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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-06-10T12:15:02Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=26708</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=26708"/>
		<updated>2022-09-07T13:25:02Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Deleted the reference to the &amp;quot;Union Rep&amp;quot; alt title, as it wasn&amp;#039;t added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = FFB600&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]].&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your faction&#039;s interests, conducting interviews and AMAs, improving your interest group&#039;s image, &amp;lt;s&amp;gt;being less creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist - they are not part of [[Job_Guides#Station_Command|Ship Command]], however.&lt;br /&gt;
&lt;br /&gt;
= Variation =&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular Officer. They can both be active on the ship at one time, allowing for a representative of a faction to be there alongside a liaison from a megacorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a Consular Officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
== The Corporate ==&lt;br /&gt;
While the consular officer&#039;s purpose is pretty cut and dry, the more flexible nature of the Liaison role affords it a few alternate titles, including:&lt;br /&gt;
*Workplace Liaison&lt;br /&gt;
*Corporate Representative&lt;br /&gt;
*Corporate Executive&lt;br /&gt;
These titles should give your Liaison a bit more flavor by allowing them to have some specialty in the company. However, &#039;&#039;&#039;no alternate title gives you any more authority than another. Playing a Corporate Executive does not increase your authority - you have the same amount of direct authority as a liaison: none.&#039;&#039;&#039; As a corporate executive, think of yourself more of an executive of middle management; your direct power over the Horizon is functionally zero, as you&#039;ve been sent by whatever as a liaison and advocate. The SCC chose the heads of staff to command the ship, and they&#039;d like to keep it that way.&lt;br /&gt;
= Interest Groups =&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by NanoTrasen to act as an on-ship link between [[Nanotrasen_Corporation#Executives | NanoTrasen]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the ship, advise Station Command, and issue various paperwork, including Contract Extensions and situation reports. They can also make sure that ship command is following [[Corporate Regulations|correct procedure]] and not doing anything unsavory in the eyes of the most powerful company of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other megacorporations for contractors on ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between NanoTrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Nralakk&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:yellow;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;C&#039;thur Ta are allowed to represent Nralakk as a liaison.&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] is a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy is also a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest Group, in ways such as PDAing to check in, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=26039</id>
		<title>Guide to Away Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=26039"/>
		<updated>2022-08-20T13:40:12Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Special Guides is deprecated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign=Triogenix}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
This is a general-purpose guide to utilizing the station’s research shuttle, a small ship on the surface level which is linked to an away site far from the station within the NDV Icarus’ defense perimeter. While the doors leading to it require bridge access, the shuttle itself can be accessed by anybody once on board, making it useful for leaving the station for whatever reason - as an antagonist, or otherwise. Often times, away-sites are very dangerous and require a lot of preparation and balls to take on. To save your own time, it’s suggested to do these missions with plenty of time to spare and a plentiful manifest, else you’ll leave the station unmanned and vulnerable in an emergency!&lt;br /&gt;
&lt;br /&gt;
In away missions, authority over each mission is placed on the shoulders of the station’s [[Research Director|research director]], with the standard chain of command (with the captain directly above and all heads of staff remaining equal) still intact. It is very common to see research directors leading expeditions when they occur. It’s important to understand that away missions are always secondary to station operations - if they hinder them in any way without sufficient payoff, the whole mission may as well be a failure in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before you leave:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Away sites are presently tentatively canon and all interaction with them is to be treated as such. Ghost role interaction is to be treated like antagonist interaction.&lt;br /&gt;
&lt;br /&gt;
- Away sites sometimes spawn special ghost roles, specifics can be found on the ghost roles page [[Guide to Ghost Roles|here]].&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==The research shuttle==&lt;br /&gt;
The shuttle itself consists of four rooms. The cockpit, the main compartment, the medical compartment, and the cargo hold. &lt;br /&gt;
&lt;br /&gt;
In the cockpit, you can find an Icarus reading report that contains essential information regarding the away site. These usually aren’t very descriptive but can have important info like “massive biomass signals” hinting at exactly what you’d expect. In the center, you can see the helm control console - on it, the big fat “launch” button that will initiate the shuttle’s liftoff! Also there is an energy weapon recharger, one essential for prolonged missions when all you’ve got is laser weaponry.&lt;br /&gt;
&lt;br /&gt;
In the main compartment, there’s a bunch of chairs, a suit storage unit, and ten spare oxygen tanks. These are handy as spares in case someone’s suit gets punctured while at an away site.&lt;br /&gt;
&lt;br /&gt;
In the medical compartment, there are basic medical supplies for the obvious, and a sleeper to stabilize people in transit or remove toxic substances from their bloodstream.&lt;br /&gt;
&lt;br /&gt;
In the cargo hold, there are flares, an oxygen tank to top off your air, as well as tools and xenoarchaeology supplies. A second suit cycler and oxygen tank dispenser is here as well, as well as a portable air pump, rations, and a synthetic recharger. These are all essential in any prolonged mission. The portable air pump is handy for establishing forward bases as well to provide pressurized environments away from the shuttle, often for situations calling for on-site surgery immediately or removal of suits.&lt;br /&gt;
&lt;br /&gt;
The airlock is noteworthy in that it is very slow. It is important to not force it unless it’s at a low pressure inside, or else you’re needlessly wasting precious air that the shuttle has a dwindling supply of. If you vent all the shuttle’s air, only the portable air pump or the oxygen tank is able to refill what you’ve lost!&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
Preparation before away missions on the shuttle varies massively depending on what you can expect from the Icarus scan found in the Research Director’s office or the research shuttle itself. As far as what to prepare, everyone involved should do their part in gathering essentials, sometimes including the following : &lt;br /&gt;
&lt;br /&gt;
- Survival supplies, such as tools and efficient light sources.&lt;br /&gt;
&lt;br /&gt;
- Medical supplies, especially emergency surgical tools.&lt;br /&gt;
&lt;br /&gt;
- Engineering supplies, such as materials.&lt;br /&gt;
&lt;br /&gt;
- Food and water.&lt;br /&gt;
&lt;br /&gt;
- GPS’, and other tracking safety equipment.&lt;br /&gt;
&lt;br /&gt;
- Radios.&lt;br /&gt;
&lt;br /&gt;
Preparation often includes much more than this, with some research directors holding a “better safe than sorry” mindset and overpreparing massively. This isn’t necessarily a bad thing, and considering the danger of away sites, it is not too outrageous to bring armored vehicles and many weapons along for safety. Weaponry can be considered essential, but make sure to be as independent as possible - taking weapons directly from the armory could harm security efforts in the event of an emergency on station while you’re gone, for example. This gives research and robotics - and their notably powerful selection of manufactured killing implements - something to do in preparation as well, besides getting tools such as mecha-RCDs and drills ready.&lt;br /&gt;
&lt;br /&gt;
Don’t linger on weapons, though, because there are plenty of clever ways to assist the mission with spare tools and manufactured assets from the station. From pocket flood-lights to advanced medical gear, anything is possible.&lt;br /&gt;
&lt;br /&gt;
As for who precisely gets to go on the away mission, the director can choose from… basically anybody with an excuse, should their head of staff be okay with it or the Captain.. Get creative!&lt;br /&gt;
&lt;br /&gt;
==Departure==&lt;br /&gt;
So you’ve arrived at your spooky away site. The most important thing to do is understand that, due to the inherent dangers of the mission, you must not split up without good reason. This word is not law, but knowingly venturing into the unknown, alone, was never a good idea anyway. Ways this could backfire are: getting eaten by giant space monsters, shot by some inhabitants of the designated away site, or tripping and dying on a pebble because your suit punctured. &#039;&#039;&#039;This isn’t the safety of home base anymore, and is more dangerous than that of the miner’s daily jobs - anything could be out here.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After understanding that, your first order of business is coordinating a team first and foremost. Everyone should be able to play their role - if you take one of every department, they’ll always get something to do in the majority of away sites, as is mechanically incentivized. With that said, don’t be afraid to shove security first, medical in the back, and have scientists survey everything the team passes by in-between - or, the complete contrary, depending on what you expect. The noteworthy part here is that there must be some cohesion, some degree of teamwork, or the whole expedition might just fall apart.&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=26038</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=26038"/>
