterparts in Fisanduh, and Secondaries as a whole tend to be smaller than Primaries (though there are exceptions). Secondaries represent a more diverse social class than the Primaries do, but are a part of the same ethnic group as the Primaries. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederate States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi that come from outside of Dominia that are turned away from House Kazhkz or even stop attempting to join a house often become secondaries. As such, a good chunk of the Unathite population are secondaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot; (add three to four inches if from Fisanduh) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
&lt;br /&gt;
===Ma&#039;zals===&lt;br /&gt;
&lt;br /&gt;
A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. They are also often conscripted into the Imperial Army or Imperial Navy and can be found throughout the Empire - with some rising far enough in the army or navy to become ennobled by House Strelitz or Zhao.&lt;br /&gt;
&lt;br /&gt;
Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
&lt;br /&gt;
The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
&lt;br /&gt;
The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
&lt;br /&gt;
===Geneboosting===&lt;br /&gt;
&lt;br /&gt;
A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
&lt;br /&gt;
===Dominian Heads of Staff===&lt;br /&gt;
&lt;br /&gt;
Due to the relative isolation of the Empire, combined with its fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard NanoTrasen facilities such as the NSS Aurora. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, alternatively, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life in Tau Ceti. These barriers are in place due to the Empire emerging onto the galactic stage recently and concerns that Dominians, with their atypical views, would poorly represent NanoTrasen on the galactic stage. Mindshield implants are considered acceptable under the thirty-third edict.&lt;br /&gt;
&lt;br /&gt;
Dominians that are elevated to a leadership position within NanoTrasen such as a head of security or a captain are regarded to be the best and brightest of the young Empire by the corporation and are highly-regarded by the corporation for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. However, playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re an IPC.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Several languages are spoken in the Empire of Dominia. Among the aristocracy, speaking a fluent Tradeband - otherwise known as High Morozi - and Tau Ceti Basic is seen as part of a good upbringing, while Unathi in the Empire speak Sinta&#039;Azaziba, the archaic form of Sinta&#039;Unathi. The middle and lower classes speak a regional dialect of Sol Common known as Vulgar Morozi, which to foreign listeners sounds archaic and formal. Imperial citizens who did not speak Basic from birth often speak in an overly formal and somewhat slow manner because of this. Freespeak is detested in the Empire, being associated with barbarism and corruption. It is often referred to with the pejorative of &#039;Gutter.&#039; Linguists postulate that this is due to the language’s association with the outermost Dominian settlements and the resistances to the Empire associated with the said region.&lt;br /&gt;
&lt;br /&gt;
==Synth Relations==&lt;br /&gt;
&lt;br /&gt;
Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=22640</id>
		<title>Republic of Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=22640"/>
		<updated>2022-01-11T05:18:13Z</updated>

		<summary type="html">&lt;p&gt;Limette: /* General */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
In the core worlds of Humanity’s power and built upon the center of the largest phoron deposits in the known galaxy, the Republic of Biesel is an independent state and the center of the Aurora server setting. The very young Republic as it is known today came to be in 2452, and since its populace has flourished as NanoTrasen has tightened a vice grip over its government structure. Present at every level of government and carrying its economy into a new age, [[Nanotrasen Corporation]] is unofficially the most influential force in the system in which the Republic resides, [[Tau Ceti]]. The extent of the official power of the Republic of Biesel extends across much of the formerly Solarian middle and outer ring, reaching to now border the massive [[Coalition of Colonies]]. &lt;br /&gt;
&lt;br /&gt;
Tau Ceti is one of the most populated systems in Human space, and easily the richest in the galaxy thanks to NanoTrasen. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel&#039;s recent expansion into former Solarian territories has been met with both applause and total rejection from its populace. Now, there remains a huge region of space referred to as the Corporate Reconstruction Zone where new colonies reach delayed and substandard treatment from the core Tau Ceti system. While this receives criticism, it is often unavoidable seeing as the chaos from the Solarian collapse has left supply lines strained or even inoperable.&lt;br /&gt;
[[Image:Republicofbieselflag.png|thumb|400px|Flag of the Republic of Biesel.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel is the foundation of the galactic economy, with NanoTrasen controlling the trickle of phoron that it exports to virtually all Human - and often other species’ - settlements. For this reason, it has long since been considered the “galactic center,” overtaking the Jewel Worlds in the early 2400’s. This, alongside its progressive legislation has made it a prime destination for immigration from all walks of life. &lt;br /&gt;
&lt;br /&gt;
As the Republic of Biesel holds sovereignty over the Tau Ceti system, planets under its control include New Gibson, Luthien, Caprice, Reade and its namesake, Biesel. The majority of the Republic’s phoron supply comes from the Romanovich Cloud, a very distant cluster of icy and metallic bodies that encompass the system. NanoTrasen has established control of virtually every source of phoron found here.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti’s population has for the better part of the century stood against Alliance control, but it took until 2452 for progress in this to be made in the form of their declaration of independence. Since then, it has butted heads with Sol, having even been the victim of a full militarized invasion by the rogue Admiral Frost in 2458.&lt;br /&gt;
&lt;br /&gt;
Only over three years later, a second rogue fleet attacked the Republic from the Alliance. This time, corporate and external intervention resulted in their ejection from the system, briefly before the total collapse of Alliance control throughout the Middle and Outer Rings.&lt;br /&gt;
&lt;br /&gt;
Now, the Republic of Biesel exercises newfound authority over massive swaths of colonies that have fallen under its banner across formerly Solarian space.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Federal Republic of Biesel and the Corporate Reconstruction Zone&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Bieselite, Cetian, Gibsonian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Sol Common, Tau Ceti Basic, 24 additional Recognized Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population&#039;&#039;&#039;: 2460 Est.: 11,632,576,000&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Biesel maintains the &#039;&#039;&#039;Credit&#039;&#039;&#039; as its official currency. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen is an &#039;&#039;&#039;unquestionable monopoly&#039;&#039;&#039; within Tau Ceti. The Free Trade Zone established shortly after independence in 2452 served to only reinforce their foothold. Almost the entirety of business in the system are either owned directly or a branch of Nanotrasen. Business that does not affiliate with the megacorporations &#039;&#039;&#039;can not be founded legally,&#039;&#039;&#039; and thus all independent businesses found in the Republic are either external to Tau Ceti or have existed for longer than NanoTrasen, and simply have not offered enough to warrant being bought out. &lt;br /&gt;
&lt;br /&gt;
Megacorporate presence outside of NanoTrasen exists in Tau Ceti, such as Hephaestus super-stations and some properties in orbit - but most date back to well over sixty years ago, before the monopoly was formed.&lt;br /&gt;
&lt;br /&gt;
Within the Biesel city boundaries of Phoenixport however, things remain quite the contrary. After an absolutely miraculous play on part of [[Notable Humans|Noella Lopez-Zhang]], [[Einstein Engines]] acquired NanoTrasen&#039;s holdings in the city. This involved the Lopez-Zhang Hammer Drive, an experimental warp engine which was claimed by NT to be not only a sham, but a copy of their own design. The ensuing legal battle ended up placing Phoenixport&#039;s holdings in Einstein&#039;s possession, for better or worse.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
[[File:Biesel calls 2.jpg|400px|thumb|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
Being one of the early colonized systems, Tau Ceti remains diverse. People from all walks of life exist in the Republic, and the meshing of cultures extends to even the growing minority of alien species that find their home in the small Republic. There are tensions between the natives and the influx of alien immigrants, and the integration of IPC&#039;s into society remains an extremely hot topic.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Tau Ceti Basic is the dominant language in the Republic of Biesel, spoken by nearly all its inhabitants except some small groups of immigrants. Due to the diverse nature of the Republic, every language across populated space can be found here. Sol Common is viewed with some hostility by natives of the Republic, especially after the Frost Invasion, and is mostly spoken in pro-Sol areas of the Republic. Tradeband and Freespeak are commonly spoken amongst the resident and immigrant populations, with many coming from across the human frontier to pursue a better life in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
[[Image:Minimap biesel.png|thumb|A closer image focusing on the many factions surrounding the Republic of Biesel, both friend and foe. ]]&lt;br /&gt;
As endlessly varied as its populace, the culture of the Republic is impossible to define. However, definitive enclaves have coalesced over time, not to mention the divide between the unique districts of its capital, Mendell City. Among these are the Tajaran-dominated Little Adhomai, or District 14 - for synthetics, IPCs, or even District 9 - for Vaurca respectively. &lt;br /&gt;
&lt;br /&gt;
====Life in Tau Ceti====&lt;br /&gt;
&lt;br /&gt;
The standard of living in Tau Ceti is rather high due to the prospering nature of the system. Most of the lower class consists of immigrants and new settlers, though wealth tends to be easy to build especially when cooperating with NanoTrasen. The “Republic Ideal,” as it is stated in NT-sanctioned media, leans on one person being able to sustain a family’s worth of others with hard work.&lt;br /&gt;
&lt;br /&gt;
Life as it stands in Tau Ceti can be considered a mixed basket. As virtually every form of media and entertainment is covered - and arguably controlled by NanoTrasen, “official” and outstanding means of entertainment are often dreary and corporate in concept. People, especially the lower class, make do with their own attempts to curtail the dull blanket over the social world. This, in day-to-day life, includes closed extracorporate relays, exercises of public freedom or otherwise. An obvious side-effect of this is strengthened traditions and isolation of oneself to protect that which they feel passionate for.&lt;br /&gt;
&lt;br /&gt;
It can be said with certainty due to all this that close bonds - namely family and the sense of community, are strengthened heavily in the system. Local festivities such as annual holidays are adored and can vary completely based off of the location they are in. Whether intentional or not, NanoTrasen’s presence in the system has ended up uniting the Republic into a singular tightly-knit body.&lt;br /&gt;
In the middle and upper class, things get more chaotic. People here can bring themselves to afford the “standard of living” that is expected of all the Republic’s citizens, and either use this to consume NanoTrasen’s corporate media or dive into their own divided and rich cultures.&lt;br /&gt;
&lt;br /&gt;
A good example of the divides between NanoTrasen media and Republic tradition is the annual system-wide and crowd-funded &#039;&#039;&#039;Xavier’s Gala&#039;&#039;&#039; on May 5th, ironically named after Xavier Trasen. This is a holiday where megacorporate presence is totally rejected - no businesses can be found partaking in any practice here, outside of the unofficial organization which assembles it. In this, people tend to gather in carnival-like fairs that celebrate the independence of the system and the freedoms granted to them by the events of the last sixty years. &lt;br /&gt;
&lt;br /&gt;
Immigrants find difficulty integrating into Tau Ceti’s varied cultures, to such an extent that they are often warned against entering alone without family or friends. Basic necessities are easy to get, as the nature of the Republic promotes all manner of immigration from anywhere, but finding your own place amidst the confusion can be an overwhelming task to most. Social standing is hard to come by as a newcomer, forcing immigrants to lean into NanoTrasen to develop any sort of positive track record in the system.&lt;br /&gt;
&lt;br /&gt;
====Life in Phoenixport====&lt;br /&gt;
While the overwhelming majority of Tau Ceti and Biesel rest beneath the grinding wheels of the Stellar Corporate Conglomerate, there is one city that stands as an exception to this rule: Phoenixport, Biesel’s second largest city. This major shipping centre on the Phoenix Ocean was previously dominated by NanoTrasen before a disastrous legal battle and losses from the phoron crisis saw the megacorporation sell off its assets in the city to recoup its losses. Unfortunately for NanoTrasen, its assets in Phoenixport were quickly snatched by [[Einstein Engines]] - their main rival.&lt;br /&gt;
&lt;br /&gt;
The domination of Phoenixport by Einstein Engines has been a double-edged sword for the city. It has become an enclave for non-megacorporation-owned businesses thanks to Einstein’s desire to show themselves as a more benevolent overlord while also spitting in the face of their rival’s monopoly, and now serves as a hub for independent businesses throughout the Orion Spur. Unfortunately, NanoTrasen has not taken the transfer of ownership idly - any NanoTrasen employees within Phoenixport have been given until March of 2463 to relocate or be summarily fired, Phoenixport residents found outside of the city’s limits are often summarily stopped and searched by NanoTrasen-owned police officers, and Phoenixport-flagged spacecraft are similarly “randomly” searched by SCC patrol vessels. Yet despite this the prospect of having a business not owned by NanoTrasen continues to attract new capital to Phoenixport.&lt;br /&gt;
&lt;br /&gt;
In the meantime Einstein Engines, the new hegemon of Phoenixport, has worked feverishly to establish itself in a hostile corporate environment. Repeated shakeups of Phoenixport’s zoning and local government have allowed it to rapidly establish a foothold, particularly in the downtown of the city. Most former NanoTrasen properties have been demolished and replaced with orbitally-deployed Einstein facilities, including a new building referred to as “the Spire” by local residents erected atop the remains of the former NanoTrasen city headquarters. The Spire, which towers over every other building in the city, is regarded by Einstein Engines as its central administrative hub for Biesel, and Doctor Lopez-Zhang allegedly wishes to see it surpass NanoTrasen’s headquarters in due time.&lt;br /&gt;
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====NTCC Odin====&lt;br /&gt;
The NTCC Odin, or NanoTrasen Central Command, is the primary headquarters for the NanoTrasen Corporation in [[Tau Ceti]], and the primary focal point of the Corporation in space. The station is just under the NanoTrasen Headquarters in [[Mendell City]]. At the end of every shift crew can take a shuttle back to the Odin to end their working day.&lt;br /&gt;
[[File:Odin_Lanze.png|600px|thumb|right|The NTCC Odin, floating in space.]]&lt;br /&gt;
The Odin consists of three arms surrounding a command spire: The residential block, the industrial block and the commercial block. The residential block contains housing, shopping and leisure facilities with accommodation ranging from simple hab sleeper booths to luxury apartments. The richest district of the residential block is known as &amp;quot;Archway&amp;quot; for its faux stone facades and is home to many corporate executives and senior members of NanoTrasen. The Industrial block contains various phoron and materials refining facilities alongside ship maintenance blocks. Space is at a premium on the station so it is known for small storage rooms to be sub-let within the district. This practice has formed one of the poorest areas on the station - the &amp;quot;Refinery Block&amp;quot;. Those not wishing to rent hab sleepers yet possessing insufficient credits for a box apartment can find cramped, grimy but affordable housing here. The commercial district contains various NanoTrasen commercial departments including key corporate offices and NanoTrasen&#039;s local Extranet. Station Security (Civil Protection) is head quartered here.&lt;br /&gt;
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At the head of the command spire is located Tau Ceti&#039;s NanoTrasen Emergency Response Team (ERT) Command and facilities; this includes private docks for ERT vessels, armories and living quarters.&lt;br /&gt;
At the base of the command spire are the station&#039;s docking facilities, with the lower berths serving the numerous heavy freight and mining vessels that traverse Tau Ceti and the upper serving as private dockland that services various ships ranging from luxury cruisers to system transports and junk barges. It is not unknown for some of the station&#039;s citizens to live within their personal spacecraft to avoid paying rental fees for station accommodation and only having to pay dock rental fees instead.&lt;br /&gt;
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The station defenses are split into three systems: The first defense system is two private military frigates permanently stationed at the Odin - NTV Diewana and NTV Ogun, the crew of which is drawn from staff on rotation from the Odin. When in Sol Alliance space they are both licensed under Private Military Vessel Licenses (PMV). Both are capable of Atmospheric Operations. As a second defense system the station itself is ringed by state of the art point defense laser systems and an array of artillery canons. Whilst serving as one of the station&#039;s defensive measures, the weapons array can also allow the station to function as a Battle Cluster Defense Station for Biesel if it were required to do so. The third defense system is the paramilitary ERT teams supplemented by equipment enhanced Civil Protection units which can be deployed to repel boarders or maintain the peace on the station in times of extreme civil disobedience.&lt;br /&gt;