		<updated>2022-08-20T13:40:01Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Special Guides is deprecated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Started==&lt;br /&gt;
*If you&#039;re unsure of something, read the [https://aurorastation.org/rules.html Server Rules]&lt;br /&gt;
*If you plan to edit the wiki, please see this guide: [[Guide_to_Editing|Guide to Editing]]&lt;br /&gt;
*Remember the golden rule; when you&#039;re not sure if something is against the rules or not, Ahelp!&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
*[[File:Paper.png|link=Getting Started]] [[Getting Started|Getting Started]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Controls]] [[Guide to Controls]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Suit_cycler.png|link=Guide to EVA]] [[Guide to EVA]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Character Records]] [[Guide to Character Records]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Standard Procedure]][[Guide to Standard Procedure]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Law]][[Guide to Law]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Command]][[Guide to Command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food]] [[Guide to Food]]&lt;br /&gt;
*[[File:olympusmons.gif|link=Guide to Drinks]] [[Guide to Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:Clowncard.png|link=Guide_to_Battlemonsters|26px]] [[Guide_to_Battlemonsters|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;..&amp;lt;/span&amp;gt;Guide to Battlemonsters]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:Meteor.gif|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:Oxygen_canister.png|link=Guide to Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
* [[Guide_to_Thrusters|How to Set up the Thrusters]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Guide_to_Hacking]] [[Guide_to_Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2]] [[Guide_to_NTSL2|Guide to NTSL2+]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2++]] [[Guide_to_NTSL2++|Guide to NTSL2++]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Away_Missions]] [[Guide_to_Away_Missions|Guide to Away Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&amp;lt;!---&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
*[[File:PDA.png|link=Uplink|32px]] [[Uplink|A Pocket-sized Black Market]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Traitor]] [[Traitor|How to be Evil For Dummies]]&lt;br /&gt;
*[[File:SpaceNinja.png|32px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:HeistRaider.png|32px|link=Raider]] [[Raider|One More Job]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Revolutionary]][[Revolutionary|Someone Tired of the Establishment]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Vampire]][[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Changeling]][[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[File:Generic_cultist.gif|32px|link=Cult]][[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
*[[File:Revenant96x.png|32px|link=Revenant]][[Revenant|Being an Other Dimensional Being]]&lt;br /&gt;
*[[File:Borer.png|link=Borer]][[Borer|Neurology for Slugs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=26025</id>
		<title>Stellar Corporate Conglomerate Occupation Qualifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=26025"/>
		<updated>2022-08-19T17:47:23Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Deprecating the Special Guides template and merging its contents into Gameplay Guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At NanoTrasen, we look to hire the best and brightest in a wide range of fields. Given the vast breadth of known inhabited space and the variety of university, doctorate programs and general experiences potential employees can be subject to, NT HR has come up with these explicit requirements applicants much meet before being hired.&lt;br /&gt;
&lt;br /&gt;
==IMPORTANT: Applicability==&lt;br /&gt;
The following requirements and recommendations are applicable to &#039;&#039;&#039;new hires&#039;&#039;&#039; and &#039;&#039;&#039;current employees applying for a job outside of their department&#039;&#039;&#039; only.&lt;br /&gt;
&lt;br /&gt;
=Standard Requirements=&lt;br /&gt;
&lt;br /&gt;
All potential employees must be able to meet all of the following criteria to be considered for employment by NanoTrasen:&lt;br /&gt;
&lt;br /&gt;
* Must be a citizen or possess a work visa from all applicable governments&lt;br /&gt;
* Must be at least 18 years old&lt;br /&gt;
* Must be of sound-mind&lt;br /&gt;
** Those with psychological disorders are subject to additional levels of psychological screening&lt;br /&gt;
* Must understand Tau Ceti Basic without a translator&lt;br /&gt;
** Must be fluent in speaking Basic or using Sign Language&lt;br /&gt;
* Must have no outstanding warrants or bounties&lt;br /&gt;
&lt;br /&gt;
=Standard Procedure=&lt;br /&gt;
&lt;br /&gt;
All potential employees are subject to the following pre-employment procedures, regardless of species, race, age, nationality and socioeconomic status.&lt;br /&gt;
&lt;br /&gt;
The following are done in the order listed:&lt;br /&gt;
&lt;br /&gt;
* Two-tier background check&lt;br /&gt;
** Employment and Educational History&lt;br /&gt;
** Criminal Record &lt;br /&gt;
* Routine Level-1 Psychological Evaluation&lt;br /&gt;
* Interview(s) with HR and department head(s)&lt;br /&gt;
* Sign binding non-disclosure agreement&lt;br /&gt;
&lt;br /&gt;
=Occupation Specific Requirements=&lt;br /&gt;
&lt;br /&gt;
For requirements on specific jobs, look at the job qualification section on specific job guides.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
=== General Guides ===&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]] &lt;br /&gt;
[[Category:Guides]] &lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Integrated_Electronics&amp;diff=26030</id>
		<title>Integrated Electronics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Integrated_Electronics&amp;diff=26030"/>
		<updated>2022-08-19T17:35:33Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Adds appropriate navboxes and categories. Probably touch this up more later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Research and Engineering is now capable of building custom machines, that will hopefully accomplish whatever goal the creator had set out for the machine to solve, such as a health monitoring system, smart turret, a signaler controller for their bombs, or perhaps something to give Beepsky a run for their money. Or perhaps something else entirely, as more and more new parts get added to expand the metaphorical toolbox for these creators.&lt;br /&gt;
&lt;br /&gt;
=The Machine and Components=&lt;br /&gt;
Each machine can hold a limited amount of components, limited by both number of components, as well as an abstract &#039;complexity&#039; value for each component. Complex components are generally things that interact with the outside world, like weapon systems, or a fast pulse ticker. Smaller machines will have stricter limits on how many things can be shoved inside at once, where as larger ones allow for more space, but are less space efficient when carrying it.&lt;br /&gt;
&lt;br /&gt;
=Pins=&lt;br /&gt;
A component, generally referred to as a circuit, has &#039;pins&#039; on it, of three different types. Pins are connected to other pins, on the same circuit or on another circuit inside the machine, and are used to pass information or activation pulses from one component to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most components have three types of pins, but some components may have only one or two types. The three types are input, output, and activation.&lt;br /&gt;
&lt;br /&gt;
Input pins, as named, are what the circuit uses as input, where as the output pins are where the results go. For example, an addition circuit will sum up all the numbers it finds in their input pins, then put the result in their output pin. Activation pins are special, in that they don&#039;t carry data, but instead act as triggers for a component to do work. The addition circuit needs to receive a pulse signal to its activation pin in order for it to actually compute the sum of the inputs. When a circuit does work, and places its output in the outpin pins, it will then &#039;push&#039; the data to any pins linked to the output pins, so that those pins will have the correct data. Most circuits do not &#039;pull&#039; data, but instead need to have it &#039;pushed&#039; from another circuit.&lt;br /&gt;
&lt;br /&gt;
A pin can be linked to an arbitrary number of other pins, as long as they are inside the same machine. Removing a component will automatically unwire everything from it, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
On the wiring interface, input pins are always on the left, output pins are on the right, and activator pins are on the bottom side. They are also colored red. Pins that are linked to to other pins are bolded, and will have a link to go to that circuit underneath. The data that pin holds, and the type it is, will also be visible.&lt;br /&gt;
&lt;br /&gt;
=Wiring=&lt;br /&gt;
To wire something, you first need a special &#039;wiring&#039; tool. You will also need a custom machine item, which resembles a cube, and some special circuits. All of this can be printed in R&amp;amp;D, and in the future can be found in tech storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other tools you may need are screwdrivers, which will remove circuits from the machine, and crowbars, to open or close machines.&lt;br /&gt;
&lt;br /&gt;
First, use a crowbar on the machine to open it, if it is not opened already, then start sliding some circuits inside. You&#039;ll hear it slide into place if there&#039;s enough room and it&#039;s not too complex. After that, examine or hit the cube with the wiring tool, then select a circuit to look at. After that, click on a pin, then on another pin, on the same or a different circuit, and they&#039;ll link together. Remember that activation pins don&#039;t carry data, and so can&#039;t be linked to input/output pins.&lt;br /&gt;
&lt;br /&gt;
To unwire, just use the wire tool in your hand to change it to unwire mode, then click two pins to unwire them.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
Pins can hold three types of data, which are strings (text), numbers (both integers and floating-point, because BYOND), and object references (called Refs). If there is no data in a pin, it displays &#039;null&#039;.&lt;br /&gt;
&lt;br /&gt;
Some circuits mandate that input data be a specific type of data. For example, a circuit wanting X and Y coordinates will require that those inputs be numbers. If it&#039;s given text, it will do nothing, and therefore won&#039;t work. Sometimes numbers can be converted to text, and text to numbers, with specialized circuits. For example, the number 5 can become the string “5”.&lt;br /&gt;
&lt;br /&gt;
On the wiring interface, you can tell what type a piece of data is by looking at how it is presented, between two brackets. Strings are always wrapped in quotes, as in many programming languages, where are numbers are not, and are (obviously) only numbers. References have a [Ref] at the end of the name for the referenced object, and no quotes. Refs are somewhat more rarely used, but are powerful.&lt;br /&gt;
&lt;br /&gt;
Numbers can be converted to strings easily with a number to text circuit. String can become numbers with a text to number circuit, so long as the string has only numbers inside of it (e.g. “28”. “Five” won&#039;t work). Refs can be converted one way to text, which will give you the name of the referenced object, using a ref to text circuit.&lt;br /&gt;
&lt;br /&gt;
Valid types for pin data;&lt;br /&gt;
&lt;br /&gt;
*“This is a string.”&lt;br /&gt;
*98.5&lt;br /&gt;
*the crowbar [Ref]&lt;br /&gt;
*null&lt;br /&gt;
&lt;br /&gt;
=Flow Control=&lt;br /&gt;
&lt;br /&gt;
Flow Control is a term used generally for programming languages for determining in what order does code get executed. The same principal applies for custom machines, using activator pins. The proper management of how a pulse goes to each component in the correct order will be very important for complicated or big machines.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there are some components to help with organizing your flow control. For example, there are pulse splitters to allow for cleaner wiring. Delay timers also exist so that you can make sure everything goes off at the right time (although it&#039;s best if your machine is not dependent on that, which is known as a race condition in programming). Many circuits will also propagate a pulse if it passes a certain condition, for example many logic gates, ensuring that something will occur only if you want it to.&lt;br /&gt;
&lt;br /&gt;
It should be noted that each component has an internal cooldown, by default two seconds, whenever it does work. Further pulses will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]] &lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Telescience&amp;diff=26029</id>
		<title>Guide to Telescience</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Telescience&amp;diff=26029"/>
		<updated>2022-08-19T17:33:56Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Deprecating the Special Guides template and merging its contents into Gameplay Guides. Category maintenance as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
This guide was written by player LanceLynxx (AKA Natascha Sukhoi) with edits to fit the wiki. If you wish to learn more about telescience, feel free to ask LanceLynxx to ICly teach you or check out some IC books he has written by searching &amp;quot;Natascha Sukhoi&amp;quot; on the [https://byond.aurorastation.org/server/library/ Web Interface Library]:&lt;br /&gt;
&lt;br /&gt;
=Preface=&lt;br /&gt;
&lt;br /&gt;
The experimental teleporter is a scientific marvel, that although seemingly complex at a glance, has quite a simple method of operation, though the inner mechanics are a physics wonder.&lt;br /&gt;
&lt;br /&gt;
In this book, i won&#039;t delve into the detailed internal fuctioning, however, I hope to elucidate the basic operation procedures for the endeavoring scientist.&lt;br /&gt;
&lt;br /&gt;
Although simple in operation, the experimental nature of bluespace tunneling will also test your patience, intelligence, and if you rush things, possibly your body’s resistance to the vacuum of space and shearing forces.&lt;br /&gt;
&lt;br /&gt;
Good luck, aspiring telephysicist!&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
Upon arrival to the workstation, you will be met with your job tools: The Teleporter Console, GPS units on a table, and the Telepad.&lt;br /&gt;
&lt;br /&gt;
Before anything else, you will need to pair the Telepad to the Console. To do this, take a screwdriver and take off the cover of the Telepad. Then, acquire the linkage information with a Multitool by scanning the data port. Proceed to screw the Telepad shut, and connect the Console with the pairing data from the Multitool.&lt;br /&gt;
&lt;br /&gt;
The Console will now recognize that it controls that specific Telepad.&lt;br /&gt;
&lt;br /&gt;
=The GPS Units=&lt;br /&gt;
&lt;br /&gt;
The  GPS units on the table are vital for your job; They are used for calibration, mapping, and checking where the Telepad Destination is, without having to get out of the lab or requiring cameras.&lt;br /&gt;
&lt;br /&gt;
Take a GPS and rename it to something unique, to make it easy to find, then place it on the Telepad.&lt;br /&gt;
Take another GPS for yourself and rename it as well, so you can check the first GPS unit’s location. Keep it on you at all times while operating the Telepad.&lt;br /&gt;
&lt;br /&gt;
The other units are spares that you can use in case of loss, for triangulating, tracking, landmarking, and other uses.&lt;br /&gt;
&lt;br /&gt;
=Understanding the Console=&lt;br /&gt;
&lt;br /&gt;
The Teleporter works according to the physical concepts of Projectile Motion.&lt;br /&gt;
&lt;br /&gt;
Assume the way you launch an object at a target, much like a canon or artillery: To hit the target, you must face a certain direction, set the angle of the launch, and the amount of power. &lt;br /&gt;
&lt;br /&gt;
The same concepts apply to bluespace tunneling operations, but viewed from a top-down perspective of the plane, instead of from the side.&lt;br /&gt;
&lt;br /&gt;
Therefore, we must understand the operation of the Console controls, as follows:&lt;br /&gt;
&lt;br /&gt;
*BEARING: The direction of the Destination, relative to the Telepad, in degrees, from a top-down perspective. (0 for North; 90 for East; 180 for South; 270 for West)&lt;br /&gt;
*ELEVATION: The angle of the bluespace tunnel launch, in degrees (Ranging from 0-90 degrees)&lt;br /&gt;
*POWER: The amount of power provided to the bluespace crystals and graviton generator.&lt;br /&gt;
*SECTOR: Defines in what Z-Level the Destination is.&lt;br /&gt;
*SEND &amp;amp; RECEIVE: Defines the type of operation.&lt;br /&gt;
*FUNNEL-WARP CALIBRATION: Specifies the graviton field size generated, enabling the teleport of up to a 9 square  meter area from the center of the Telepad&lt;br /&gt;
*RECALIBRATE CRYSTALS: Equalizes the electric charge differential and resets the quantum microfluctuations of the crystals, known as Offsets.&lt;br /&gt;
&lt;br /&gt;
=Important Notes=&lt;br /&gt;
&lt;br /&gt;
*As a general safety procedure, avoid teleporting yourself unless you are experienced.&lt;br /&gt;
*The center/origin of the teleport will always be the location of the Telepad, thus, the Direction is relative to it. You can check this information at the bottom of the Console&#039;s screen.&lt;br /&gt;
*Available Power depends on the installed Capacitor type, and on how many Bluespace Crystals are inserted into the Console. Refer to the Research &amp;amp; Development division for more information.&lt;br /&gt;
*Increasing the Warp-Funnel area will increase bluespace tunneling area of effect, drawin more energy, and decreasing the available Power, and thus, the Distance possible to reach is shorter.&lt;br /&gt;
*Bearing determines the Direction, while Elevation and Power determine Distance.&lt;br /&gt;
*Be wary when teleporting near Asteroid sectors. Should the teleport lead to a hole, the object teleported will fall through the Sector, unto the Sector below it. This is extra important if you&#039;re dealing with Sector 3 or 2, as a venture into a hole will lead you to deep space, out of communications reach, and likely result in broken bones when re-entering the Asteroid&#039;s gravity well.&lt;br /&gt;
*It is good practice to avoid any critical teleports when nearing the point of recalibration, to avoid losing something (or someone) after the last teleport. Check the Console information screen constantly.&lt;br /&gt;
*Creating a bluespace tunnel to a solid structure may cause localized gravity wells due to alteration of mass due to the graviton generator. This can cause severe damage to both the structure affected as well as any teleported items or organisms, presenting a hazard.&lt;br /&gt;
*Teleporting a Bag of Holding/Quantum Container will create an interference with the graviton generator and cause errors with operation. Avoid doing so, unless absolutely necessary&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]] &lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=26027</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=26027"/>
		<updated>2022-08-19T17:33:18Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Deprecating the Special Guides template and merging its contents into Gameplay Guides. Also, robotics is no longer under Research.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Machinist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====So You Decapitated Your Patient====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, etc) they cannot change the module without your help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained [[Machinist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Creating a Spiderbot ===&lt;br /&gt;