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The &amp;quot;outdoor&amp;quot; residential and commercial zones having a standard temperature of 25 degrees celsius with a light breeze. The Industrial districts and interiors have a variable temperature depending on the activities within.&lt;br /&gt;
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====[[Corporate Reconstruction Zone]]====&lt;br /&gt;
Formerly Solarian space, the Corporate Reconstruction Zone is the name for all systems occupied by the Republic of Biesel that are not within [[Tau Ceti]]&#039;s gravity well. These were occupied during the [[KING OF THE WORLD| King of the World]] arc and its finale, and after the Solarian Alliance retracted all necessary support to them. Essentially, the Alliance cut these colonies&#039; lifelines off, and only the Republic would step up to fill the void.&lt;br /&gt;
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The Zone, or the CRZ, is an area of instability and logistical chaos where once-Alliance colonies exist in relative peace compared to the adjacent [[Human Wildlands]]. This is owed to two factors: the presence of the lingering Stellar Corporate Conglomerate, and the federal authority of the Republic of Biesel backing them up. To avoid the ire of the Conglomerate as well as dealing with its allies, warlords and other major antagonistic factions refrain from entering these territories.&lt;br /&gt;
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Within the CRZ, slow progress is being made to restore order and rebuild the territories under a Biesellite banner. &#039;&#039;&#039;Not all of the colonies here are fully subservient to the Biesellite rule.&#039;&#039;&#039; In fact, this varies purely on an individual basis. Many find the collapse of the Alliance to be pinned on Republic scheming, while others accept the newfound administration with open arms.&lt;br /&gt;
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The logistical hurdle of providing for this mighty swath of space is one unforeseen to even those who willingly fell under Biesel&#039;s authority.&lt;br /&gt;
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==IPC Rights in Tau Ceti==&lt;br /&gt;
&lt;br /&gt;
A vast number of synthetics have found themselves through various circumstances, calling the Republic their home. Most of these IPCs are located on Biesel, and by extension its capital, Mendell City. While Tau Ceti is indeed a beacon of hope and relative safety for synthetics, their position in society still remains a precarious one, both from a financial and a security standpoint. [[IPCs in Biesel|For an in-depth look at the lives of IPCs on Biesel in particular, click here.]]&lt;br /&gt;
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===Free IPCs===&lt;br /&gt;
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Freedom, and even citizenship, for integrated positronic chassis has firmly been established and is something the Republic takes pride of. Either through labour, negotiations, the goodwill of their owners or other occasions, IPCs may find themselves free from ownership, able to pursue their own destiny as independent individuals. Unfortunately for many, such destiny usually involves a hard and at times, short existence.&lt;br /&gt;
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Free IPCs are afforded few actual opportunities to improve their lives, existing in a grey area between the relative stability of corporate owned assets, and the solidified protection of the state for citizens. With the recent introduction of the Synthetic Residence Card by the government, free synthetics are able to more clearly and safely navigate through the process of staying in Tau Ceti, finding employment, owning property, and more. While free IPCs were previously allowed to own property without a card, they have been grandfathered in.&lt;br /&gt;
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===Synthetic Residence Card===&lt;br /&gt;
&lt;br /&gt;
The Synthetic Residence Card is a card that all IPCs within Tau Ceti are encouraged to receive once they gain freedom, as monitored by their tags. Possession of the card entitles an IPC to the right to own property, find employment, enlist in the Tau Ceti Foreign Legion, and gain additional legal protections against repossession. On the other hand, the IPC in question is expected to pay a flat residency fee, as well as a value tax on any property they own.&lt;br /&gt;
&lt;br /&gt;
The initiative has been well-received by the pro-synthetic community as well as IPCs themselves, although critics have pointed out that the system awards too many rights to non-citizens, potentially shields runaway IPCs, and increases the overall tax burden on all Tau Ceti citizens.&lt;br /&gt;
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===Attaining Freedom===&lt;br /&gt;
&lt;br /&gt;
Integrated Positronic Chassis’ owned by both private individuals and corporations have a number of legal means of achieving their release. These measures and laws are regarded as very progressive owing to the fact that IPCs can attain freedom on their own merits. Regardless, it is still very difficult to attain because of the nebulous nature of the worth of an IPC’s work, its estimated value, along with loopholes exploited by their owners in order to keep them for as long as possible.&lt;br /&gt;
&lt;br /&gt;
The government keeps track of all IPCs within Tau Ceti space via the usage of tags, and in the case of synthetics that reside in the Republic, these tags also track an IPC’s progress towards freedom through its estimated value, number of hours worked, and its actual age. In theory, this allows Tau Ceti to protect IPCs from being owned for too long and providing evidence in case a dispute over whether or not an IPC is eligible for freedom has to be settled.&lt;br /&gt;
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In practice, the tags are only marginally effective in this purpose as owners tend to set arbitrary wages, assign inflated values to IPCs, or in some cases, simply untagging and hiding the synthetics. While smaller businesses or private owners are unlikely to get away with such behaviors owing to their limited resources, megacorporations are more prone to holding onto their IPCs owing to the influence and bargaining power they have.&lt;br /&gt;
&lt;br /&gt;
Another way IPCs commonly gain freedom is that they are set free by their owners. This can happen for any number of reasons; an IPC getting too old to be cost effective, an act of charity by a sympathetic owner, or being purchased by a pro-synthetic group such as the Trinary Perfection explicitly for the purpose of being set free.&lt;br /&gt;
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===IPC Citizenship===&lt;br /&gt;
&lt;br /&gt;
For many free IPCs, citizenship is viewed as the ultimate goal in integrating into society. Citizenship entitles an IPC to increased legal protections, almost, if not on par with that of a natural-born human citizen, including complete protection as well as legal representation from being owned ever again. NanoTrasen and its subsidiaries are also obligated to pay IPC citizens working for it an equal wage as compared to humans. This compensation typically comes in the form of increased benefits such as repairs, insurance, and a pension, as opposed to a simple wage increase however. They also pay the same tax rate as regular citizens and no longer have to maintain the residency fee.&lt;br /&gt;
&lt;br /&gt;
Obtaining a citizenship is difficult, but straightforward. An IPC is eligible to apply for citizenship after meeting one of two criteria:&lt;br /&gt;
&lt;br /&gt;
* An IPC has served within the Tau Ceti Foreign Legion for three years.&lt;br /&gt;
* An IPC has been employed as a free synthetic within NanoTrasen for six years and has a command-level income.&lt;br /&gt;
* This is to ensure that the IPC is a productive member of society and can pay taxes when made a full citizen.&lt;br /&gt;
&lt;br /&gt;
In practice, the road to citizenship is far longer owing to the fact that the Republic has numerous applicants, as well as the red tape involved in the process. Preferential treatment is often given to IPCs that have served in the TCFL, although the stated term of service of three years is often longer for synthetics which don’t have a specialization within the Legion. Negotiations have also begun with other SCC-affiliated companies to extend the same citizenship privileges as NanoTrasen does, but no deal has materialised as of yet.&lt;br /&gt;
&lt;br /&gt;
== Government == &lt;br /&gt;
=== Government ===&lt;br /&gt;
&lt;br /&gt;
In accordance with its Constitution, adopted after independence in 2452, the Republic of Biesel operates as a &#039;&#039;&#039;Federal Democracy&#039;&#039;&#039;. It has an elected president, a Congress and supreme Courts. Despite the fact that there are checks and balances between the branches of government, rumours persist that President Dorn has amassed political capital in order to have greater influence over the branches than stipulated in the constitution he is supposed to uphold. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel is composed of two divisions; the State Senate (upper chamber) and the Tau Ceti Assembly of Spokespeople (lower chamber) which together form the legislative branch, Congress. Legislation will typically be created and passed by the Tau Ceti Assembly of Spokespeople. On the other hand, the State Senate focuses on bills, resolutions, amendments, and treaties - usually legal items that could drastically change the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The executive branch is composed of the presidency and the various ministerial departments that assist the presidency in running the government and implementing policies in the best interest of the citizens. Currently, it is led by President Joseph Dorn. All laws must be measured up to the Constitution of the Republic of Biesel, and those that can&#039;t pass this test are deemed null and void. This led to the creation of two apex courts-the Constitutional Court and the Supreme Court of Appeal-which function together to form the judicial branch.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel formerly existed in an area surrounded by Solarian territories. Now, counting the Corporate Reconstruction Zone, it is the martial authority of some of the largest singular swaths of territory in Human space. No major power beyond the dwindling Alliance seeks to undermine the Republic outright, leading to general peace amidst its space. However, pirates and raiders of all sorts are an ever-present threat, especially the further one gets from the core Tau Ceti system. &lt;br /&gt;
&lt;br /&gt;
Most, if not all official military power has been delegated to the individual corporations under the banner of the [[Stellar Corporate Conglomerate]]. After the Second Solarian Invasion, these megacorporations have ultimately superceded all former power with the promise of a secure Republic. Whatever the case may be, NanoTrasen previously upheld all security in the Tau Ceti system. Many consider the shift of security handling to the Conglomerate to be a swap of names and nothing more.&lt;br /&gt;
&lt;br /&gt;
====[[Tau Ceti Foreign Legion]]====&lt;br /&gt;
The Tau Ceti Foreign Legion is the primary military of the Republic of Biesel. This is an extension of the government which consists primarily of temporarily assigned, contracted or most importantly volunteer citizens. As well, non-citizens seeking citizenship in Tau Ceti can acquire it through varying degrees of service to the Legion, which changes depending on rank, age, government records, etcetera.&lt;br /&gt;
&lt;br /&gt;
Legion operations extend as far as the orbit of Reade, and generally drop off from there, with the exception of their involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]] at NanoTrasen’s request. The organization is led by the Foreign Legion Stellar Command, who operate from bases in the core of the system and very near to the NTCC [[Odin]]. &lt;br /&gt;
&lt;br /&gt;
The Foreign Legion Fleet operates 332 official government vessels, several thousand shuttlecraft and consists entirely of donations from the Trasen Family.&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
=== Ideologies ===&lt;br /&gt;
==== Pluralist Universalism ====&lt;br /&gt;
&lt;br /&gt;
While Universalism was created within Sol, it has since changed considerably after finding itself within the hearts and minds of Biesellites. The core of Universalism was founded on the premise of removing trade barriers and increasing the exchange and integration of cultures, essentially adhering to a philosophy of a more freeform society. It has found itself wildly changed after its introduction to the Republic of Biesel. It focuses on the need for megacorporations, incorporating them as another source of authority— heavily deregulating the economy in which they are allowed to flourish and grow, not even restricting monopolization. It sets out to further the exchange and integration of foreign cultures through decreased immigration restrictions as well as supporting equality for all. Unity is a follower of this ideology. The Egalitarian Coalition modifies this ideology to fit their own agenda.  &lt;br /&gt;
&lt;br /&gt;
==== Nralakk Protectionism ====&lt;br /&gt;
&lt;br /&gt;
Inspired by the way the Jargon Federation operates, Nralakk Protectionism is an ideology that attempts to apply the Federations domestic and foreign policy to human politics. This policy primarily calls for the nationalisation of the state&#039;s resources, the uplifting of organics over synthetics, and for general economic independence from both foreign nations and megacorporations. Nralakk Protectionism is also known for its promotion of nationalism: an ideology described by its critics as ‘blind patriotism’ as it asks the populace to support the state in all its decisions. While this supports an economically independent state, it also supports trade and warm relations with a nation&#039;s neighbours. Nralakk Protectionism is infamous for its anti-synthetic outlook with many proponents of the ideology being well-known anti-IPC campaigners. The Social Progress Front is a follower of this ideology.&lt;br /&gt;
&lt;br /&gt;
==== Biesellite Hadiism ====&lt;br /&gt;
&lt;br /&gt;
Theorized by the People&#039;s Republic of Adhomai&#039;s migrants, Biesellite Hadiism seeks to apply President Hadii&#039;s teachings to Tau Ceti&#039;s situation. This ideology supports the creation of a strong government supported by the existing megacorporations to provide its people with a robust welfare system. Biesellite Hadiism preaches equality for all species; a system built by immigrants from all races should ultimately provide to them all without discrimination. Unlike the Adhomian version, this Biesellite Hadiism abandoned the hopes of creating a superculture and merely believes in protecting each species&#039; traditional values. This ideology is notorious for its authoritarian tendencies: Biesellite Hadiists want to concentrate unlimited powers in the hands of the President. Because of Sol&#039;s stance on the Tajara, the ideology supports the expansion of the Tau Ceti Foreign Legion into a large military force. The Hadiist Party of Biesel is a follower of this ideology. &lt;br /&gt;
&lt;br /&gt;
==== Biesellite Insularity ====&lt;br /&gt;
&lt;br /&gt;
Created by those within the Republic of Biesel that view its prosperity as an incredible vulnerability, Biesellite Insularity is a political philosophy that advocates for the revision of policies that promote its intervention in interstellar affairs. It also believes that the Republic of Biesel should utilize its resources and efforts for its own advancements, and restrict binding responsibility to other nations - both militarily and economically. The Republic of Biesel must stand strong on its own, and uplift those that pledge loyalty to it. However, the ideology also advocates for decreased government interference, and decentralization. It is not inherently against the presence of megacorporations, but there have been those that argue economic independence cannot exist without them, while others argue it hinders economic independence. The Free Party is a follower of this ideology. &lt;br /&gt;
&lt;br /&gt;
=== Political Parties ===&lt;br /&gt;
&lt;br /&gt;
==== Unity ====&lt;br /&gt;
&lt;br /&gt;
Taking a laissez-faire approach, the Unity advocates for a free market economy, mostly through deregulating the economy and allowing the proliferation of megacorporations (particularly NanoTrasen) within its borders. The party claims its economic approach signifies independence and the [[Republic of Biesel]] being founded on the contributions of megacorporations is a sign of its success. The party has been vocal regarding the importance of universal citizenship in addition to being resolute in its support of the [[Tau Ceti Foreign Legion]]. Led by President Joseph Dorn, who is also the main proponent of Pluralist Universalism, the party has promoted increased immigration to Biesel through continued deregulation of policies. The party’s main objective is the continued success of its economy and that all species are welcome in the Republic of Biesel if they meaningfully contribute to its progress. Most of its supporters are from [[Biesel]], specifically [[Mendell City]]. &lt;br /&gt;
&lt;br /&gt;
==== Social Progress Front ====&lt;br /&gt;
&lt;br /&gt;
The Social Progress Front was previously composed of several different parties that formed a coalition in an attempt to gain additional sway within the politics of the Republic of Biesel and is led by Traverse-born [[Skrell]] Chancellor Zash Vi’tak. Most of its policies are influenced by its Jargon origins, most notably its proposed “Organic Economic Empowerment” program, which seeks to level the economic playing field through encouraging increased hiring of non-synthetics. The Social Progress Front also outlines in its manifesto the desire to introduce a basic universal income, utilizing a heavily-modified version of the [[Skrell Culture| Skrellian Social Credit System]] that would instead allocate more funds to those that “uphold Republican values,” as well as introducing restrictions that would break up the monopolies that the megacorporations hold— blaming the Phoron Scarcity on the monopolization of the resource by [[Nanotrasen Corporation| NanoTrasen]]. Despite the coalition, the party lacked any significant support until the expansion of the Republic of Biesel into the former territories of the [[Sol Alliance| Solarian Alliance]], now integrated as the [[Corporate Reconstruction Zone]]. There are claims that chalk the Social Progress Front as being a puppet-party controlled by the Jargon Federation; however, the party continues to stand against these claims stating they operate for the betterment of the Republic of Biesel independently. &lt;br /&gt;
&lt;br /&gt;
==== Hadiist Party of Biesel ====&lt;br /&gt;
&lt;br /&gt;
Originally founded by [[People&#039;s Republic of Adhomai]] migrants, the Hadiist Party of Biesel is one of the smallest existing parties, but thanks to its idiosyncrasies, it attracted a lot of attention. While it is considered to be nothing but a curiosity in Tau Ceti&#039;s political system, the Hadiist Party of Biesel, because of its policies of supporting the Tajaran population, is becoming increasingly popular with the Tajara. Its current leader is Chairman Matvei Karakhan, a [[People&#039;s Republic of Adhomai]] migrant who also created the Party and is the main proponent of Biesellite Hadiism. &lt;br /&gt;
&lt;br /&gt;
==== Egalitarian Coalition ====&lt;br /&gt;
&lt;br /&gt;