&lt;br /&gt;
Spiderbots are temporary bodies for brains. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IPCs =&lt;br /&gt;
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General repair ==&lt;br /&gt;
&lt;br /&gt;
In the case that any damage is only external (Anything less than &amp;quot;Severe&amp;quot; or &amp;quot;A lot of&amp;quot;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For dents:&lt;br /&gt;
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head. &lt;br /&gt;
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it&#039;s in your hand to light it, target the affected organ and then click on the IPC.&lt;br /&gt;
&lt;br /&gt;
For burns:&lt;br /&gt;
* Burns, no matter how high or low the damage is, will require that you open the robotic part up. Read [[#Opening and Closing Surgical Sites|up here]] to find out how to do that.&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, click on the IPC with a cable coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):&lt;br /&gt;
# &#039;&#039;&#039;Microbattery&#039;&#039;&#039; - chest&lt;br /&gt;
# &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;IPC identification tag&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;Positronic brain&#039;&#039;&#039; - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain.)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Nanopaste.png]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ removal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the target organ (you can choose if there are multiple) using a multitool. &#039;&#039;NOTE: It may take multiple clicks before it works.&#039;&#039;&lt;br /&gt;
# [[File:Hemostat.png]] Remove the target organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ attachment ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Positronic brain installation ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Install the Positronic Brain by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Crowbar.png]5] Close and secure the hatch using a crowbar.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.png]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== IPC revival ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time to bring a dead robot back to life:&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the Positronic brain.&lt;br /&gt;
# [[File:Hemostat.png]] Remove the brain with the hemostat.&lt;br /&gt;
# [[File:Exofab.png]] Create a full cyborg chassis.&lt;br /&gt;
#* The IPC&#039;s species depends on the brand of the torso. Different brands can be ordered through cargo.&lt;br /&gt;
# [[File:Multitool.png]] Use the multitool on the head to disable the law manager.&lt;br /&gt;
# [[#Making_a_Cyborg|Build a cyborg and follow the steps above.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Medibot.gif|50px]] Medibot===&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Cleanbot.gif|50px]] Cleanbot===&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with Autolathe)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Farmbot.png|50px]] Farmbot ===&lt;br /&gt;
&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Floorbot.gif|50px]] Floorbot===&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW|50px]] Securitron===&lt;br /&gt;
&lt;br /&gt;
Basically, Officer Beepsky without the personality. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:ED209.png|50px]] ED-209===&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and an [[File:Plate sec.png]] armor plate, not the plate carrier!&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Distruptor pistol.png]]disruptor pistol and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* Apply 15 steel sheets to the frame.&lt;br /&gt;
* Wrench the steel sheets in place.&lt;br /&gt;
* Weld the steel sheets in place.&lt;br /&gt;
* Wire the frame.&lt;br /&gt;
* Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, screwdriver to complete.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&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; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols.&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the exosuit fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld the steel onto the assembly&lt;br /&gt;
#Install plasteel sheets onto the assembly&lt;br /&gt;
#Secure the plasteel with a wrench&lt;br /&gt;
#Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Research&amp;diff=26028</id>
		<title>Template:Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Research&amp;diff=26028"/>
		<updated>2022-08-19T17:32:26Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Robotics is now under the purview of operations, removing the Robotics guide from this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#C17BB5; margin-top:1em&#039; width=100%&#039;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:#C25EB1&#039;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Research Department&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Head of department&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#D5A4CC; padding:0.5em&#039; |[[Research Director]] &lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Personnel&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#D5A4CC; padding:0.5em&#039; |[[Scientist]] - [[Xenobiologist]] - [[Xenoarcheologist]] - [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;[[Education|Relevant Education]]&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#D5A4CC; padding:0.5em&#039; |[[Mars University]] - [[Solis Cognito University]] - [[Federation_Education#The_Gliutip&#039;lyaz_University | The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Useful guides&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#D5A4CC; padding:0.5em&#039; |[[Guide to Research and Development]] - [[Guide to Toxins]] - [[Guide to Xenobiology]] - [[Guide to Xenobotany]] - [[Guide to Xenoarchaeology]] - [[Integrated Electronics]] - [[Guide to Telescience]] - [[Guide to Modular Weaponry]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=26026</id>
		<title>Guide to Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=26026"/>
		<updated>2022-08-19T17:31:09Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Deprecating the Special Guides template and merging its contents into Gameplay Guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=Very outdated, needs to be updated but I&#039;d wait till NBT .}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Mining==&lt;br /&gt;
For a job that is primarily out in space, mining is a relatively safe (given that the miner is experienced), even boring, occupation. Still, the entire station is depending on you to bring back those all-important phoron and minerals. Just follow a few guidelines here to keep yourself from becoming lost in the mines.&lt;br /&gt;
&lt;br /&gt;
Mining is located South of Cargo through the break room. It has access to the smelter, rewards terminal, voidsuits, equipment, and airlock.&lt;br /&gt;
&lt;br /&gt;
While mining can be extremely easy, every good miner knows that they have one mortal enemy. Holes. Avoid them at all costs and be sure to bring a GPS locator just in case.&lt;br /&gt;
&lt;br /&gt;
==Your Base of Operations==&lt;br /&gt;
* This is the mining bay, your base of operations. Within the area you will find multiple pieces of equipment and machinery to aid you in your work. &lt;br /&gt;
[[File:Miningbay.png|550px|]]&lt;br /&gt;
&lt;br /&gt;
===Standard Equipment===&lt;br /&gt;
&lt;br /&gt;
Within the orange lockers (highlighted in red as mining equipment on the above image) you will find some items to help you start out your shift. This basic gear will be your way to gain some mining points so that you can gain better, more efficient gear. But more on that later. Below is a list of the gear found in the lockers.&lt;br /&gt;
* A GPS Unit - Mining can be dangerous at times, it&#039;s wise to take one of these so that you can be found in case of an emergency.&lt;br /&gt;
* A Key - A key that is able to start a minecart. Useful for those who wish to make a transportation network within the mines.&lt;br /&gt;
* A Scanner Pad - This nifty gadget will point you in the direction of any ore around you. However be warned that it is not 100% accurate.&lt;br /&gt;
* A Kinetic Accelerator - A low end ranged mining solution that is charged via pumping. Science can upgrade those a lot with the right materials. &lt;br /&gt;
* A Pickaxe - A standard pickaxe that will break down a rock face in around three swings. Note that the pickaxe must be wielded by activating it in your hand for it to break rock walls quickly.&lt;br /&gt;
* A Shovel - A shovel that can be used to dig up sand and other minerals that may be lurking within the ground.&lt;br /&gt;
* An Ore Satchel - This orange bag is one of the miners greatest tools. Clicking on a tile with this bag will deposit all ore and rock on said tile into the bag for quick storage or transferring of the minerals.&lt;br /&gt;
* An Analyzer - A simple analyzer that shows data collected from your atmospheric environment.&lt;br /&gt;
* Shoes, Some black gloves and a Mining Jumpsuit - Standard uniform should you somehow lose your own.&lt;br /&gt;
* Supply Radio Headset - A headset for the supply channel, should you lose your own.&lt;br /&gt;
* Industrial Satchel/Backpack - A satchel or a backpack that can be used to hold items so long as they fit inside.&lt;br /&gt;
&lt;br /&gt;
===EVA Equipment===&lt;br /&gt;
&lt;br /&gt;
Within the mining bay you have access to some basic EVA equipment so you can survive within the harsh conditions of the asteroid. The EVA equipment can be found in the bottom left of the mining bay (as marked on the picture above). Below is a list of said items:&lt;br /&gt;
* Mining Voidsuit, helmet and breathe mask - Basic EVA gear. With this you are able to survive the dangerously low pressure and temperature outside of the station. Don&#039;t forget to pack your oxygen!&lt;br /&gt;
* Mining Suit Cycler - A machine used to decontaminate and refit voidsuits so that other species may wear them. &lt;br /&gt;