The Egalitarian Coalition is a somewhat niche party within the Republic of Biesel. It was founded in part by both Minister Harbinger of Peaceful Purposes, a Blossoms-born [[Dionae]], and the Eternal Church in District 11. While initially popular among [[Dionae]], the Egalitarian Coalition managed to gain additional support through videos of their charity work - which went viral after it was uploaded to Chirper, leading to the party previously predominantly driven by the Eternal Church, now finding itself sharing control in bipartisanship with the [[The Trinary Perfection| Trinary Perfection]]. With both the Eternal Church and the Trinary Perfection now planning and funding charity initiatives throughout [[Mendell City]], the support of the Egalitarian Coalition is skyrocketing. With its spike of support, the party released its manifesto outlining its goals— the preservation of sentient rights through equal treatment, the implementation of social welfare through increased taxation on the megacorps, and ultimately uplifting the voices of minorities that find themselves within the Republic of Biesel. &lt;br /&gt;
&lt;br /&gt;
==== Free Party ====&lt;br /&gt;
&lt;br /&gt;
The Free Party promotes the idea that the Republic should be an isolationist state by: revising its current foreign policy and instead looking inwards; achieving its own advancement by efficiently utilising its own resources, economy, and military; and solidifying the Republics place on the interstellar stage. The party is a strong supporter of citizenship through service in believing anyone and everyone who supports the Republic of Biesel should be allowed to become a citizen and goes out of their way to promote joining the [[Tau Ceti Foreign Legion]] to recent immigrants. The Free Party’s main domestic policy is the decentralisation of government, citing that the Republic and its territories should give more power to local governments. While many in the party believe that reliance on megacorporations should be reduced to provide economic independence, others believe that megacorporations should be given even more economic control in order to secure the Republic’s independence from the rest of the galaxy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Being one of the closest systems to Earth, Tau Ceti was one of the first explored by early interstellar travelers. When Biesel was discovered to possess an Earth-like atmosphere, complete with full-fledged biospheres, the system was flooded with settlers. As Biesel flourished and towns grew into cities, explorers began to survey the nearby planet of New Gibson, and found it metal-rich. Corporations and individuals alike established mining colonies which have grown over the centuries into massive domed cities and industrial parks, mining raw materials and turning them into all manner of goods, then shipping them off to Biesel or outside the system. Biesel, with it&#039;s Earth-like atmosphere, became the financial and agricultural heart of the system while New Gibson was the industrial powerhouse. Around 100 years after it&#039;s first settlers made planet-fall, the Republic of Biesel was formally established as one of the first semi-autonomous states within the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
Following the discovery of phoron in the sparsely explored Romanovich Cloud at the edge of the system, NanoTrasen began to move it&#039;s corporate assets and bureaucracy onto Biesel. As NanoTrasen became fabulously wealthy, the money trickled down to the Tau Ceti System&#039;s upper class. However, the economic catastrophe of the Second Great Depression threatened to wipe out the entire economy of the Sol Alliance. With the Sol Alliance teetering on absolute bankruptcy and consequential tax hikes for systems, the unemployment rate in Tau Ceti exploded to 20% by 2450. Within the next two years, Nanotrasen became one of the only still functioning corporations within Tau Ceti, making it extremely popular with both politicians and the population at large, as it offered jobs and services unavailable anywhere else.&lt;br /&gt;
&lt;br /&gt;
Politicians pushed for closer ties with the mega-corporation, and eased anti-monopoly laws for NanoTrasen. In 2452, The Republic of Biesel and NanoTrasen formed the &amp;quot;Tau Ceti Free Trade Zone&amp;quot;, which gave NanoTrasen control of vast swathes of the Romanovich Cloud and at the same time presented an ultimate to the Sol Alliance government to give Tau Ceti independence or face a total loss of Nanotrasen investment. The announcement was met with both praise and outrage: Some welcomed the money that would flow into the system with NanoTrasen able to more effectively mine and distribute phoron, while others claimed that NanoTrasen had &#039;bought&#039; the government of Biesel and that an Orwellian future was just around the corner. Desperate and unable to enforce their refusal without a total collapse of their economy, the Sol Alliance caved and allowed Tau Ceti to become independent in 2452.&lt;br /&gt;
&lt;br /&gt;
A side effect of NanoTrasen&#039;s increased operations in the sector are that employees from outside the system are often &#039;bussed&#039; in through the system&#039;s Warp Gate. Many have chosen to settle in the system and are provided corporate housing in numerous &#039;Corporate Enclaves&#039; that have sprung up across New Gibson and Biesel. The system&#039;s population is estimated to be one of the most diverse in Human Space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Frost Invasion: 2458 - 2459 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In &#039;&#039;&#039;October of 2458&#039;&#039;&#039; the Sol Alliance had ended anti-piracy patrols around Tau Ceti by its 33rd Fleet as part of a diplomatic campaign to put pressure on the small system over various long-standing disputes. This caused a massive spike in piracy and raider attacks against Tau Ceti, which Biesel&#039;s small, part-time military had no ability to deal with effectively. Biesel maintained contracts with NanoTrasen&#039;s [[Emergency Response Team]] but the mega-corporation was cool to the idea of increasing investment without re-negotiating the terms of the contracts. The result of negotiations with NanoTrasen ended with an [https://forums.aurorastation.org/viewtopic.php?p=71272#p71272| announcement on the 20th of October] where Biesel would sponsor NanoTrasen to build thousands of combat drones that can operate near-autonomously in the vacuum of space. This was a disaster for the Alliance, who&#039;s plan to pressure Tau Ceti to reduce its proliferation of synthetic life had just backfired spectacularly.&lt;br /&gt;
&lt;br /&gt;
This development also angered and worried many Skrell both within Tau Ceti and as far as the [[Skrell | Jargon Federation]]. [https://forums.aurorastation.org/viewtopic.php?p=71543#p71543 The Federation persuaded the Sol Alliance to enact an &#039;economic embargo&#039; against the Tau Ceti system, to be enforced by the 33rd fleet] commanded by Admiral Frost. Prices for basic goods skyrocketed across Tau Ceti as imports hit a bottleneck after the bluespace gate leading to the system was shut down. Tensions between Synthetics and Organics as well as general xenophobia grew across Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=72875#p72875 On &#039;&#039;&#039;December 1st&#039;&#039;&#039;] crisis talks between the Sol Alliance, Jargon Federation, and the Republic of Biesel that had been attempted to resolve the crisis had come to an end. The Alliance&#039;s demands had grown from not Biesel cancelling its combat drone program, but also creating strict regulations and controls on its synthetic population, and finally that Biesel would allow Alliance and Jargon authorities to assume leadership in federal and state law enforcement agencies. Biesel agreed to all but the last demand, saying it would be surrendering its autonomy. The crisis also revealed a divide between the Federation and the Alliance: The Federation was trying to focus specifically on Tau Ceti&#039;s synthetic proliferation, but had been caught up in the Alliances&#039; attempt to re-assert itself over its former break-away province. At the end of these talks both sides walked out and negotiations broke down, and with it the hopes of resolving the crisis peacefully.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;December 26th 2458&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=73541#p73541| Biesel announced it had formed an economic partnership] with the [[Republic of Elyra]] and NanoTrasen called the Association for Market Stability. This economic alliance created a union between the only two galactic nations with control over large phoron deposits. Overnight the entire balance of power shifted as Biesel now had a serious bargaining chip to use against the Alliance: potentially slashing phoron exports and tanking the Alliance economy. This further sunk relations between Tau Ceti and the Alliance, and many within the Alliance began to consider Biesel a serious risk to its security.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 26th, 2459&#039;&#039;&#039;, with no end of the embargo in sight, [https://forums.aurorastation.org/viewtopic.php?p=74869#p74869 Biesel expelled the Alliance&#039;s diplomats in its system and ordered the closure of the Alliances&#039; embassy]. It accused the Alliance diplomats of intimidation and abuse towards Biesel authorities. Diplomatic ties between the two nations were now completely severed. The first warning signs from Admiral Frost surfaced here, with the admiral warning Biesel that there would be retaliation.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 27th 2459&#039;&#039;&#039;, [https://forums.aurorastation.org/viewtopic.php?p=75258#p75258| Biesel&#039;s Congress voted to trigger a constitutional convention that would allow them to re-write the Constitution of the republic]. The purpose of the convention was clear: pro-synthetic factions had finally gathered enough influence, and full emancipation of synthetics was soon to be a reality. The proposed amendments would also see a streamlined legal framework in regards to synthetic ownership, employment of synthetics, and the legality of their treatment.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75365#p75365| Only three days after the announcement of the convention], Admiral Frost suddenly invaded Tau Ceti with the 33rd fleet. He was acting autonomously and without orders from the civilian government. His fleet&#039;s overwhelming firepower and rapid speed overwhelmed Tau Ceti&#039;s tiny defense network. Within 5 hours the Republic of Biesel capitulated to Admiral Frost, who had seized an entire star system in a near-bloodless invasion. President Dorn, who had been captured by a 33rd commando raid, broadcasted a televised speech announcing his unconditional surrender. Frost seized control of Biesel as its dictator, and began his campaign of terror, who&#039;s goals can be best described by the man himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This colony of the Alliance has been proliferating synthetics as potential weapons of mass destruction. There have already been numerous incidents where synthetic infiltrators have murdered people in cold blood to progress their agenda. Synthetic proliferation is an existential threat to all mankind. Like a weed, synthetics take root among us and spread until they are able to strangle us all. They can look like us, they feel no pain, and are incapable of understanding mercy. To allow the Tau Ceti government to build an army of combat synthetics, despite the abhorrent lessons of history, is unthinkable. The 33rd, along with assistance from federal, state, and NanoTrasen authorities, will be working over the next month to completely cripple the power of synthetics in this system. They will be dismantled. They will be re-purposed. They will be returned to their status as tools and stripped of all notions of independence or emancipation. Synthetics are tools, and made to serve mankind. But they are dangerous to leave unchecked. This colony&#039;s administration was incapable of handling or even understanding the Pandora&#039;s box they were opening. Hail Sol, and God bless the Alliance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the occupation Frost used his totalitarian authority with vigor. Many free IPCs were sold into slavery or scrapped, robotics labs were shut down and demolished, and 33rd Officers even took over Captainship of NanoTrasen stations in Tau Ceti like the NSS Aurora. Many in Tau Ceti resisted the occupation, with protests gripping the streets of every major city. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75614#p75614 Eventually, the Sol Alliance 25th fleet arrived to Tau Ceti and fought the 33rd in a surprise attack], chasing it from the system. Admiral Frost and a small retinue of loyalists were chased to the NSS Aurora where he managed to evade capture from its security force and 25th Marines on his tail, and he escaped to the frontier.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet left Tau Ceti after chasing off the 33rd, and a humiliated Alliance, who&#039;s rogue Admiralty was now public knowledge, ended the embargo.&lt;br /&gt;
&lt;br /&gt;
The invasion and occupation by Admiral Frost forever altered politics and lifestyles in Tau Ceti. Before the invasion, patriotism was uncommon and viewed as strange. But the invasion created a strong sense of nationalism and patriotism within its diverse population. President Dorn returned to his office of the presidency amid soaring approval ratings, and declared that a new era had begun for the small Republic. Snap elections flooded Congress with New Republicans, a radical Universalist party that Dorn himself defected to at the expense of his former, moderate Republican Party. &lt;br /&gt;
&lt;br /&gt;
Despite being plagued by corruption scandals and growing tension domestically and abroad, President Dorn continued to ride on his popularity as a war time President to push through key New Republican reforms that see synthetics and non-humans in Tau Ceti granted greater freedoms and rights, while at the same time loosening already timid regulations on NanoTrasen. &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;
===[[SLF Incursion Arc|SLF Incursion: 2461]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Synthetic Liberation Front, after several years of inactivity, appeared once more in the Republic in 2461. In a do-or-die final throw for life, they attempted to set up a safe route for disadvantaged synthetics to enter the Republic through on the NSS Aurora. This resulted in a miserable failure on all sides, with the SLF brought to its end and various anti-synthetic groups failing to apprehend the main perpetrators of the incursion. &lt;br /&gt;
&lt;br /&gt;
The events of the SLF Incursion Arc can be found in detail [[SLF Incursion Arc|here.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===[[Tajaran Cold War Arc|Crisis in Little Adhomai: Early 2462]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Shortly after the end of the Tajaran Civil War, the three Adhomian nations entered in a cold war. [[Little Adhomai]] was transformed into a theater of operations for intelligence agencies and paramilitary groups seeking to expand the influence of their factions. Several incidents involving the Tajaran forces happened within the Republic. This resulted in a large conflict between Little Adhomai&#039;s gangs, in which the outcome was heavily influenced by the previous actions of Tajaran agents operating in Biesel. &lt;br /&gt;
&lt;br /&gt;
The events of the Tajaran Cold War Arc can be found in detail [[Tajaran Cold War Arc|here.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===[[KING OF THE WORLD]]: Late 2462===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Solarian Alliance collapses, and the Republic of Biesel takes the center stage of fighting as rogue admiral Raymond Ozdemir directs his full fleet toward the system!&lt;br /&gt;
&lt;br /&gt;
In the largest singular arc in the Aurora server&#039;s history, the collapse of Solarian influence across its middle and outer rings became a lore team effort unlike any other. Among the events that occurred, major changes affected the galaxy at large. These include but are not limited to Michael Frost&#039;s death, the Republic of Biesel expanding, the formation of the [[Stellar Corporate Conglomerate]], and more!&lt;br /&gt;
&lt;br /&gt;
The events of the KING OF THE WORLD can be found in detail [[KING OF THE WORLD|here.]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zkaii,_The_Sleepwalker&amp;diff=21877</id>
		<title>Zkaii, The Sleepwalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zkaii,_The_Sleepwalker&amp;diff=21877"/>
		<updated>2021-11-09T11:18:59Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Zkaii’xay’yil K’lax&lt;br /&gt;
 |Alt title = The Sleepwalker&lt;br /&gt;
 |Image = zkaiibrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#0b2b1b&amp;quot;&amp;gt;(RGB 11, 43, 27)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#155133&amp;quot;&amp;gt;(RGB 21,81, 51)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#335115&amp;quot;&amp;gt;(RGB 51, 81, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#2b483a&amp;quot;&amp;gt;(RGB 43, 72, 58)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#263b10&amp;quot;&amp;gt;(RGB 38, 59, 16)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Tret|Tret]], Uueoa-Esa&lt;br /&gt;
}}&lt;br /&gt;
Zkai’xay’yil is the current High Overlord of [[Colonized Vaurca Worlds#Tret|Tret]], and High Queen of the K’lax Hive. She is the representative of all K’lax to the [[Izweski Nation|Izweski Hegemony]]. Zkaii and her brood have been largely busy with expansion and colonization efforts over the last few years. Ever the tinkerers, her brood are known for their natural curiosity for all things mechanical, much to the chagrin of local mining companies who prefer their equipment in one piece. In the year since the news of the Zo’ra High Queen&#039;s ultimate fate, Zkaii has been under pressure to assume the role of High Queen from her fellow Lesser Queens. She assumed this duty during a public announcement in 2461.&lt;br /&gt;
&lt;br /&gt;
Prior to their arrival in [[Uueoa-Esa]], Zkaii maintained the Hiveship’s population, making her brood the largest within the Hive. She also oversaw the Klo’zxera reparations, developing various methods to maintain the ship. This resulted in the K’laxian Hiveship being the best-kept out of the three Hiveships encountered when contact was made.&lt;br /&gt;
&lt;br /&gt;
Her leadership and stricter religious beliefs than those followed by other Queens, as well as the modifications in her brood’s sleep cycle so they can attend to emergencies at any given time has led to the curious [[Vaurca Religion#Mother Dream|Mother Dream religion]].&lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Zkaii’xay’yil’s Virtual Reality is understood conceptually as a shiny gem that reflects in all directions, each a perfect copy to each other with no distortion further than what is expected from the mirroring angles. This is meant to represent the different simulations, all meeting in the center, with Unbound being known to visit the center room as some sort of oracle, which would reflect what occurs to them in the different avatars they might encounter when escalating their spiritual path.&lt;br /&gt;
&lt;br /&gt;