* Tank Storage Unit - Contains partially filled oxygen tanks that can be fitted into a voidsuit&lt;br /&gt;
* Oxygen Cannister - Can be used for filling or refilling oxygen tanks. Oxygen tanks can hold the maximum output of a cannister. &lt;br /&gt;
* Coloured beacons - Useful to marking a route through the mines.&lt;br /&gt;
&lt;br /&gt;
===Other gear that can be found within the mining bay:===&lt;br /&gt;
* Ore boxes - These boxes hold huge amounts of ore. They work most efficiently with ore satchels. Simply pick up the ore with the satchel and click on the ore box with the satchel inhand to transfer all of it&#039;s contents into the box. They can also be placed against the unloading machine, which will deposit it&#039;s contents onto the conveyor to be smelted.&lt;br /&gt;
* Portable Suit Cooling Units - These devices are primarily used by IPCs. They keep the IPCs cool within voidsuits and rigsuits due to the lack of airflow within the suits. Industrial IPCs can carry suit coolers on their back and do not require a suit. Other IPC types, however, require a suit as well as a cooler in the suit storage slot (Where an oxygen tank would usually go)&lt;br /&gt;
* Mechanical Toolbox - A toolbox containing a standard set of tools. Useful for adding and removing powercells and modules to rigsuits, or setting up industrial drills.&lt;br /&gt;
* Mobile Ladder - A ladder that can be placed either below an open space (allowing the user to travel up a level) or on an open space (allowing the user to travel down a level). &lt;br /&gt;
* Hoist Kit - A deployable and collapsible hoist that can be used to raise or lower objects between levels. To use the hoist kit, first click and drag the object to the clamp using your mouse. Next, click on the green frame of the hoist kit, this will give a message stating that you reverse the direction. Clicking the green frame again will raise or lower the clamp and thus, the object attached (however an object does not need to be attached for the hoist to raise/lower). To detach an object from the hoist, drag the clamp to an empty tile adjacent to the hoist that is not blocked. If there is nowhere to unclamp to, you can click and drag the hoist to your own tile, as this also works.&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
When you&#039;ve put on all your gear after joining the shift, chances are you&#039;ll only have the basics. A pickaxe, ore scanner, ore box and an ore satchel as well as the appropriate EVA gear and possible the ladder/hoist kit; although you should try make sure you don&#039;t accidentally hide it from your co-workers, as it can benefit everyone on the mining team.&lt;br /&gt;
&lt;br /&gt;
The first thing you want to aim for is high value minerals, so you can purchase some better gear. This includes, but is not limited to: gold, diamond, phoron and silver. Rumour has it that some levels are more densely packed with minerals than others.&lt;br /&gt;
&lt;br /&gt;
===Processing your goods===&lt;br /&gt;
First and foremost you should set up the smelter, see Furnace 101 below. Assuming you&#039;ve collected your ore, you&#039;re going to want to transfer it to the smelting belt on the far right of the mining bay. To do this, either dump the ore infront of the unloading machine [[file:Unloader.gif|32px|]] and it will start to move the items onto the belt. Assuming you set the smelter correctly and it is turned on, you should see materials go in as ore and come out as sheets and bars respective to the type of ore put in. After smelting, compressing or alloying, the materials will now follow the belt round to the stacking machine, which will stack the materials. The stacking machine can be controlled via the console on the wall below it [[file:miningconsole.gif|32px|]]. This will allow you to place the materials in a crate for cargo to ship to whomever needs them.&lt;br /&gt;
&lt;br /&gt;
===Mining Points And The Mining Vendor===&lt;br /&gt;
As materials pass through the smelter you may notice that points begin to rack up within the ore processing console [[file:miningconsole.gif|32px|]]. Inserting your ID by clicking the blue &amp;quot;Insert ID&amp;quot; will allow you to claim the points for your own. Which can be cashed in at the mining equipment vendor [[file:MinerEquip.png]] to purchase new tools and devices to aid your mining. Below is a table to give you some idea on what you can purchase within the mining vendor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mining Vendor Contents===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Item&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Picture&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Cost&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Description&lt;br /&gt;
|-&lt;br /&gt;
!Food Ration&lt;br /&gt;
![[File:Ration.png|50px]]&lt;br /&gt;
|5 &lt;br /&gt;
|Some food to keep you going.&lt;br /&gt;
|-&lt;br /&gt;
!Poster&lt;br /&gt;
![[File:poster.png|50px]]&lt;br /&gt;
|20&lt;br /&gt;
|A poster that you could put up somewhere.&lt;br /&gt;
|-&lt;br /&gt;
!Ore Scanner Pad&lt;br /&gt;
![[File:pinpointer.gif|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Points to the nearest ore deposit. Green means close, blue means quite close, red means far away.&lt;br /&gt;
|-&lt;br /&gt;
!5 Red Flags&lt;br /&gt;
![[File:redflag.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!5 Green Flags&lt;br /&gt;
![[File:greenflag.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!5 Yellow Flags&lt;br /&gt;
![[File:yellowflag.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!5 Purple Flags&lt;br /&gt;
![[File:purpleflag.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!Ore-Bag&lt;br /&gt;
![[File:satchel.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can pick up large amounts of ore with just one click. Can also transfer said ore to an ore box or drop it all.&lt;br /&gt;
|-&lt;br /&gt;
!Meat Pizza&lt;br /&gt;
![[File:pizza.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|It&#039;s Pizza.. You eat it..&lt;br /&gt;
|-&lt;br /&gt;
!Lantern&lt;br /&gt;
![[File:newlantern.png|50px]]&lt;br /&gt;
|75&lt;br /&gt;
|Light source: Shines light around you with a radius. This also extends behind you. Good for avoiding holes.&lt;br /&gt;
|-&lt;br /&gt;
!Shovel&lt;br /&gt;
![[File:shovel.png|50px]]&lt;br /&gt;
|100&lt;br /&gt;
|For digging holes in the sand.&lt;br /&gt;
|-&lt;br /&gt;
!Pickaxe&lt;br /&gt;
![[File:Pickaxe.png|50px]]&lt;br /&gt;
|100&lt;br /&gt;
|Used for breaking down rocks and gaining the treasures within.&lt;br /&gt;
|-&lt;br /&gt;
!Compressed Rail Cartridge&lt;br /&gt;
![[File:Compressed_matter_cartridge.png|50px]]&lt;br /&gt;
|100&lt;br /&gt;
|Used as ammunition for the Rapid Railway Fabricator&lt;br /&gt;
|-&lt;br /&gt;
!Ore Box&lt;br /&gt;
![[File:OreCrate.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|A huge, heavy box for storing large amounts of ore. When ordered through the equipment vendor, it is delivered via cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
!Emergency Flood Light&lt;br /&gt;
![[File:Inf_box.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|A kit that can be assembled easily for a long range light source.&lt;br /&gt;
|-&lt;br /&gt;
!Premium Cigar&lt;br /&gt;
![[File:Cigar2off.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|Some say they make you live longer.&lt;br /&gt;
|-&lt;br /&gt;
!Seismic Charge&lt;br /&gt;
![[File:Seismic Charge.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|A plantable explosive that delivers a low-medium intensity explosion for the purpose of shattering rock.&lt;br /&gt;
|-&lt;br /&gt;
!Material Scanners&lt;br /&gt;
![[File:Material.png|50px]]&lt;br /&gt;
|200&lt;br /&gt;
|Allows you to see materials within large rock formations.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Drill&lt;br /&gt;
![[File:Handdrill.png|50px]]&lt;br /&gt;
|200&lt;br /&gt;
|A drill that is faster than the pickaxe.&lt;br /&gt;
|-&lt;br /&gt;
!Deep Ore Scanner&lt;br /&gt;
![[File:Forensic0old.png|50px]]&lt;br /&gt;
|250 &lt;br /&gt;
|Scans for mineral deposits within the ground.&lt;br /&gt;
|-&lt;br /&gt;
!Magboots&lt;br /&gt;
![[File:Mashoe.png|50px]]&lt;br /&gt;
|300&lt;br /&gt;
|Can stop you from falling down open spaces&lt;br /&gt;
|-&lt;br /&gt;
!Autochisel&lt;br /&gt;
![[File:Jackhammer.png|50px]]&lt;br /&gt;
|400&lt;br /&gt;
|Allows you to sculpture.&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack&lt;br /&gt;
![[File:Jetpack.png|50px]]&lt;br /&gt;
|400&lt;br /&gt;
|Allows traversal up, down and across open spaces. Note that you must activate the jetpack and the stabilizers for it to work. It should also be placed on your back.&lt;br /&gt;
|-&lt;br /&gt;
!Drone Drill Upgrade&lt;br /&gt;
![[File:Mainboard.png|50px]]&lt;br /&gt;
|400&lt;br /&gt;
|Allows you to upgrade the mining drill on a Mining Drone&lt;br /&gt;
|-&lt;br /&gt;
!Industrial Drill Brace&lt;br /&gt;
![[File:Mining Drill Brace.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|A large brace that is part of the Industrial Drill Assembly (See Drill 101)&lt;br /&gt;
|-&lt;br /&gt;
!Point Transfer Card&lt;br /&gt;
![[File:Data1.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|Gives you a card loaded with 500 points. Can be used to give points to other miners.&lt;br /&gt;
|-&lt;br /&gt;
!Explorers Belt&lt;br /&gt;
![[File:Explorers Belt.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|A belt that can hold multiple items, usually items to do with mining.&lt;br /&gt;
|-&lt;br /&gt;
!Item Warp Beacon&lt;br /&gt;
![[File:Item Warp Beacon.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|A Beacon that is used along with the Item Warp Pack to transport non-living matter.&lt;br /&gt;
|-&lt;br /&gt;
!Item Warp Pack&lt;br /&gt;
![[File:Item Warp Pack.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|A Pack that is used along with the Item Warp Beacon to transport non-living matter. Has 3 charges.&lt;br /&gt;
|-&lt;br /&gt;
!Drone Health Upgrade&lt;br /&gt;
![[File:Mainboard.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|Increases the max health of a mining drone.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Railway Fabricator&lt;br /&gt;