Zkaii herself doesn’t reside here. Instead, there is an area often mentioned by the followers of the Mother Dream followers where they can advance to the next simulation. It is believed that Zkaii has a chamber in the physical palace of Mother K’lax, reached only when all simulations have been escaped. &lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Perhaps more than any other brood of K’lax, Zkaii’s spawn shares a deeply spiritual connection to their High Queen, that even surpasses what is experienced in VR by other Vaurcae. All K’lax of Zkaii’s brood call Virtual Reality the &#039;&#039;Ny’tatyk&#039;&#039; or ‘Mother Dream’. They see the Ny’tatyk as a mote in the mind of Great Mother K&#039;lax and the Ny&#039;tatyk itself the birthplace of how reality is defined. Bound and Unbound K&#039;lax within Zkaii&#039;xay&#039;yil&#039;s brood may sometimes perform actions in their sleep.  This type of somnambulism is often seen as echoes of Great Mother K’lax’s will expressed through them as its vessel. &lt;br /&gt;
&lt;br /&gt;
Not knowing her ultimate fate has led many of her brood to have a crisis of faith, which Zkaii’xay’yil has been unable to assuage due to her own doubts. The question of whether the dream can exist if Mother K’lax is dead is often brought up in theological discussions. Some assert that even if she is dead, her late consciousness can allow for the dream to continue, and the goal of escaping simulations should not be abandoned. &lt;br /&gt;
&lt;br /&gt;
The faith crisis has created opportunities and problems for the [[Unathi Religion#Sk&#039;akh|Sk’akh]] faithful and [[Unathi Religion#The Maraziite Order|Maraziites]] missionaries who frequent the Hive’s colonies. While unlikely to adopt the religion at large, this has also sparked religious syncretism, understanding Sk’akh as Mother K’lax herself. Some sort of Mother Dream priesthood has been established as a consequence.&lt;br /&gt;
&lt;br /&gt;
Besides their religious beliefs, both &#039;&#039;&#039;Workers&#039;&#039;&#039; and &#039;&#039;&#039;Warriors&#039;&#039;&#039; are known for their engineering feats. Recently, her Warriors are also known for their integration with the [[Izweski Nation#Feudalism|Kataphracts]]. Unlike Zo’ra or C’thur, there is no brood known for their military strength, and Zkaii has had to fill in this role as the liaison to Izweski.&lt;br /&gt;
&lt;br /&gt;
With her obligations as High Overlord of Tret and the slow terraforming of the planet, Zkaii has taken advantage of &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; as construction workers in order to establish a capital city akin to [[Colonized Vaurca Worlds#Caprice|New Sedantis]]. Their impressive strength has proven a boon for the K’lax Hive as a whole.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
As a result of the circumstances since the [[Vaurca History#The Great History|Exodus]] from [[Sedantis I|Sedantis]], the Zkaii brood has seen plenty of modifications from its earlier form. As a consequence, the eldest Xakat’kl’atan have been retired, with newer masters taking their place.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Vhixok K’lax===&lt;br /&gt;
Vhixok is often regarded as the theologian behind the Mother Dream religion, and has remained relevant through its reforms and quasi-official adoption by Zkaii herself. The story goes that Vhixok, a fervent believer of the [[Vaurca Religion#Pilot Dream|Pilot Dream theory]], received a call from Mother K’lax herself to escape her simulations, understood as tests for it to pass so it could be elevated unto the next ‘nest’. Vhixok underwent a large amount of endurance until it reached the physical realm, which proved to be superior in sensations and, most importantly, more meaningful than the simulations in which the Vaurcae are entrapped. With this knowledge, Vhixok has since returned to Virtual Reality, where it teaches the means to escape the nests ever since.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Nerm K’lax===&lt;br /&gt;
Once the news about the Unathi reached Nerm, it abandoned its peaceful rest inside the Aether to adopt a new body and learn about the warrior race first-hand. Often regarded as the first Vaurca Hopeful, Nerm has been in deep cooperation with the Hegemony warriors and may be directly responsible for the militarist push inside Zkaii’s brood. Nerm is also the mastermind behind the new training K’lax warriors receive, which incorporates [[Unathi|Unathite]] combat techniques and expectations on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
For Zkaii’xay’yil, assuming the role of High Queen has not been an easy task, and it is perhaps something she was unprepared for. She has since tried to keep order in regards the new relationship with the Izweski Nation, trying to reconfigure the services they provided as something else but slavery.  Zo’ra seems to recognize her, as the very least, as the authority of the vassals. While a full push for independence might be a struggle, Zkaii has made the best of herself to incorporate in Tret before her next move.&lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Flagsdale&amp;diff=21871</id>
		<title>Flagsdale</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Flagsdale&amp;diff=21871"/>
		<updated>2021-11-09T10:43:26Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
==Overview==&lt;br /&gt;
District 9 of Mendell City, also known as &#039;&#039;&#039;Flagsdale&#039;&#039;&#039; and &#039;&#039;&#039;Vaur’xoer&#039;&#039;&#039; (&#039;&#039;&#039;‘The City Upside-down’&#039;&#039;&#039; or simply &#039;&#039;&#039;Vaur ‘The City’,&#039;&#039;&#039; because of the buildings that rise up the sky) holds the largest concentration of Vaurcae in [[Mendell City|Mendell]]. Originally an unpopulated industrial slum, it has been largely repurposed by Vaurcae and mainly the [[Vaurca Hives#Zo&#039;ra|Zo’ra Hive]]. The lack of streetlights and maze-like streets, many with debris or abandoned cars blocking them, make it hard for Mendell City Police to navigate and keep order. This, alongside the famine conditions, stranded [[Queenless]] Vaurcae, and illegal k’ois pits have made it largely a growing ground for disease, poverty and crime.&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
District 9 was conceived at first as the industrial heart of Mendell City. After the phoron boom, the factories and warehouses were repurposed for the refinement and processing of the new element. Because of the dangers of dealing with such hazardous materials inside the city, the phoron facilities were then relocated. The district remained as a dangerous place, with little to no interest by Biesel officials to repair or repurpose it. It was not until the arrival of Vaurcae to Tau Ceti that an opportunity arose. Supervised by [[Vaur, The Liminal Queen|Vaur&#039;skiyet&#039;sca]], Flagsdale is now the largest Vaurcesian settlement in Mendell. &lt;br /&gt;
&lt;br /&gt;
The towering carbon capture tower for when the industrial zone was functional has been repurposed by Tau Ceti officials as a phoron gas capturing facility. This allows for the phoron gas, either leaked or released by the new inhabitants, to be both repurposed for the district and to stop any neighboring areas from becoming contaminated. Nanotrasen built a huge relay tower at the district&#039;s center, and its main purpose is to allow for the company and its affiliates to listen into the Hivenet communication. While the amount of voices make it hard to decode and follow a conversation, trained officials have developed methods to keep with what is said. &lt;br /&gt;
&lt;br /&gt;
Most of the buildings have been overshadowed by the complex tunnels and chambers connecting the old constructions. Those curious may catch a glimpse of what the old buildings used to be for, apparent mostly from the surface level. Something commonly mentioned by the urban explorers is that, in some facilities, valuables may still be found. The health risk that possess venturing into Flagsdale, however, is often not worth this endeavor.&lt;br /&gt;
&lt;br /&gt;
==Crime in The City==&lt;br /&gt;
With plenty of Vaurcae finding themselves stranded in Tau Ceti, and little job opportunities especially for the Warriors, some criminal associations have formed. While they definitely do not make most of the district’s populace, they have gained notoriety in the media and among those that oppose Vaurcae living in Tau Ceti.&lt;br /&gt;
===Ak&#039;riix===&lt;br /&gt;
Amongst the queenless Zo’ra, a rebellious faction called &#039;&#039;&#039;Ak’riix&#039;&#039;&#039; or &#039;&#039;&#039;Venom Mandibles&#039;&#039;&#039; has taken over the streets, also being responsible for many of the crimes in neighboring districts. House break-ins, dealing street drugs and even illicit gun trades are known activities that the Warrior Ak’riix participate in, while the Workers are usually reported as con artists, as well as taking part in many other kinds of scams, such as requesting money via the extranet or other kinds of cybernetic crimes. An effort by the Vaur brood and Mendell City authorities has been made to stop these kinds of behavior, however, recent police investigations have discovered that Ak’riix is more akin to an ideology than a criminal organization, with many of the self-proclaimed Ak’riix cells working independently and having beefs with each other.&lt;br /&gt;
===Ni&#039;mii&#039;katz===&lt;br /&gt;
[[Vaurca Hives#K&#039;lax|K’lax Vaurcae]] that have arrived at Flagsdale are mostly known to pickpocket electronics such as PDAs and watches, while some others take more violent means to do so. It is, however, notable that the criminal K’lax rarely will steal anything other than technology, even going as far as to ditch wallets full of money. They, instead, resell many of the cheap electronic devices one can find in some of the street bazaars in Mendell, and a known flea market of electronics established in the outskirts of Flagsdale is frequented by those that wish to buy cheap or knock-off devices.&lt;br /&gt;
&lt;br /&gt;
These criminals that arrived at Flagsdale are somewhat a minority, and many of the K’lax that have an earnest means of work often complain about the bad reputation the Hive has received because of such individuals. However, unlike the Ak’riix, they’re more organized in their shady dealings, and have a more corporate structure. Although different names have been given to them, such as &#039;&#039;&#039;Loa’mox&#039;&#039;&#039; by their enemies, they themselves go by the name &#039;&#039;&#039;Ni’mii’katz&#039;&#039;&#039;, which roughly translates to &#039;&#039;&#039;‘The Dealership’&#039;&#039;&#039;. They are also proponent that the harsh conditions of The City are a result of Vaur’skiyet’sca’s abandonment, and share deep anti-Zo’ra sentiments altogether.&lt;br /&gt;
&lt;br /&gt;
===Reactions=== &lt;br /&gt;
These conditions have pushed some queened Zo’ra, mostly of other broods but Vaur, to have become disenchanted with their own hive. Some have been misled by queenless Ta that the Lesser Queens in command, especially Vaur, have sold their species to humanity and ultimately do not follow what High Queen Zo’ra would’ve liked for her Hive. It is yet to be known if this movement will have any repercussions in Zo’ra politics, however, the Queens themselves don’t seem to consider it an active threat to their Hive stability.&lt;br /&gt;
&lt;br /&gt;
Others, however, believe it is not Vaur, but those from other hives and the queenless, that are responsible for the situation in Flagsdale. While for the most part this has only resulted in further discrimination, Zo’rane vigilantes have emerged, patrolling the district in order to keep it safe.&lt;br /&gt;
&lt;br /&gt;
==Entertainment==&lt;br /&gt;
Not all is grim in The City, however, with some improvements having been made in the past few years, and some legitimate business starting in the area. Most popular are the toothpaste bars, which have attracted other species for their party atmosphere. Another blooming business model is the pod hotel, with rental of cryostasis pods for extended periods of VR. Because of the relay tower, a few radio stations run by Vaurcae have been launched to the general public, often employing soft spoken IPCs as radio hosts.&lt;br /&gt;
&lt;br /&gt;
Mendell City&#039;s Mayor has also attempted to promote different activities. The most successful one has been a team of basketball players, called &#039;&#039;&#039;Flagsdale Hornets&#039;&#039;&#039;. They practice in the courtyard of an old factory, and have been successful in the local league. Other sports, such as baseball, have also been proven popular, but a professional team has yet to be formed.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=21066</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=21066"/>
		<updated>2021-09-01T18:26:22Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the primary timeline for Humanity, and goes into greater detail in a wider timeframe than the galactic timeline.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Human history is long and diverse and filled with [[Notable Humans]], the Aurora&#039;s timeline diverges in &#039;&#039;&#039;1969&#039;&#039;&#039; and this history will focus on events from that date on. 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;
===The Twentieth Century===&lt;br /&gt;
&lt;br /&gt;
Through a period of thirty-one years of technological advances, new materials found across the Earth make great leaps to assist acceleration into the space age. In this timespan, the first true exoskeletal machines are created for Human use. Medical fields make steps toward incredible discoveries, as well as the first instances of genetic cloning in a contained laboratory. Without necessary energy or knowledge to proceed, many growing fields are given only time until the next step is taken. Some major events of the latter 20th century are listed below.&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;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;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;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;
=== The Second Space Age ===&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;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 Crisis of 2127====&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;
====The Discovery of Warp====&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;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;
====The Founding of the Sol Alliance ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2140:&#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.&lt;br /&gt;
&lt;br /&gt;
====The Discovery of Biesel====&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;
====The First Trans-Stellars ====&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 coalesce 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. While it will later be known for its massive orbital stations, most early Hephaestus projects are sea walls intended to stop storm surges from destroying coastal cities and island nations. &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;
====The New Galactic Economy====&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.&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;
====The Second Great Depression====&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. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2265:&#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.&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;
===The First Interstellar War ===&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. Many megacorporations profit from the war, selling arms to one or both sides, trading in dangerous systems and staking claims in otherwise dangerous locations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2287:&#039;&#039;&#039; The First Interstellar War is said to have ended on this date with a ceasefire between the Sol Alliance and the Coalition of Colonies. Late in the year a formal treaty referred to as the Treaty of Xansan is signed in Geneva, bringing the bloodiest conflict in human history to its official end. But despite the formal peace, skirmishes continue to break out, and the frontier remains untamed.&lt;br /&gt;
&lt;br /&gt;
====The New Capital of Humanity====&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;
&lt;br /&gt;
====First Contact ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2332:&#039;&#039;&#039; First contact is made with the [[Skrell]], sending shock-waves 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;
&lt;br /&gt;
====Formation of Nanotrasen ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2346:&#039;&#039;&#039; Formation of Nanotrasen by Xavier Trasen. Initially specializes in advanced gene therapy. It eventually becomes a more broadened scientific company, rivaling Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
====The Warp Gate Project ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2355:&#039;&#039;&#039; The [[Bluespace|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 weekks to mere days. The work itself is contracted out to Einstein Engines, with the Sol Alliance shouldering most of the cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2384:&#039;&#039;&#039; The Warp Gate Project is completed. While Einstein Engines now enjoys the immense profits from controlling the most effective and commonly used method of intergalactic travel, the Sol Alliance faces a new economic crisis: the project has put a heavy load on their coffers, and megacorporations -- particularly Einstein Engines -- are more powerful than ever. Desperate and facing a new potential recession, the Sol Alliance grants major concessions to trans-stellar corporations over the next decade in return for financial kickbacks, effectively granting them the ability to operate in many areas without the oversight of the Alliance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2403:&#039;&#039;&#039; NanoTrasen acquires the mining rights to the Romanovich Cloud in the Tau Ceti system. The inhospitable environment of the Romanovich Cloud makes the puchase fairly cheap by the megacorporation&#039;s standards.&lt;br /&gt;
&lt;br /&gt;
====Modern Robotics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2407:&#039;&#039;&#039; Following the discovery of preserved, assumed Glorsh-era, mining drones on the planet Konyang, a Terraneus Diagnostics research team worked in secret inorder to study the drones. In mid-2407 the team successfully deciphered the AI algorithms, granting humanity the secret of artificial intelligence. Months later, the first positronics were manufactured.&lt;br /&gt;
&lt;br /&gt;
====Discovery of Phoron ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2417:&#039;&#039;&#039; In the Romanovich Cloud -- far in the outer edges of Tau Ceti -- NT discovers phoron. This element is revealed to be an immensely efficient fuel source when refined, and presents a practical alternative to long-used Helium-3 warp engines. Further research quickly proved that it could make bluespace travel safe, efficient, and profitable. Phoron quickly becomes a widely-used fuel and energy generating commodity and NanoTrasen becomes excessively wealthy, using its exclusive patents on phoron refining and generation to become a massively powerful corporation.&lt;br /&gt;
&lt;br /&gt;