![[File:RCD.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|A swift way of making tracks for minecarts.&lt;br /&gt;
|-&lt;br /&gt;
!Brute First-aid kit&lt;br /&gt;
![[File:Mining_First_Aid_kit.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|Contains some bandages and trauma kits, useful in the event of an unexpected fall.&lt;br /&gt;
|-&lt;br /&gt;
!Ore magnet&lt;br /&gt;
![[File:Ore_Magnet.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|Attracts nearby ores to your tile.&lt;br /&gt;
|-&lt;br /&gt;
!Minecart&lt;br /&gt;
![[File:Mining Cart.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|A trolley that attaches to the Mining Engine&lt;br /&gt;
|-&lt;br /&gt;
!Resonator&lt;br /&gt;
![[File:Resonator.png|50px]]&lt;br /&gt;
|700&lt;br /&gt;
|A handheld device used for shattering rock.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Rig&lt;br /&gt;
![[File:Mining rig.png|50px]]&lt;br /&gt;
|1000&lt;br /&gt;
|A rigsuit that can hold multiple modules. &lt;br /&gt;
|-&lt;br /&gt;
!Mass Driver&lt;br /&gt;
![[File:Inf_box.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|A device that can &amp;quot;throw&amp;quot; objects and even people. Use with care.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Drone&lt;br /&gt;
![[File:Mining Drone.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|A nifty little drone that mines for you.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Engine&lt;br /&gt;
![[File:Mining Engine.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|The main mine-cart engine. Good for cross-asteroid transportation.&lt;br /&gt;
|-&lt;br /&gt;
!Drone Kinetic Accelerator Upgrade&lt;br /&gt;
![[File:Mainboard.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|Increases the efficiency of the Drone KA.&lt;br /&gt;
|-&lt;br /&gt;
!Ore Summoner&lt;br /&gt;
![[File:Ore Summoner.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|Teleports any ore you can see onto your tile instantly. Note that it does not work between levels.&lt;br /&gt;
|-&lt;br /&gt;
!Lazarus Injector&lt;br /&gt;
![[File:Lazarus Injector.png|50px]]&lt;br /&gt;
|1000&lt;br /&gt;
|A device that is able to raise animals from the dead.&lt;br /&gt;
|-&lt;br /&gt;
!Industrial Drill Head&lt;br /&gt;
![[File:Mining Drill Head.png|50px]]&lt;br /&gt;
|1000&lt;br /&gt;
|A large, automatic drill that digs for ore deposits underground.&lt;br /&gt;
|-&lt;br /&gt;
!Super Resonator&lt;br /&gt;
![[File:Super Resonator.png|50px]]&lt;br /&gt;
|1250&lt;br /&gt;
|An upgraded version of the Resonator.&lt;br /&gt;
|-&lt;br /&gt;
!Diamond Pickaxe&lt;br /&gt;
![[File:Diamond Pickaxe.png|50px]]&lt;br /&gt;
|1500&lt;br /&gt;
|A much better version of the standard pickaxe. Mines rock in 2 swings.&lt;br /&gt;
|-&lt;br /&gt;
!Thermal Drill&lt;br /&gt;
![[File:Thermal Drill.png|50px]]&lt;br /&gt;
|3750&lt;br /&gt;
|A large drill that fires 2, 4 or 6 second bursts of laser-based projectiles to mine rock quickly.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pickaxes==&lt;br /&gt;
Those come in different forms and flavors. The material usually affects how efficient you can get to your ores. Make sure to grab it with both hands and swing away to get through the asteroid. While not the most fancy option these have two distinct bonuses that should not be underestimated. A good hit or two make short work of anything dangerous outside the station and fit into your explorers belt. They are also the only mining tool that allows you to find things that are valued highly by [[Xenoarcheologist|specialized scientists.]] Just make sure to be extra careful with anything that glows more than it should.&lt;br /&gt;
&lt;br /&gt;
==Shovel==&lt;br /&gt;
The classic concept of digging through the dirt for valuable materials. A massive drill is a lot more efficient, but if you just require some glass sheets this is a quick way to get some sand to smelt. Dig deep enough and you will be able to reach a lower level of the asteroid. Just make sure to use a ladder or jetpack when traversing since gravity might not always be your friend. Some niche materials can only be found in the dirt instead of rocks.&lt;br /&gt;
&lt;br /&gt;
==Resonators==&lt;br /&gt;
This little device creates a force field which crumbles everything inside of it like paper. Can be used to crush a lot of rocks rapidly. Activating the field again when set up lets it collapse instantly. Just make sure that you do not step into your own fields if you value your bones. The biggest bonus of those is that they never run out of charge and make mining a job for the not so muscular.&lt;br /&gt;
&lt;br /&gt;
==Seismic Charges==&lt;br /&gt;
Those can be purchased from the mining vendor. Think of dynamite in space. Find a mineral rich area and plant one of those to rip a big hole into the rock. Keep a safe distance when it goes off and you should be able to collect any ore it broke free. Although designed to remove lose rocks, the charges should be planted with a little distance to the station to ensure nobody gets spaced during their lunch break.&lt;br /&gt;
&lt;br /&gt;
==Kinetic Accelerators==&lt;br /&gt;
A high tech tool for the futuristic space miner. They come as small hand guns, only able to break through rock slowly and range all the way up to massive canons breaking through large areas rapidly. Depending on which modules they are made of, you either have to reload them manually or wait for it to recharge. Favored by many due to their customization option, these tools require the most in terms of materials and [[Scientist|research staff.]]&lt;br /&gt;
&lt;br /&gt;
==Mining Mech==&lt;br /&gt;
If [[Machinist|Robotics]] is supplied and able, odds are one of the first creations from their lab will be a mech for Mining. The machine is typically outfitted with a drill and a hydraulic clamp. All mechs usually offer external lighting and life support. To load an ore box into the mech, click on the box while facing it with an active hydraulic clamp. To mine, walk into the rock wall with your drill active or click on the floor to start digging through the sand. Refer to [[Guide_to_Robotics#Mech_Piloting|this guide]] for more information on how to pilot your new mech and keep in mind that miners would probably not know a lot about repairing or modifying those complex machines.&lt;br /&gt;
&lt;br /&gt;
==Drill Mining==&lt;br /&gt;
For most drill functions, you will need a crowbar, wrench, and a screwdriver. The drill is found in three parts - A mining drill head and two mining drill braces. In order to set the drill up, drag all three pieces to the drill site. Drill technicians can request drills via the dropper tool they start with.&lt;br /&gt;
&lt;br /&gt;
To set up the drill, place the two braces beside the drill head, and if necessary, turn them so the arms face the drill. Click on the braces with a wrench in your hand to secure them in place. To turn the drill on, click on the drill.&lt;br /&gt;
&lt;br /&gt;
As the drill is powered by a power cell, the occasional change is required. To change, click on the drill head with a screwdriver in your hand. Use a crowbar on the drill to remove the power cell.&lt;br /&gt;
Science can upgrade the drill with bigger power cells or better machine parts.&lt;br /&gt;
&lt;br /&gt;
To empty the drill, place an ore box beside it. Click &amp;quot;Unload Drill&amp;quot; under the &amp;quot;Objects&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
==Furnace 101==&lt;br /&gt;
The furnace [[file:Furnace.gif]] can be loaded via the unloading machine [[file:unloader.gif]] and must be turned on via the ore redemption console [[file:miningconsole.gif]] infront of it. It is also configured from here. You can produce multiple products at once, but smelting or compressing something that has no corresponding product will produce useless slag.&lt;br /&gt;
[[File:SmelterExample.png|200px|thumb|center|an example of a working setup for the smelter.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===The Ores===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Name&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Wall&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Raw Ore&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Smelted&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Compressed&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Door&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
|Hematite&lt;br /&gt;
![[File:Mining iron.gif|50px]]&lt;br /&gt;
![[File:Ironore.png|50px]]&lt;br /&gt;
! Iron&lt;br /&gt;
! None&lt;br /&gt;
![[File:Irondoor.gif|50px]]&lt;br /&gt;
|For use in steelmaking.&lt;br /&gt;
|-&lt;br /&gt;
|Impure silicates&lt;br /&gt;
![[File:minefloor.png|50px]]&lt;br /&gt;
![[File:Sandore.png|50px]]&lt;br /&gt;
|[[File:Glass.png|center|50px]]&lt;br /&gt;
![[File:Sandstone.png|center|50px]]&lt;br /&gt;
|[[File:Sanddoor.gif|50px]]&lt;br /&gt;
|For making glass, which has a plethora of station applications.&lt;br /&gt;
|-&lt;br /&gt;
|Native gold&lt;br /&gt;
![[File:Mining gold.gif|50px]]&lt;br /&gt;
![[File:Goldore.png|50px]]&lt;br /&gt;
![[File:Golddone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Golddoor.gif|50px]]&lt;br /&gt;
|For making various electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Native silver&lt;br /&gt;
![[File:Mining silver.gif|50px]]&lt;br /&gt;
![[File:Silverore.png|50px]]&lt;br /&gt;
![[File:Silverdone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Silverdoor.gif|50px]]&lt;br /&gt;
|Making mechs and for material research.&lt;br /&gt;
|-&lt;br /&gt;
|Phoron&lt;br /&gt;
![[File:Mining phoron.gif|50px]]&lt;br /&gt;
![[File:Plasmaore.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Plasmadone.png|50px]]&lt;br /&gt;
|[[File:Plasmadoor.gif|50px]]&lt;br /&gt;
|The reason you&#039;re here.&lt;br /&gt;
|-&lt;br /&gt;
|Diamond&lt;br /&gt;
![[File:Mining diamond.gif|50px]]&lt;br /&gt;
![[File:Diamondore.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Diamonddone.png|50px]]&lt;br /&gt;
|[[File:DiamondDoor.gif|50px]]&lt;br /&gt;
|For making mech parts, among other industrial uses.&lt;br /&gt;
|-&lt;br /&gt;
|Pitchblende&lt;br /&gt;
![[File:Mining pitchblende.gif|50px]]&lt;br /&gt;
![[File:Uraniumore.png|50px]]&lt;br /&gt;
![[File:Uraniumdone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Uraniumdoor.gif|50px]]&lt;br /&gt;