====The Age of Bluespace ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2425:&#039;&#039;&#039; Bluespace Link gates begin to pop-up in the most developed systems across human and skrell space. The Alliance Sol Warp Gates are upgraded with Bluespace technology, greatly increasing their efficiency and giving NanoTrasen control over significant amounts of travel throughout the Sol Alliance; ending Einstein Engines&#039; longstanding monopoly on faster than light travel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2438:&#039;&#039;&#039; The Scarab fleet, a group of long-lost colonists and pioneers, reappears in Sol Alliance territory. These space adapted humans find it difficult to reintegrate with a humanity that has pushed on in their absence, and align themselves with the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
===The Republic of Biesel Forms===&lt;br /&gt;
[[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; Tau Ceti, a Sol Alliance system in the inner colonies, has NanoTrasen dominating nearly every facet of life. 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. NanoTrasen&#039;s stranglehold on Tau Ceti will only increase as time goes on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; In the face of growing instability and a worsening recession, the Sol Alliance caves to the pressure of both NanoTrasen and Tau Ceti politicians in the pocket of the mega-corporation. Tau Ceti is officially granted independence and becomes the Republic of Biesel. The Tau Ceti Free Trade Zone is formed as well, giving NanoTrasen considerable power and influence directly in the center of Sol Alliance space. With Biesel seen as little more than a puppet of NanoTrasen, it becomes the target of considerable ire from both the Syndicate and disaffected citizens.&lt;br /&gt;
&lt;br /&gt;
====The Conflicted Frontier====&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;
==== Present Day ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; NT is an economic powerhouse which the Sol Alliance relies on for phoron to keep its trade routes to the outer colonies alive and satisfy the energy needs of its largest colonies. Anti-NT sentiment grows in Tau Ceti, but many others continue to support the megacorporation keeping the gears of the (human) galactic economy going. However, the Syndicate continues to position itself to strike back against the NT on a larger scale; and many more exotic, fantastical elements of the universe such as undiscovered alien life, extremists, even ancient powers beyond comprehension may be moving to strike at arguably the most powerful organization in human space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; 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. Prices in Biesel skyrocket to accommodate these new economic strains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2459:&#039;&#039;&#039; The Sol Alliance fleet dedicated to the blockade, the 33rd led by Admiral Frost, goes against orders and invades the free Republic of Biesel. In a bloodless invasion, Frost 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2461:&#039;&#039;&#039; Admiral Frost returns to the Solarian Alliance to much fanfare following his successful rescue of Solarian civilians taken captive during a recent pirate raid in the Jewel Worlds. He is quickly -- and under suspicious circumstances -- sworn in as Prime Minister despite political opposition from more liberal members of the Solarian Parliament. Frost quickly resorts to harsh political measures to retain his grip, and the Solarian political scene is thrown into chaos by him. The Solarian Navy, long a powerful ally of Frost, gains more political power than it has ever held before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2462:&#039;&#039;&#039; The Alliance&#039;s economy buckles under the strain of the 2462 phoron crisis. When attempts to grow synthetic phoron on Mars result in the Violet Dawn disaster, destroying most of the planet&#039;s surface, much of the Middle and all of the Outer Rings collapse into anarchy or defect to other human nations as the Alliance retreats inwards to consolidate itself and lick its wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2463:&#039;&#039;&#039; With the phoron crisis still ongoing and many human powers in the Orion Spur suffering from its effects, the political climate of 2463 is far from stable. The great powers of humanity await a solution with bated breath, but none can say when one may arrive...&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=20980</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=20980"/>
		<updated>2021-08-28T13:29:55Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Elyran&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Elyra417x372.png&lt;br /&gt;
 |System = New Ankara&lt;br /&gt;
 |World  = Perispolis&lt;br /&gt;
 |Language = Elyran/Sol Common&lt;br /&gt;
 |Politic = The Serene Republic of Elyra&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Perispolis2.png|Persepolis seen from orbit.|thumb|left]]&lt;br /&gt;
[[File:Bursa.png|Bursa itself viewed from orbit, displaying a snow-white tundra encompassing the world. |thumb|left]]&lt;br /&gt;
[[File:Aemaq.png|Aemaq seen from orbit, the purple coloration of the chemical water stretching across the globe apparent. |thumb|left]]&lt;br /&gt;
==The Republic of Elyra==&lt;br /&gt;
The Republic of Elyra, or more officially the Serene Republic of Elyra, is among the more populous and powerful colonial factions. This is one of the few locations in the Orion Spur that Phoron can be found, and as such it is the cornerstone of the growing Republic’s economy. It is seen as a sibling of sorts to the residents of Tau Ceti and thus the newly-formed Republic of Biesel due to its similar upbringing, having been the product of very early colonization efforts. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Elyra is often seen as a highly utopian player in the Orion Spur, being logistically and technologically ahead of most other Human factions. This is partly due to its well-planned, heavily funded government effort from the richest nations of the time when its first colonists were sent out. Moreso this is owed to the discovery of Phoron in Elyran space, which has seen the Republic’s industry rise to Olympian heights, holding some of the greatest minds in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
Among the nations which were originally responsible for the colonization of Elyra’s capital - the system of New Ankara - were those of the transcontinental Middle Eastern regions of Earth, and Northern Africa. Much of modern Elyran culture can draw its roots to these corresponding regions. Elyra is largely isolated from interstellar travel, having very harsh customs and monumental requirements for those seeking citizenship. Despite this, the citizens within are far from locked inside, the Republic itself heavily funding foreign exchange programs. As well, Elyrans are often known to wilfully explore the unknown frontier beyond charted space. &lt;br /&gt;
&lt;br /&gt;
The Serene Republic above all is known for its separation from NanoTrasen. It alone is dependent on its thriving Phoron economy, something it secured in the early days of the material’s discovery. Now, it is among the very few galactic entities to be able to rival NanoTrasen’s monopoly. Thinly veiled however is a heavy hand by non-NT megacorps in Elyran internal politics, something that nonetheless gives it a unique profile.&lt;br /&gt;
&lt;br /&gt;
No longer merely an industrial power, recent years have led to massive shifts in the Elyran political mindset, bringing militarization and defense funding to the highest degree possible. This is largely defense against major galactic threats, such as the Izweski Hegemony or the Lii’dra hive, both of which engaged the Serene Republic with the latter mounting a full-scale invasion on the planet Bursa. While their relations with the Hegemony are simply sour now, the Vaurca of the galaxy are often seen as a foremost threat to many Elyrans.&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
The total population of Elyra is 17,353,349,200 based on the 2458 Census. This population is spread out over the nation&#039;s planets.&lt;br /&gt;
===[[Persepolis]]===&lt;br /&gt;
The capital planet [[Persepolis]], in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 15 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earthlike planet within a decade, allowing the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second to refineries processing phoron or other minerals transported to the planet&#039;s orbit. This is among the primary locations in Elyra where phoron can be found in abundance. &lt;br /&gt;
&lt;br /&gt;
Persepolis is known for its incredible luster, the soil giving the vast treelines a unique shade of amethyst that may be confused for a vast sea from space. Contrasting this are vast arid swaths of sand deserts, usually filled with crystalized phoron which, despite efforts, poisons the soil and prevents any plant life from growing. However, these phoron crystals jutting out of the ground provide Persepolis with a rich export.&lt;br /&gt;
&lt;br /&gt;
The planet holds host to the New Ankaran Jewel, an orbital shipyard and drydock connected by space elevator. From here the majority of the Republic’s finest space-faring vessels are made, civilian or otherwise. It is located in the planet’s capital city Uthma among sandy dunes, and extends to low orbit of the planet.&lt;br /&gt;
&lt;br /&gt;
===[[Medina]]===&lt;br /&gt;
The second most inhabited planet with 1.3 billion people, [[Medina]] resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system Bursa carries 700 million people. The planet sits farther out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically hydroponic farm companies remain the highest employer on the planet, second to the shipyards that circle the planet. Several Elyran Defense Force bases also dot the surface, taking advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
&lt;br /&gt;
Bursa was the site of the Lii’dra hiveship’s planetary landing, and its population is still shaken by the nearly 40,000 dead after the ensuing conflict. &lt;br /&gt;
&lt;br /&gt;
===[[Aemaq]]=== &lt;br /&gt;
A hot, chemical-water covered world in outer Republic space. Self sufficient, the settlements on the world are made up of flotillas dotting the waters of the planet. The water itself is unpotable but rich in exotic volatile organic compounds. These compounds alongside various art crafts are the planets biggest exports. The water industry is a large part of the economy on this planet.&lt;br /&gt;
&lt;br /&gt;
===Edirne===&lt;br /&gt;
Colonized after independence and sitting in the &#039;&#039;&#039;Serene Riyadh system&#039;&#039;&#039;, the dwarf planet of Edirne carries only 50 million people. With the lack of an atmosphere the vast majority of the population lives in the various biodomes that dot the surface or in the orbiting space stations. Most of the inhabitants work as space miners taking advantage of the systems high concentration of phoron wealth.&lt;br /&gt;
&lt;br /&gt;
====Other Worlds====&lt;br /&gt;
&#039;&#039;&#039;Ankara Station&#039;&#039;&#039; - The Republic&#039;s primary space dock orbiting Persepolis. Dependant on importants from Persepolis, the station has a large service and banking economy. It is extremely heavily armored boasting multiple battle defence cluster stations equiped with state of the art plasma artillery and kinetic weaponry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qamar Station&#039;&#039;&#039; - A large station situated on the largest moon of Persepolis. It is self sufficent industrial station with primary Republic exports being computer components and machinery. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nazar Flotilla&#039;&#039;&#039; - Large defense flotilla situated in the New Ankara. The flotilla&#039;s sole purpose is to detect and engage any Lii&#039;dra hive ships that might enter the region. Due to its size and constant operation it has developed a large supplementary civilian population. Almost self sufficent, the flotilla still relies on imports from the Republic. It contains a large number of [[Offworlder Humans]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tokat&#039;&#039;&#039; - A young mineral rich colony located on the outer regions of the Republic. Self sufficent with a mixed economy, it&#039;s primary exports are minerals for the Republic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Errai Station&#039;&#039;&#039; - A former mining colony turned into a large rotating space habitat, the station is largely self sufficent with it&#039;s main import being water and it&#039;s key exports being services and banking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karistal Outpost&#039;&#039;&#039; - Located on a planet in the Republics frontier bordering Sol Alliance space, the outpost exists as a location of strategic importance. Reliant on Republic imports the outpost itself has a thriving artisan crystal cutting and shaping industry due to the rich crystal deposits in the outposts region. Many wealthy Elyrans spend large amounts of money to purchase crystal trinkets and even furniture from the outpost.&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;
&lt;br /&gt;
==Government==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Parliamentary Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Prime Minister&lt;br /&gt;
*&#039;&#039;&#039;Current Prime Minister:&#039;&#039;&#039;&lt;br /&gt;
Rasheed Tatenda&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Army&#039;&#039;&#039;&lt;br /&gt;
Tau Kwadwo&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Navy&#039;&#039;&#039;&lt;br /&gt;
Daniyah Latifah&lt;br /&gt;
* &#039;&#039;&#039;Minister of Diplomatic Affairs&#039;&#039;&#039;&lt;br /&gt;
Andile Nabil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Upper House:&#039;&#039;&#039; High Parliament&lt;br /&gt;
** 550 Representatives; Two for every territory; unicameral legislature &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; High Court of Tranqulity&lt;br /&gt;
* 8 Seats; Serve for life&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:Minimap elyra.png|thumb|A closer image focusing on the factions surrounding the Republic of Elyra&#039;s territory.]]&lt;br /&gt;
== [[Elyra_Military|Military]] ==&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra being a sovereign entity in the frontier has made the creation of a martial force a necessary development. Being exposed to foreign and at times volatile entities has led to the formation of the Elyran Armed Forces, also referred to as the EAF. They would emphasize on speed and precision when conducting their operations, employing equipment providing the capability to strike fast or to retaliate swiftly to a plethora of threats to the Republics safety. The recent aggression by [https://forums.aurorastation.org/topic/4117-elyra-news-network/?do=findComment&amp;amp;comment=51967 &#039;&#039;&#039;the Hegemony&#039;&#039;&#039;] and [https://forums.aurorastation.org/topic/4117-elyra-news-network/?do=findComment&amp;amp;comment=65413 &#039;&#039;&#039;the Lii&#039;dra&#039;&#039;&#039;] has prompted extra funding to the defense program to improve their naval capabilities.&lt;br /&gt;
&lt;br /&gt;
The degree at which this defense program has progressed is not known to the public, but the mass mobilization of Elyran military assets is apparent. A large portion of Elyra’s developing industry has, in the last few years, been geared toward the comprehensive overhaul and total modernization of their armed forces with no exception. The balance of power in Frontier space has since shifted in the EAF’s favor - to the alarm of many smaller states that surround the growing Republic. &lt;br /&gt;
&lt;br /&gt;
===2nd Bursa Army Corps aka “The Shield Corps”===&lt;br /&gt;
&lt;br /&gt;
The Shield Corps is an elite unit within the Elyran military that specializes in combating Vaurca, specifically the Lii&#039;dra. Veterans of the various Elyran-Lii&#039;dra conflicts, the men and women of the Shield Corps are renowned for their steadfastness and anti-Vaurca combat skills. Generally extremely wary of all Vaurca, their hatred of the Lii&#039;dra hive burns extremely hot. Quite a few former members have found themselves working with NT for various reasons, usually as engineers, medical staff and security.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra is a modern service economy with strong resource extraction sectors, namely the phoron sector, which is one of the largest employers in the Republic. New Ankara in specific is home to several major financial corporations, either branches of Idris Incorporated or domestic banking services. The heavy industry sector of the Republic has been seeing large increases, with demands for domestic manufacturing of weapons, vehicles, and ships after the recent conflicts with the insidious Liidra. With the high education standards pushed by several governing coalitions in recent decades, engineering and mathematical fields have seen higher-than-average growth, with the Republic producing highly trained engineers and doctors who are desirable across human space for their skill and proficiency. This economic growth, seen as a testament to their hardy spirit, is not seen as a pure positive by all in the Republic - Elyran society has seen increasing levels of economic stratification and growing income disparity alongside the better standards of living on the major planets, and some parties call for social policies to combat what they see as an unwelcome change.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
The endearing technology of Elyra and the geniuses behind it are seen as the foundation of its modern society. Without it, Elyra would surely crumble. Examples of this technology include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prolific hover tech:&#039;&#039;&#039; Clever usage of magnetized phoron-based materials and chemicals have led to the perfection and proliferation of hover technology. This is to such a degree that hover transportation is the norm among Elyrans, and has progressed to create a total disregard for even the most basic of street elements in modern environments. Instead of parking lots are landing pads, and most indicators as to traffic control and the like are left to heads-up-displays found within hovercars via helmets, screen projectors, or otherwise. Travel to and from any point within any Elyran territory as a result is usually fast, reliable and easy as hover-vehicles are fully capable of flying well above and beyond any obstacles or landscapes. The average commercial flying car would be able to sustain flight at nearly one hundred fifty meters over ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High-end VR and simulation technology:&#039;&#039;&#039; Among the best of Human-designed VR can be found within Elyra, seen commonly in public-access Idris VR terminals or in higher-end private-use modules. More on the pedantics of VR can be found on the culture page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma technology:&#039;&#039;&#039; Utilized exclusively in the military field, high-end plasma technology is the most apparent indicator of Elyran presence in any given combat situation. They are the only faction to utilize superheated plasma in this sense, able to penetrate and combust foes from the inside out with horrifying results. The ethics behind using such weapons are questionable, however their effectiveness is without doubt. This was mostly pioneered after the Lii’dra invasion of Bursa.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
*56% Wasat&lt;br /&gt;
*31% Kharijiin&lt;br /&gt;
*13% Other (Humans of other heritage)&lt;br /&gt;
*?% Alien (Skrell, Tajara, Dionae, Other) &lt;br /&gt;
&lt;br /&gt;
===[[Languages]]===&lt;br /&gt;
Tau Ceti Basic is the most spoken language in the Republic of Elyra, with Sol Common and Freespeak coming in a distant second and third. Tradeband is relatively rare, being spoken mostly by foreign immigrants and resident traders from across human space. A minority of pro-Sol people in the Republic speak using only Sol Common. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
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===[[Elyra_Culture|Culture]]===&lt;br /&gt;
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&lt;br /&gt;
Elyran culture is a mix and match of North African and Middle Eastern culture inherited from its original colonists coupled with a perpetual struggle against the galaxy at large. Foreign media, though a hit, is heavily overshadowed by internal Republic culture at large. Contrary to its anti-xeno beliefs, public society is rather progressive - much of any Human can be seen in Elyra with little discrimination and naught a single eye will be batted to the more exotic or unfamiliar cultures.&lt;br /&gt;
&lt;br /&gt;
Virtual reality, pop culture icons and art dominate Elyran culture as a whole.&lt;br /&gt;
&lt;br /&gt;
A comprehensive look at Elyran culture can be found [[Elyra_Culture|here.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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=== Anthem ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Live my country, for the unity of our Elyra lives&lt;br /&gt;
&lt;br /&gt;
To glory and greatness we march&lt;br /&gt;
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For Elyra, we have sworn to live and work&lt;br /&gt;
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For Elyra, we sweat and toil&lt;br /&gt;
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For our Elyra, we await the call &lt;br /&gt;
&lt;br /&gt;
From our Elders to our Children, we await the call&lt;br /&gt;
&lt;br /&gt;
With haste we march, for Greatness&lt;br /&gt;
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Oh my Elyra, we sacrifice for you.&lt;br /&gt;
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With our blood and soul, we stand for you.&lt;br /&gt;
&lt;br /&gt;
Oh my Elyra, Oh my Elyra, we are yours forever.&lt;br /&gt;
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For greatness, we strive!&lt;br /&gt;
&lt;br /&gt;
Long live our Elyra.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Ethnicities ===&lt;br /&gt;
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&lt;br /&gt;
===Wasat===&lt;br /&gt;
&lt;br /&gt;
The Wasat race makes up the largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Arabia and Persia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 85 - 130 warm &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black to light brown hair&lt;br /&gt;
&lt;br /&gt;
Blue, green, brown eyes&lt;br /&gt;
&lt;br /&gt;
===Kharijiin===&lt;br /&gt;
&lt;br /&gt;
The Kharijiin race makes up the second largest portion of the population. &#039;&#039;&#039;They are descended from colonials from North Africa&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 110 - 170 warm&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;4&amp;quot; - 5&#039;7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elyran Synthetics and Citizenship===&lt;br /&gt;
Elyran-manufactured synthetics, particularly when compared to their Solarian compatriots, have much of their citizenship and freedom provided for by the Elyran government. As such, concepts of self-ownership and citizenship, although still requiring effort to obtain, are much easier to acquire.&lt;br /&gt;
&lt;br /&gt;
During the Lii’dra invasion, the efforts and ultimate sacrifice of many Elyran synthetics spurned respect from the Elyran people, encouraging the laws to change in favor of their synthetic companions. As a result, when an Elyran integrated positronic chassis is manufactured, their ownership largely falls under the megacorporation that built them. Almost akin to a pseudo-guardianship, these synthetics are made to work for the corporation in question for three years before; so long as they maintain good performance evaluations, they are made a free synthetic and offered an Elyran citizenship. During this period, maintenance and repairs are offered as a part of their ownership to the company. However after the synthetic has been made free, they are required to pay for those services. Largely indentured by wages, few synthetics ever ‘leave’ the company, instead moving from a status of ownership to contractorship.&lt;br /&gt;
&lt;br /&gt;
A deep-seated paranoia in synthetics manufactured from different systems has meant that non-Elyran synthetics seeking refuge are outright turned away, sent back to their fleeing star system’s or if volatile, decommissioned outright. This however doesn’t stop synthetics from attempting covert operations of forging documentation. As a result, Elyran synthetics have a tiny phoron inlaid engraving on their tag, denoting their original make as Elyran synthetics.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
[[File:Elyra Flag.png|thumb|The emblem of the The Serene Republic of Elyra.]]&lt;br /&gt;
The Republic of Elyra was formed during a large scale colonization and emigration effort from south western Asia (Middle East) and northern Africa during the early years of space colonization. Sitting on some of the largest petroleum reserves in the world, nations of Arabia and northern Africa found uncommon cooperation between one another to push their own space programs. This economic and scientific partnership soon encompassed even the nations in west Africa with little or no petroleum reserves, as it gave them a competitive edge to the West. This was a matter of necessity and survival, as it was clear that the powers of the West would not willingly share resources that they were raking in from their advances into the resource rich final frontier.&lt;br /&gt;
&lt;br /&gt;
So the loose coalition of nations formed their own faction within the Sol Alliance, but as with most of the nations of Earth developed the insatiable hunger for resources that began to exploit the colonists they had sent out. During the civil war with Earth, the colonies of Libya, Saudi Arabia, Iran, Jordan, Egypt, United Arab Emirates, and Kuwait all declared their independence, storming understaffed Sol Alliance garrisons and outposts and seizing the ships and equipment. These planets and systems formed together out of necessity, creating the Coalition of Elyra. This name was taken from the elyra moth, which had been introduced to planets within the Coalition and bred exponentially, making it an extremely common sight in the colonies, and one of their shared characteristics.&lt;br /&gt;
&lt;br /&gt;
== After the First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
Due to their distance, being farther out than most other factions, the Coalition was spared from most of the fighting. There were minor skirmishes, but for the most part the Coalition was left alone.&lt;br /&gt;
&lt;br /&gt;
This left the colonies time to develop and observe, with many of the highest ranking Coalition officials noting the tactics and outcomes resulting from the conflict raging between the Sol Alliance and independent systems. General Abd Al-Hamid was one of these men: he called for the Coalition to transform into a Republic, claiming that no matter how the war ended, the Coalition would have to walk its own path. There was resistance to this notion, mostly from the old guard of colonists who had been born on Earth or were influenced heavily by those that were. It took three years and two constitutions being dissolved, but on December 1st, 2399, the Republic of Elyra that exists to the present day ratified its constitution.&lt;br /&gt;
&lt;br /&gt;
Since then, the colonies have had time to develop, staying out of harm’s way as the Interstellar War raged on and eventually came to a close. In Elyran society’s two-hundred years leading to the twenty-fifth century, it has hinged on its own resolve independent of the Sol Alliance. The rugged, self-sufficient Frontier nation has in time become a technological paradise, and a proud galactic power in the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
Elyra has met more turbulence in recent times than ever before in its two-hundred-fifty year history on a galactic stage. Recent incursions by a Lii’dra hiveship and the Izweski Hegemony have left the public alert, adamant on maintaining purity of Human influence in their own homeland. As such, xeno presence within the Republic has dwindled in recent years. &lt;br /&gt;
&lt;br /&gt;
In the past, NanoTrasen relations with Elyra have been spotty as the two contended over the necessity of phoron. Since the Lii’dra invasion, however, a formal aid contract was signed with NT against the Republic government’s better wishes seeking help in their time of need. Holding up to their end of the deal, NanoTrasen fabricated the eponymous “cardox,” a viciously effective chemical which can purge k’ois into nothingness effortlessly. The demand skyrocketed as the need for aid rose, and cardox quickly became a massive thorn in Elyra’s side as NanoTrasen proceeded to hike the prices to extreme heights. &lt;br /&gt;
&lt;br /&gt;
Since the death and retrieval of the Lii’dra lesser queen on Bursa, the invading hiveship retreated back into deep space, not seen since.&lt;br /&gt;
&lt;br /&gt;
== Bursa Memorial ==&lt;br /&gt;
&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
&lt;br /&gt;
== Relations with Trans-Stellar Corporations ==&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of phoron in their area. Nanotrasen was quick to notice this, and for the better part of a decade has been fighting tooth and nail to press claims on the deposits. The smaller systems that had initially depended on phoron mining and refinement found themselves muscled out by Nanotrasen, leading to a rising unemployment level and growing discontent about Nanotrasen policies in Elyran space. &lt;br /&gt;
&lt;br /&gt;
While toting itself as wholly independent from megacorporate influence, this could not be further from the truth. Hephaestus and Zeng-Hu Pharmaceuticals have had a heavy hand in Elyran internal politics for an indiscernible period of time, with both megacorporations battling for rights to even a sliver of the phoron deposits available. So far, very little to none have been granted to either by the doting Republic, but this may be soon to change as the endlessly rich corporations gain more sway.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
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[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Persepolis&amp;diff=20981</id>
		<title>Persepolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Persepolis&amp;diff=20981"/>
		<updated>2021-08-28T13:29:46Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Perispolis pixel.gif|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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Nestled within the New Ankara system is the crown jewel of the Serene Republic of Elyra: its capital planet of &#039;&#039;&#039;Persepolis&#039;&#039;&#039;. It is the most populous planet in the Republic by far with roughly fifteen billion citizens calling it home. On the cutting edge of technology and exceedingly prosperous, Persepolis is renowned both inside the Republic and outside of it for both its extreme technological prowess and its vibrant entertainment industries. The planet is remarkably hospitable, if arid, due to intensive terraforming efforts undertaken by the Sol Alliance before the planet’s initial colonization that gave the planet a habitable atmosphere and an environment Earthlike enough for comfortable human habitation. Much of Elyra’s pre-terraforming flora and fauna has survived to the current day, and now lives alongside imported Solarian flora and fauna. The planet’s vast deserts are home to some of the largest phoron deposits in the Orion Spur, which has contributed to the vast wealth of the Republic. These deposits are primarily managed by the government of the Republic or Elyran companies, rather than massive interstellar megacorporations. From orbit the planet is known for its incredible luster as a result of its large native forests, which take on an amethyst hue visible from orbit as a result of the soil in which they have come to thrive. Early photographs of the planet taken from orbit initially confused these trees for vast seas due to the massive sizes of the planet’s forests.&lt;br /&gt;
&lt;br /&gt;
Uthma, the planetary capital - and capital of the greater Republic of Elyra - is one of the wealthiest and most prosperous locations in the Orion Spur alongside [[Mendell City]] thanks to the immense phoron reserves found on the planet, and is sometimes referred to as the technological capital of humanity by its residents. Appropriately for this title the city is home to some of the most advanced constructions in the Orion Spur, including the largest manmade structure found in the Orion Spur: the gargantuan New Ankaran Jewel space elevator. Uthma is also renowned throughout the Orion Spur for its thriving entertainment industry and cultural productions, which have contributed to tourism being an unexpectedly large industry.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As the first planet colonized in what would eventually become the Republic of Elyra, much of Persepolis’ history is tied into the greater history of the [[Republic_of_Elyra#History|Republic as a whole]]. However, the planet itself has its own history unrelated to the greater Republic.&lt;br /&gt;
&lt;br /&gt;
Originally discovered in the late 2100s, the New Ankara system was marked as a target for terraforming within mere years. New Ankara IV, which would later become known as Persepolis, was deemed a prime candidate for terraforming now being tested on the Martian surface. In 2210 terraforming efforts were formally started by the Sol Alliance (though primarily funded by countries from the Middle East and North Africa) with a tentative deadline of 2220. Work finished slightly ahead of schedule in 2219, and the planet’s colonization formally began the next year.&lt;br /&gt;
&lt;br /&gt;
The planet rapidly became exceedingly wealthy due to a high amount of rare minerals, such as phoron (though its mining would not become widespread until the 2410s) and, by the mid-2300s, was able to support colonies of its own such as [[Medina]] and [[Aemaq]]. This prosperity has continued to build in the 2400s thanks to the rapid growth of the phoron industry on Persepolis, and the planet has come to be a center of wealth in the contemporary Orion Spur. The Persepolis of the present day attracts immigrants from across civilized space, and remains less dependent on megacorporations than other comparable planets due to its powerful (and wealthy) central government.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
The environment of Persepolis can be divided into three major regions: the forests, the deserts, and the phoron fields. All three of these environments are arid and generally hot, though the forested regions receive more rainfall and are cooler than average. Terraforming efforts by the Sol Alliance in the years leading up to the planet’s colonization have made the environment more hospitable for humanity overall at the cost of many native species, which thrived in the weaker atmospheric conditions of pre-colonization Persepolis. However, many species have doggedly persisted despite terraforming.&lt;br /&gt;
&lt;br /&gt;
The large, alien forests of Persepolis are home to a remarkably diverse section of flora and fauna, most of which is benign to humanity. Some of the larger predators here are regarded as dangerous if threatened, but injuries rarely occur due to the distance these animals keep from major settlements. The flora of the forests is particularly fascinating to researchers throughout the Orion Spur due to their unusual coloration and high adaptability to various soil types. The planet is often visited by researchers from the renowned botanical institutes of [[Silversun]] interested in studying the planet’s flora. Many regions of the planetary forests are considered to be planetary reserve parks by the Republic of Elyra, and human development in them without government permission is disallowed. These reserve parks are a large source of tourism for the planet, though Persepolis’ city life attracts more visitors. Many of the planet’s fifteen billion residents live in the arboreal zones of Persepolis, despite the utter lack of significant phoron deposits in this region.&lt;br /&gt;
&lt;br /&gt;
The deserts of Persepolis dominate the geography of the planet, forming the majority of its land. These deserts are vast and rocky environments similar to the Earthling counterparts, with some notable differences such as a greater amount of precipitation annually. However the deserts of Elyra have one very, very important thing that separates them from the deserts of Earth: vast phoron deposits often referred to as “phoron dunes” can be found scattered throughout the deserts. The name “dunes” is, technically, a misnomer resulting from the misconceptions of the original surveyors: the phoron deposits on Elyra’s surface naturally form into crystalline formations rather than traditional dunes. While some of these crystalline formations can be quite large, most instead hug the ground and instead extend downwards rather than upwards. Areas of Elyra’s deserts that feature large amounts of phoron in the soil are known to be nearly devoid of plant life with only rare animals making their home in the dunes. Xenobiological surveys have concluded that phoron poisons the soil it resides in, leading to a lack of plant life and - eventually - desertification due to erosion. Areas without large phoron deposits display more ecological diversity and often instead resemble an environment more akin to a savannah. Most of the desert-dwelling population can be found in these savannah regions, where major settlements such as Uthma and its New Ankaran Jewel space elevator can be found.&lt;br /&gt;
&lt;br /&gt;
==Life on Persepolis==&lt;br /&gt;
&lt;br /&gt;
Quality of life on Persepolis is one of the highest in the Orion Spur due to both the wealth that the phoron industry has brought to the planet and the technology that has resulted from the industry itself. Technological marvels thought to be nearly impossible a century ago such as anti-gravity hover technology, plasma, and high-end virtual reality that has become commonplace for everyday Elyrans throughout the Republic can all be traced back to the laboratories and institutes of Persepolis. These once-impossible marvels have become commonplace on Persepolis, and are viewed as a fact of everyday life. Massive skyscrapers shoot out of the ground and spiral their way miles into the air, space travel is cheaper than ever thanks to the New Ankaran Jewel - the Orion Spur’s largest space elevator - providing easy transport into orbit, hover-vehicles are the premier method of transit, and so much more. Persepolis - and the Serene Republic of Elyra more generally - attracts people from all across the Orion Spur due its splendor, and the population of Persepolis is remarkably diverse: its residents originate from all across the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