|For various radioactive tasks.&lt;br /&gt;
|-&lt;br /&gt;
|Coal&lt;br /&gt;
![[File:Mining coal.gif|50px]]&lt;br /&gt;
![[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Plastic.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
! None&lt;br /&gt;
|For use in steelmaking and plastics.&lt;br /&gt;
|- None&lt;br /&gt;
|Platinum&lt;br /&gt;
![[File:Mining platinum.gif|50px]]&lt;br /&gt;
![[File:Platinumore.png|50px]]&lt;br /&gt;
![[File:Platinum.png|50px]]&lt;br /&gt;
!Osmium&lt;br /&gt;
! None&lt;br /&gt;
|For making osmium or sending to Centcomm via Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|Hydrogen&lt;br /&gt;
! None&lt;br /&gt;
![[File:Hydrogenore.png|50px]]&lt;br /&gt;
!Tritium&lt;br /&gt;
![[File:Hydrogen.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|For making tritium fuel or metallic hydrogen for R&amp;amp;D.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Alloys===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Raw Ores&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Product&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Name&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|Steel&lt;br /&gt;
|For use in all kinds of tasks around the station.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]] [[File:Platinumore.png|50px]]&lt;br /&gt;
![[File:Metal r.png|50px]]&lt;br /&gt;
|Plasteel&lt;br /&gt;
|An alloy of hematite, platinum and coal, for reinforced tables and reinforced walls&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shipping the Ores==&lt;br /&gt;
One of the reasons why the NSS Aurora exists is to mine phoron to send back to Central. Although phoron is always in demand with Medical and Science, by shipping phoron back to Central you receive an abundance of credits for the Cargo account. Other materials can be sold as well, but do not yield the same price as phoron.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=26023</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=26023"/>
		<updated>2022-08-19T04:29:18Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Changes references to NanoTrasen to SCC, minor grammar adjustments where needed (aka: adding the word &amp;quot;the&amp;quot; twice)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The station&#039;s assigned Captain has full and final authority over the operation of the station. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Internal Affairs Agents may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Internal Affairs Agents may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or station. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any station rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Guide to Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible the SCC is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel. Littering may also fall under this.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
| Janitors found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the station into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To steal or use deliberate deception in order to obtain credits from someone. Applies to amounts greater than 500 credits. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a station account for personal gain. Tricking someone into entrusting large amounts of money to another under false pretenses.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the station, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with or rendered inoperable.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag is typically visible to an onlooker. &lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable. These accomplices do not need to be retagged (if synthetic) or implanted.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039; If Jargon Federation citizens have a Do Not Borgify order in their records, &#039;&#039;&#039;their punishment becomes holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant, marooning or cyborgification.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:IC_Laws&amp;diff=26017</id>
		<title>Template:IC Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:IC_Laws&amp;diff=26017"/>
		<updated>2022-08-19T03:37:33Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Ensures that the title of the navbox is obvious to the user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Regulatory Information&lt;br /&gt;
|-&lt;br /&gt;
|[[Corporate Regulations]]&lt;br /&gt;
|[[Guide to Station Procedure]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=26016</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=26016"/>
		<updated>2022-08-18T15:30:38Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Various small grammatical/typo fixes. I&amp;#039;ll probably go through this more later for more in-depth edits/additional grammar fixes as I find them. :D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
The Unathi (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the Sk&#039;akh Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two fiercely different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Coloration ====&lt;br /&gt;
Unathi are also often born into one of four major scale color categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in color while remaining predominantly white. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colorations were more represented in some areas than other, and thus, many shades of these colors were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-colored Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-colored Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-colored Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colors. They are a more common color to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harboring such colors tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colors, barring albino, do not mix in the traditional sense: if a brown unathi and a light red unathi have a child, the red scales the child has might be a little darker, but the colors do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Color ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any color can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale color ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi color ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black coloration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi color ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue coloration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale coloration more often than not. As the name suggests, it is quite comparable in color to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale coloration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such coloration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
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&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale color that tends to be seen in the area.&lt;br /&gt;
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&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
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&#039;&#039;&#039;Orange-Brown / Sand Colored:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale coloration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change color…&lt;br /&gt;
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&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the coloration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
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&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale coloration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colors are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such coloration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
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&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique color and popularity that led to the locals, and soon enough, the rest of Moghes, referring to scale coloration seen so often around the area.&lt;br /&gt;
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&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this coloration came from.&lt;br /&gt;
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&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this coloration were blurry, even before the Contact War, with stories speaking of such colorations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a coloration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
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&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their color and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the color that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
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&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale coloration to Th&#039;akhists.&lt;br /&gt;
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&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale coloration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
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&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale coloration known as Guzari Night as quite elusive…&lt;br /&gt;
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&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
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&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
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&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
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&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
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Albino and Azure (or Blue) Unathi scale coloration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colorations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale coloration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colorations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colors, so long as they remain in natural Unathi color ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
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- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