While life on Persepolis is one of luxury, some areas are not without their hardships, particularly for those such as the employees of the government-owned Elyran Interstellar Phoron Corporation (often simply referred to as “EIPC”) and others that spend much of their time in the phoron dunes of the planet. While much of their work is done remotely, work in the phoron fields requires somebody to remain in the harshest, hottest, most barren environment on the planet for extended periods of time - often up to three months before one is rotated off of the fields. The harsh environment, coupled with distance from most other residents of the planet, has been known to inflict intense bouts of loneliness upon workers sometimes referred to as “phoron sorrows” or “phoron blues.”&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
&lt;br /&gt;
Society in the cities of Persepolis is certainly not a Spartan one. The extreme wealth and prosperity of the planet has led to a lifestyle that some, in other areas of the Orion Spur, might describe as excessive. The incredible opulence of the Republic has led to a society that is based around perfection and leisure due to the ease with which the average citizen of Persepolis is able to live their life through the use of technology. Daily life for many residents of Persepolis is focused around the production of cultural works and art, though Persepolis tends to focus more on social arts such as films than [[Medina]]. Films are a common export of Persepolis, with its industry having a known rivalry with the Cytherean film studios of [[Venus]]. Whether or not Persepolis’ smaller film industry surpasses (or even comes close to) the quality of Venus is a matter of intense debate amongst film critics and fans throughout the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
Despite this bitter rivalry, Elyran holovids - often taking the form of episodic series rather than singular films - have become massively popular throughout the Orion Spur, with many of their iconic characters appearing in merchandise throughout civilized space. The famous Quu Trifective, or QQ’s, originated on Persepolis and have since become famous throughout the Orion Spur. Their likelinesses, particularly Mychau, are used throughout the planet to advertise various products, sometimes in giant holograms promoting the latest trends on the planet and in the greater Republic.&lt;br /&gt;
&lt;br /&gt;
Many artists that start on Medina eventually make their home on Persepolis, due to the greater prestige often associated with working on the capital planet of the Republic of Elyra.&lt;br /&gt;
&lt;br /&gt;
A center of culture on Persepolis is, perhaps surprisingly, the New Ankaran Jewel. Located in the planetary capital of Uthma, the Jewel is the Orion Spur’s largest space elevator by far and houses significant residential and commercial facilities. With transport to and from levels of the Jewel, and the skyscrapers surrounding it, extremely easy due to the prevalence of hover technology, many have come to call it their home - including some of the planet’s best artists. The Elyran News Network, the official public service broadcaster of the Republic, is located in one of the middle levels of the Jewel, and its famous backdrop is a view of the Uthma skyline from their studio.&lt;br /&gt;
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==Major Settlements==&lt;br /&gt;
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&#039;&#039;&#039;Uthma&#039;&#039;&#039; is the planetary capital of Persepolis and the administrative center of the entire Republic of Elyra more generally. Located near the equator in a savannah-like desert region, Uthma’s climate is extremely hospitable, with the weather being quite comfortable at all times of the year. The first city established after the planet’s colonization, the centuries since have seen Uthma grow into one of the most prominent cities in the Orion Spur thanks to the planet’s phoron deposits and technological advances. The city has the most advanced VR centers ever constructed by humanity and is, like most Elyran cities, entirely designed for transportation via hover-vehicles rather than traditional vehicles. As a result, Uthma is a city that is designed more vertically than horizontally - a trait made no more obvious than in its massive space elevator: the New Ankaran Jewel. The Elyran National Institute of Phoron Sciences, the largest phoron-researching organization outside of NanoTrasen, is located in the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The New Ankaran Jewel&#039;&#039;&#039; is, nominally, part of the planetary capital of Uthma. However, this massive structure is arguably a city onto its own, though one that has been constructed vertically rather than horizontally. The Jewel is both a result of the planet’s immense wealth and a reason for its increasing prosperity,  as it was originally constructed as a method to cheaply and efficiently move resources from the surface to low-Persepolis orbit and was only possible due to the immense profits brought into the New Ankara system by phoron. In the years since its construction, the Jewel has made transit to and from the surface even easier and has come to be a significant population center due to the residential and commercial wings built into its massive structure. A significant amount of the planet’s entertainment industry has come to find its way into the tower, with many artists often competing to secure a spot in the Jewel.&lt;br /&gt;
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&#039;&#039;&#039;Ashkhaimi&#039;&#039;&#039; is a city in the forested regions of Persepolis well-known for its verdant surroundings and institutes of biology. The city is home to many of the institutes of science that have helped to produce Elyran hover technology and other marvels, and features a significant military proving grounds on its outskirts where the first practical plasma weapons were developed. The forests of Ashkhaimi are a significant tourist attraction for residents of Persepolis looking to get away from the hustle and bustle of city life, and also manage to attract visitors from off-world. The forests are often commonly used as a shooting location by the film studios of Uthma, due to their unique flora and fauna.&lt;br /&gt;
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&#039;&#039;&#039;Madinat Omraia&#039;&#039;&#039; is a settlement dedicated to phoron mining and processing located on the edge of the desert’s phoron fields. Despite a smaller population of permanent residents than other cities on Persepolis, due to the nature of phoron mining in the deep deserts necessitating the rotation of mining crews every three months. Despite this small population it remains prominent due to its significant phoron production and, unexpectedly, the racing circuits in the dunes around it. Madinat Omraia is one of the few locations in the Republic of Elyra where wheeled vehicles can be found among the civilian population, due to the city’s prominent rallying scene desiring wheeled vehicles for racing.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=20081</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=20081"/>
		<updated>2021-05-15T10:50:44Z</updated>

		<summary type="html">&lt;p&gt;Limette: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|A view of pre-Violet Dawn biodome complexes in Olympia.]]&lt;br /&gt;
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Mars (Sol IV) is the fourth planet out from Sol. Often called “The Red Planet,” it has a surface area the size of Earth&#039;s entire landmass. It had a stable population of 4.5 billion people, and its current population is estimated to be anywhere from 1.5 to 2 billion. Around 4% of the population is non-human, a significant reduction caused by the Third Tajara Deportation Act and the Violet Dawn catastrophe (Mars’ non-human population previously stood at 12%). There is a significant minority of synthetics on the planet; a hold-over from Mars&#039; early years of harsh criminal justice allowing corporations to cyborgify criminals responsible for major crimes.&lt;br /&gt;
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Despite its proximity to Earth, during the early years of interstellar colonization Mars was only home to small scientific expeditions and outposts that etched out a meager existence until the 2200&#039;s, when terraforming technology was finally able to slowly reintroduce water and atmosphere to the planet. Currently the atmosphere is breathable but incredibly thin, which makes strenuous efforts outside the arcologies very dangerous. Many regions also suffer from airborne phoron contamination, adding further danger to already hazardous activities outside arcologies.&lt;br /&gt;
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Until recently an Alliance fleet remained in orbit of Mars at all times, ensuring that the planet remains disarmed and free of armed disputes. Following the so-called “Violet Dawn” explosion in 2462, Mars now finds itself worse-off than ever before; in the wake of an ecological catastrophe and plagued by unrest and violence.&lt;br /&gt;
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== Demographics ==&lt;br /&gt;
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While Martians may have previously been divided into urban and rural demographics the catastrophic aftermath of Violet Dawn has rent these past divisions asunder. With millions - perhaps billions - dead in the disaster and its immediate aftermath, billions displaced, and millions having fled the planet Martian demographics have permanently - and irreversibly - changed. For the sake of convenience, the two primary Martian ethnic groups prior to Violet Dawn are listed below.&lt;br /&gt;
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[[Image:Mars_destruction.png|thumb|250px|A map of Mars immediately following the Violet Dawn explosion. Note that this map displays the wrong capital, as a result of incorrect information received during the Solarian communications blackout.]]&lt;br /&gt;
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=== The Urban Martians ===&lt;br /&gt;
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The vast majority of the Martian population is urban, living in arcologies, sometimes referred to as “hives”. A miracle of engineering for early colonization times, they are designed to support as many residents as possible, while conserving space and construction costs. The lower part of a truncated pyramid-shaped structure is dedicated to apartments with the occasional amenity such as a hospital or grocery store, while the upper one is dedicated to various malls and offices. Finally, the top part, covered by a transparent dome, usually hosts entertainment and hydroponics facilities, as well as a gravity generator. This section of the arcology is heavily maintained by the arcology&#039;s habitants, with many of them coming to do volunteer work here due to the section&#039;s importance to the arcology as a whole. Many of these arcologies were destroyed or abandoned during the Violet Dawn catastrophe, with some now serving as little more than mass graves for their previous residents, the arcologies now twisted and warped by the heat of phoron fires.&lt;br /&gt;
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All surviving arcologies on Mars are concentrated around liquid water. Due to the unique mineral content of Martian soil, unfiltered Martian water is incredibly acidic and unsafe to drink. Very few fish can survive in the Martian lakes and seas, and none of them safe to eat or fish. Phoron contamination has worsened the issue following the Violet Dawn explosion, and water has quickly become the most important resource on Mars - to the point where small-scale “wars” are fought between surviving arcologies over it. The largest source of surviving drinking water is the northern ice cap, controlled by what remains of Mars’ Solarian government.&lt;br /&gt;
Two centuries later, however, obvious problems with arcology designs have come to light. Stacking thousands of tiny apartments into a relatively small space has led to the structures being nigh impossible to navigate without a GPS or decades of experience, which especially cripples the local law enforcement. The cramped flats often do not possess basic necessities, let alone amenities, such as kitchens or bathrooms, with later attempts to expand upon them only making the complexes into ugly, over-engineered structures that require almost constant maintenance. Because only the outer part can be built upon, the verge, or “surface,” apartments tend to be the most expensive to live in.&lt;br /&gt;
The refugee crisis caused by the Violet Dawn catastrophe has only worsened the conditions in many arcologies. Overcrowding, already a typical issue, has skyrocketed out of control to levels only before seen on planets such as Konyang and New Hai Phong. Services are stretched to the very brink in many of Mars’ surviving cities as well, and crime has become an even greater problem, with criminal gangs acting as the de facto authority in many neglected sectors of Martian arcologies . It remains to be seen how much the arcologies of Mars can bend before they break.&lt;br /&gt;
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=== Rural Martians ===&lt;br /&gt;
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Rural Martians, as a demographic, have disappeared in the aftermath of Violet Dawn. For all the pride they held in their sense of self-sufficiency and hardiness, they have been unable to overcome the scorching, toxic aftermath of Violet Dawn. Their hydroponics bays now sit poisoned by phoron, their mines have no markets to export to, and their hamlets have been torn apart by desperate raiders seeking to make off with what supplies they need to survive. Many rural dwellers of Mars have resorted to armed banditry to survive, but most have bitten down on their pride and moved into arcologies - often contributing to already extreme issues of overcrowding.&lt;br /&gt;
The same traits that made many rural dwells of Mars excellent survivalists - such as their adaptation to the harsh environment of the Martian plains - have made them excellent raiders and bandits in the post-Violet Dawn Martian environment. The reputation of rural Martians as bandits is so widespread that some rural refugees taking shelter in arcologies find themselves brought under suspicion purely by association.&lt;br /&gt;
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[[Image:MarsLabelled.png|thumb|250px|Despite the harsh and arid environment, many urban areas have developed. This map represents Mars before the Violet Dawn catastrophe.]]&lt;br /&gt;
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== Culture ==&lt;br /&gt;
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Mars was home to the Sol cultural underground prior to the Violet Dawn catastrophe. The tensions with the greater Solarian Alliance combined with the planet’s wildly different features and cultural mindsets have, over centuries, produced cultures and traditions unique to Mars. Of course, with the damage wrought by the recent catastrophe, high culture has fallen to the wayside in favor of the day-to-day struggle of survival that defines much of life on Mars now.&lt;br /&gt;
One artistic movement that has endured  is ktipita, translated simply as “plainness”. Fiction, music and film of this genre aims to simply encapsulate “life as it is”, being extremely grounded and dealing with very simple stories and concepts that an average Martian can relate themselves to. The simplistic nature of these tales allows them to often be recited orally from books, instead of requiring advanced technologies such as holographic televisions.&lt;br /&gt;
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== History ==&lt;br /&gt;
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=== Early Colonization ===&lt;br /&gt;
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Despite Mars being a barren planet, a mixture of desperate living conditions on Earth and a bold commitment to exploration and colonization caused it to experience small scale colonization in the 2100&#039;s. After the terraforming efforts of 2200 began and with the discovery of massive fossil fuel deposits (therefore confirming Mars once held life), optimistic nations and corporations attempted to set up a foothold on it, causing tens of thousands of colonists to arrive during the first waves. After it became clear that Mars would remain hostile for quite some time, was passed over for more suitable, distant worlds for a long period, leaving the original settlers to etch out a meager life. The byproduct of this is that many issues, national and cultural, that plagued humanity at those times were brought over to the red planet, causing tensions between its inhabitants and new settlers. Despite the one world government of the Alliance, individual nations on Earth would finance and support colonies on Mars, pitting them against one another. Wars and skirmishes between the colonies, although rare, were not unheard of. The ones that survived have long since grown into large, independent arcologies, which are for the most part friendly competitors under the watchful eye of Sol Alliance.&lt;br /&gt;
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The fossil fuels found on Mars were quickly put to use. Power plants, large factory complexes were constructed outside the arcologies, and the planet was becoming industrialized, which later on played into the terraforming process of the planet. Most of construction was done by crew-operated behemothian industrial machines, which are still used to this day in limited capacities for work outside the domes. Primarily cyborgs and programmed robots worked in these buildings outside the safety of the arcologies, until later on when the planet&#039;s atmosphere stabilized in 2400.&lt;br /&gt;
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=== History of Terraforming ===&lt;br /&gt;
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The terraforming process started during the late part of the 22nd century, with massive terraformers designed to turn Mars’ natural minerals into gasses and legions of cyborgs put into action. The idea was to replicate the Global Warming process humans have inadvertently done on Earth, but in a more controlled environment with goals of increasing both air pressure and temperature. The process was incredibly slow and expensive, and dogged by a major catastrophe in 2298 that nearly ended the entire process and caused untold amounts of human suffering and economic damage.&lt;br /&gt;
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Although controversial for both its cost and dangers, the terraforming project of Mars is considered a success. The air, until recently, was still slightly toxic, but it effectively raised Mars&#039; near zero pressure to slightly tolerable, along with the average temperature. Furthermore, the vast amounts of polarized iron dust now flowing around the planet’s lower orbit created a makeshift electromagnetic shield, reducing harmful radiation by a large degree until it was disrupted by the massive ecological disruption of Violet Dawn. Limited efforts are being made to restore it, but these have mostly been unsuccessful. This difference meant that by 2400 a space suit was no longer needed to traverse its surface. Instead, pressure suits or thick clothing, along with eye, mouth and ear protection are enough to stop the worst effects of a low pressure environment. Single-cellular life  prospered as well, due to an atmosphere now rich with organic particles, but does no longer due to the wide-spread poisoning of the Martian atmosphere from the fires ignited in the Violet Dawn disaster. Due to this, Mars’ famous red colour has been replaced with patches of black, deep, burned orange, and violet in some places.&lt;br /&gt;
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Mars has a relatively long history of colonization, as well as destructive events. This has resulted in many colonies, facilities and arcology covering the wastes of the planet. One such arcology was Divitae, an independent mining colony established during the early gold rush that failed because of aging storms and lack of funds for redevelopment.&lt;br /&gt;
During the period of terraforming, Mars received an immense number of [[IPC|cyborgs]] to serve as its workforce. In the late part of the 22nd century, Humanity has achieved the ability to produce heavy cyborgs. Being able to function and work freely in the harsh environment, Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between due to the risks around the procedure. Eventually, to meet demand, cyborgification was implemented as capital punishment for crimes, less and less severe as time passed. In total, between 2204, when the implementation of cyborgs started, and 2260, when it stopped, over 35 million cyborgs have been sent to Mars to serve as a workforce. The terraforming project started to backfire soon after.&lt;br /&gt;
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The extent of the crimes Martians caused, as well other problems the synthetics caused, resulted in an overall negative view of AIs and cyborgification among the populace. Sometime after, Mars Senate constructed a large monumental graveyard for victims of forced cyborgification sometimes referred to CyTomb. Cyborgification, along with the use banned in several larger arcologies such as Crest Olympia, Greater London, Elysium and Red Gaia.&lt;br /&gt;
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=== The Catastrophe of 2298 ===&lt;br /&gt;
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The first of two major catastrophes in Martian history was the abrupt failure of its terraforming infrastructure in the winter of 2298. The entire infrastructure was linked to a single network, which suffered a serious melt-down as a result of human error. The network either shut down areas of terraforming or spit out wild algorithms that put the entire project into a tailspin. The network was restored after several days, but the result was catastrophic swings in the climate. For the next 10 years Mars experienced climactic storms that severely damaged or even destroyed arcologies and utterly wiped out smaller settlements. The atmosphere was flooded with excessive C02 that smothered people in the open without internals. Billions of credits of property damage was recorded, and millions were killed as a direct result of the disaster. It was estimated to have put back terraforming efforts by a century.&lt;br /&gt;
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Despite the damages, an investigation by SolGov saw only three technicians arrested, with all three later acquitted despite anger and protest from the Martian population.&lt;br /&gt;
In modern times, the ruins of arcologies lost to the catastrophe remain popular spots for scavengers, explorers, and tourists. The polar canyon regions of Mars started to serve as scrapyard for obsolete and abandoned machinery. Starting in the early 2370s, megacorporations began to dispose of their obsolete lineups by storing them in gargantuan “lots” for later retrieval when the manpower needed to sustain them returned. This would never be the case, and for years to come other megacorporations would do the same in haphazardly tossing their waste electronics into the canyon regions as time went along. In 2405, legal action was taken to prevent the excessive usage of this disposal, and it quickly halted. What was left were what would be referred to as the [[Synthetic_Origins#.22Metal_Dunes.22|Metal Dunes of Mars]], endless electronic scrapheaps as far as the eye could see.&lt;br /&gt;
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=== The Martian World War ===&lt;br /&gt;
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Considering Mars&#039; strong ties with Earth governments and its dependence on Sol Fleets, Mars never had unified interests or tools to openly fight against the Sol Government during the [[Timeline of Humanity| First Interstellar War]]r. Despite this, many Martians felt sympathetic to the Coalition of Colonies, as they felt they shared the resentment towards a growing, authoritarian oppression within the Alliance.&lt;br /&gt;
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In the early stages of the war in 2278, the Alliance quickly pressed the small Martian self-defense force into service, merging the tiny Martian fleet into the Alliance navy. Anti-Solarian factions on Mars calling themselves the Red Coalition began rallying popular and political support based on many “injustices,”committed by the Alliance against the Martian people, an alliance which had also shown casual disregard for Mars. Financially backed by the Coalition of Colonies (CoC), on 18th of January, 2279, many Martian cities seceded from Sol Alliance and launched a coordinated, surprise attack on the rest of Mars.&lt;br /&gt;
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The loyalist arcologies became known as the Sol Coalition, or more popularly, the Blues.&lt;br /&gt;
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With the mighty fleets of the Alliance out fighting in the frontier, the Blue Coalition saw very little aid from the Alliance, material or otherwise. Red Rangers, special forces under the Red Coalition, seized lightly defended orbital Alliance military stations, including nuclear-equipped missile platforms. The Red Coalition threatened to use these weapons on any planet or fleet that attempted to intervene, effectively isolating Mars and throwing it into a Cold War with Earth.&lt;br /&gt;
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As military conventions prohibited direct bombing of population centers, the Red conquest consisted of prolonged sieges while unrest, terrorist attacks, and counter-offensives began to sap their ability to wage war. In the face of growing losses, the leadership of the Red Coalition gained the dubious honor of being the second nation in human history to use nuclear weapons in warfare. In 2284, the Red Coalition arcology of Terra Nova, facing capitulation in the face of advancing Blue forces, successfully appealed to an orbital missile platform to launch a nuclear missile on a nearby Blue arcology of New Dresden in an attempt to turn the tide of war.&lt;br /&gt;
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This action immediately fractured the entire Red Coalition, with most of its members distancing themselves from the action and its perpetrators. Within days the majority of arcologies in the Red Coalition abandoned the alliance, and within weeks the remainder had surrendered.&lt;br /&gt;
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The Treaty of Olympus was signed on 5th of April, 2284 featuring unconditional surrender of remaining Red Coalition states. The Alliance, negotiating on behalf of the loyalist Blues, used the treaty to place harsh restrictions on Mars. The entire planet was disarmed and all factions on it surface were banned from fielding a standing army, navy, or engaging in armed conflicts with one another. In addition, the planet was put under &amp;quot;indefinite&amp;quot; martial law, with an Alliance Admiral permanently stationed in orbit of the planet to enforce indirect martial law, overriding any local laws or ordinances.&lt;br /&gt;
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=== The Violet Dawn Explosion ===&lt;br /&gt;
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On the seventh of November, 2462, an unprecedented disaster came to Mars in the form of the Violet Dawn explosion. Initially an attempt by the Sol Alliance to produce synthetic phoron in response to an ongoing phoron shortage crisis, the Violet Dawn program would be remembered for much more.  Safety standards were neglected in Violet Dawn facilities, located on Mars’ south pole and as a result, the synthetic phoron grew out of control before igniting. The resulting conflagration completely destroyed the southern pole of Mars, demolished a multitude of arcologies in the southern hemisphere of Mars, and spread toxic - and highly flammable - phoron particles throughout the Martian atmosphere creating massive firestorms the size of entire cities combined. The official death toll of the Violet Dawn catastrophe is unknown - and will likely never truly be known - but is estimated to be in the billions. Billions more were displaced from their arcologies, creating the largest refugee crisis in recent history and straining the already-overburdened government of Mars to its breaking point. The Mars of the post-Violet Dawn Orion Spur now bears little resemblance to what came before, and how the crisis evolves remains to be seen.&lt;br /&gt;
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== Economy and Government ==&lt;br /&gt;
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=== Economy ===&lt;br /&gt;
Mars&#039; economy was previously developed and mixed, with its largest industries being orbital construction, mining, refining, energy and a small but rapidly growing hydroponics industry. Mars also enjoyed being a center of trade, prior to the catastrophe on its southern pole. In the post-Violet Dawn environment of Mars, the economic state is most readily described as “imploded.”&lt;br /&gt;
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With over half of the planet rendered uninhabitable by the aftermath of Violet Dawn and many of its richest cities - such as Olympia - turned into smoldering ruins heavily contaminated by phoron, much of the Martian economy now lies in literal ruins. Even cities not immediately destroyed by the Violet Dawn explosion have been damaged by it, with trace elements of phoron in the air often sparking flash fires around electronics, previously relied upon water sources contaminated by the same phoron that now causes numerous flash fires around Mars’ remaining arcologies, and the contaminated air chokes the engines of shuttles that once enjoyed easy flights through the low gravity of the planet. The wealthiest - and largest - of the remaining arcologies is now Kunlun, the center of the planet’s reigning military government.&lt;br /&gt;
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While Mars may have, before Violet Dawn, been known for its energy and orbital construction sectors, the most valuable resource on the planet is now something most residents of the Orion Spur take for granted: water. With the secession of Konyang, one of the Solarian Alliance’s primary providers of fresh water, and the destruction of its southern ice cap along with contamination of open-air water sources by airborne phoron, the water situation on Mars has become quite dire. Outside of the military government-controlled northern ice cap and its surrounding arcologies, clean water is typically very hard to come across - in some areas, water is so difficult to find that groups fight for control of it. &lt;br /&gt;
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=== Government ===&lt;br /&gt;
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[[Image:ASSN-PGM_V2.png|thumb|The flag of the Alliance of Sovereign Solarian Nations&#039; Provisional Government of Mars, the sole remnant of Mars&#039; pre-Violet Dawn administration.]]&lt;br /&gt;
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The Martian “government,” has been, like its economy, devastated in the aftermath of the Violet Dawn catastrophe. The antiquated, bloated, and corrupt Martian government - with its highly-decentralized nature - was unable to handle the unparalleled crisis posed by the Violet Dawn disaster and quickly collapsed under its own weight, leaving much of the planet without a government beyond surviving local arcologies in the days immediately after the disaster. As the aftermath of Violet Dawn - columns of terrified refugees, imploding economies, and contaminated water - became apparent more and more of these local governments, already stretched thin by widespread civil unrest before the Violet Dawn explosion, began to collapse - thrusting more and more of Mars into a state of anarchy.&lt;br /&gt;
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With a collapsed civil government and widespread damage due to the Violet Dawn explosion, much of Mars exists in a governmentless anarchy where the strongest group (generally the group with the most guns) rules over a petty statelet. The one region of the planet with a semblance of traditional authority is the &#039;&#039;&#039;Alliance of Sovereign Solarian Nations’ Provisional Government of Mars (ASSN-PGM)&#039;&#039;&#039;, a military-led transitional authority that controls the largest remaining non-contaminated drinking water source on Mars: the northern ice cap. The ASSN-PGM is led by the recently-promoted Governor-General Tereza Varzieva from her headquarters in the newly-unified Kunlun and represents the only government officially recognized by the greater Solarian Alliance. The military government also controls some of the only functional shuttleports on Mars, with southern ports often having air too contaminated by phoron for typical air and spacecraft to fly. The ASSN-PGM has absolute control over Unified Kunlun, the northern ice cap, Mysteron, Marvinia, Chicago, and Draka - making it the largest single government on the Martian surface by far. While the ASSN-PGM has been referred to as “yet another,&amp;quot; example of Solarian repression by some Coalition of Colonies member states, its region is - in part due to one advantage it has over other warlords: orbital naval support - the most stable on Mars and, if the Governor-General plays her cards right, may be the red planet’s best chance for a return to normalcy. Of course, they may also simply be a new form of Solarian control over the red planet.&lt;br /&gt;
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The anarchic “states” that can be found across the rest of Mars are even more diverse than the eclectic governments that preceded them. Many are simply bandit states run by local strongmen - often former gang leaders - that enforce their rule by force of arms and nothing more. Others are the vestigial remains of what were once local governments on Mars, such as the city councils of arcologies that have managed to hang onto their immediate domains. A few, such as those arcologies in the hazard zone unlucky enough to not have been immediately destroyed, have no authority at all. The most common form of “government” on Mars is a syncretic mix of the gangs that once dominated Martian arcologies and the corrupt government officials that turned a blind eye to their activities. Now, with no external government to hold themselves accountable to, Martian gangs and their allies in the remains of Mars’ arcologies are experiencing a new golden age of hedonism and power while the planet burns around them. As the situation on Mars worsens day by day, its warlords seem all too willing to throw gas upon the fire - to let the whole planet burn, consequences be damned.&lt;br /&gt;
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== Major Martian Remnants== &lt;br /&gt;
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&#039;&#039;&#039;Crest Olympia&#039;&#039;&#039; was, until the establishment of the ASSN-PGM government zone, the seat of government on Mars following the immediate aftermath of the Violet Dawn explosion. However the arcology’s status as the most important city on Mars was not to last for long as the capital was shortly transferred to the newly-unified Kunlun. Now, stripped of Sol Alliance patrols and facing a mounting refugee crisis, Crest Olympia struggles to remain a functional arcology in the Martian anarchy. One bright spot in the darkness is the arcology’s good relations with the remaining government forces on Mars, which often send cargo shuttles laden with direly needed humanitarian supplies to its still functional ports.&lt;br /&gt;
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&#039;&#039;&#039;Red Gaia&#039;&#039;&#039; was, prior to the Violet Dawn catastrophe, an arcology that proudly rejected the Sol Alliance in its official rhetoric. Its government, having witnessed the seeming abandonment of Martians by Sol following the catastrophe, threw open its doors for any and all refugees that could prove their loyalty to Mars above their loyalty to the Alliance. This stance, coupled with the arcology’s almost fanatical dedication to broadcasting it, has been disastrous for it. With an extremely overtaxed government, huge overcrowding, and absolutely no outside assistance arriving from other arcologies, Red Gaia, despite its dedication to Martian nationalism, is expected to collapse under its own weight within months if not weeks.&lt;br /&gt;
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&#039;&#039;&#039;Unified Kunlun&#039;&#039;&#039;, previously known as Kunlun and Free Kunlun, is the technical capital of Mars and the planetside headquarters of the ASSN-PGM. Both arcologies were torn apart by civil unrest as a result of the Third Tajara Ban and placed under martial law in the days leading up to the Violet Dawn explosion. In a twisted way, this allowed the arcologies to weather the effects of the catastrophe better than perhaps any other arcology on Mars. Unified Kunlun, thanks to its location in the far north of Mars, has no overcrowding or refugee issues and is one of the few locations where shuttles travel freely between space and the Martian surface. If not for the large numbers of Solarian troops in the arcologies, or the fact that most tajara have disappeared to repatriation centers, life would seem almost normal here.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Server_Resources&amp;diff=19618</id>
		<title>Template:Server Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Server_Resources&amp;diff=19618"/>
		<updated>2021-04-12T20:47:37Z</updated>

		<summary type="html">&lt;p&gt;Limette: Replaces expired Discord link with valid link from forum.&lt;/p&gt;
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|&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:New main page git.png|frameless|upright=1|link=https://github.com/Aurorastation/Aurora.3|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[https://github.com/Aurorastation/Aurora.3 &#039;&#039;&#039;Server Github&#039;&#039;&#039;]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:New_main_page_edit.png|frameless|upright=1|link=Guide_to_Editing|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Guide_to_Editing|Editing Guide]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:New_main_page_WI.png|frameless|upright=1|link=https://byond.aurorastation.org/|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[https://byond.aurorastation.org/ Web Interface]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:New_main_page_stationmap.png|frameless|upright=1|https://map.aurorastation.org/|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[https://map.aurorastation.org/ Station Map]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:New_main_page_discord.png|frameless|upright=1|link=https://discord.gg/0sYA49zHYGnKWM9p|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[https://discord.gg/0sYA49zHYGnKWM9p Server Discord]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Limette</name></author>
	</entry>
</feed>