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- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements…&lt;br /&gt;
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- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would tend to not be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
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- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
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Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
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Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
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Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye color; while typical for Unathi to have colors like orange, red or green, albinism can shift the eye color to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure colored Unathi cannot be albino.&lt;br /&gt;
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Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
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== Religion == &lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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=== Th&#039;akh ===&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Unathi Religion#Th&#039;akh|here]].&lt;br /&gt;
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=== Sk&#039;akh ===&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Unathi Religion#Sk&#039;akh|here]].&lt;br /&gt;
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=== Aut&#039;akh ===&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Unathi Religion#The Aut&#039;akh Heathens|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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=== Si&#039;akh ===&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Social Behavior and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale coloration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
&lt;br /&gt;
=== Hands of the Lord ===&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot; for example, Not&#039;zars hands are called [[Izweski_Nation#Hands_of_the_Hegemon | the Hands of the Hegemon.]]&lt;br /&gt;
&lt;br /&gt;
==== The Master of Rivers ====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
&lt;br /&gt;
==== The Lord’s Claws ====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However,a Lord&#039;s Claws has not only the  job to help their lord fight wars, but also to prevent them from starting. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, warding off the red tides of bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Spymaster ====&lt;br /&gt;
A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assisnation. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
&lt;br /&gt;
==== Court Shaman ====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role&lt;br /&gt;
&lt;br /&gt;
==== High Speaker ====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=25989</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=25989"/>
		<updated>2022-08-17T04:04:21Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: This adds the IC Laws template to the page; one of the two active links on the template *points* here, so it should be represented on the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
==Captain Authority==&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. He or she is authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel he or she is assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
==Command Staff==&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
==Acting Captain==&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
==Command on Leaving the Vessel==&lt;br /&gt;
Should, during standard or non-standard operation, the need for one or more Command staff to leave the SCCV Horizon arise, it is possible for them to do so if and only if there is at least one other Command staff remaining on the ship after their departure. If any command vote is called while there are Command staff away from the ship, their vote is still required and their return should be awaited. This particular section may be overridden by Captains if required.&lt;br /&gt;
&lt;br /&gt;
==Departmental Ranking==&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
==External Partners==&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Internal Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Internal Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
==Off-Duty Crew==&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, off-duty crewmembers and passengers are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
==Press==&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
==Incident Management==&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
==Representatives and Consular Officers==&lt;br /&gt;
Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can be serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
==Cosmetic Alterations==&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Use==&lt;br /&gt;
The SCCV Horizon&#039;s shuttles may be used at any time by designated qualified personnel for the purpose of mining and exploration. Their flight activities may only be grounded by instating a flight ban, which may be established during Code Red security situations, orders from SCC Central Command, or by a Captain-level decision.&lt;br /&gt;
&lt;br /&gt;
The mining shuttle is allowed a degree of autonomy, and does not require clearance to depart the SCCV Horizon for the purpose of mining operations unless a flight ban is in place. The shuttle is under the oversight of the Operations Manager, who retains the authority to ground or recall the shuttle at their discretion. The SCCV Horizon bridge must accommodate prospecting and exploration missions before plotting course to a different location.&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
==Scientific Experimentation==&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
==Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms==&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
==Warehouse Contents==&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
==Vessel Modifications==&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
==Warden Authority==&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Internal Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
==Processing Time==&lt;br /&gt;
Personnel detained by Internal Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
==Uniform Regulation==&lt;br /&gt;
On-duty security personnel are required to wear the standard uniform provided by their employer, or maintain a business attire in the colours of their corporation. Casual wear, inappropriate footwear, shorts not issued with a uniform and skirts of any kind are not allowed. They must be immediately and easily identifiable as members of security.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
==Responding==&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
==Collecting Evidence==&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
==Handling Evidence==&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
==Arrest==&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
==Processing==&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
==Questioning==&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
==Jailing==&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
==Autopsies==&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[Guide_to_Station_Procedure#Post_Mortem_Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
==Do not Borgify ==&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
==Paramedic Helmet==&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
==Post Mortem Wishes==&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
==AI Monitoring==&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, Tesla if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
==Access to the AI==&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=25987</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=25987"/>
		<updated>2022-08-17T03:50:09Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Adds the Guide to Standard Operation to the guides for captaincy + changes a reference to the Cargo account to the Operations account.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = Captain-nbt.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[Job_Guides|All]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience with the SCC, at least one department-related degree.&lt;br /&gt;
|superior = Corporate Regulations, Central Command, and SCC Officials&lt;br /&gt;
|duties = Ensure the ship remains &amp;quot;afloat&amp;quot;. Keep the crew alive, delegate effectively, and keep the research going. Do !!Glorious Paperwork!!.&lt;br /&gt;
|guides = [[Corporate Regulations]], [[Chain of Command]], [[Guide to Standard Procedure]], basics of all other Head of Staff guides optional&lt;br /&gt;
}}&lt;br /&gt;
The [[Captain]] is in charge of the ship and everyone on it. They make sure the crew is working and productive and any [[Job_Guides#Antagonists|potential threats]] are seen to. They are expected to be able to command their [[Job_Guides#Station_Command|Heads of Staff]] effectively, and have ultimate authority on the ship, second only to the SCC. As such, your almightly stamp can pave way to great projects or great disasters. Stamp the wrong thing too many times, and you may be targeted by superiors for investigation.&lt;br /&gt;
&lt;br /&gt;
== Being a Captain ==&lt;br /&gt;
The Captain is the top of the power chain. They command the [[Job_Guides#Station_Command|Heads of Staff]] and have the final say in ship decisions. The hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one with potentially more power is the AI. This is a very important role and should only be played by experienced players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Per admin policy, any Captain character is only allowed to join the round as a Captain, a Head of Staff role as defined by that character&#039;s experience and backstory, or as an off-duty crewmember. Make sure you know the [[Guide to Station Procedure#Off-Duty_Crew| Off-Duty Policy]] if you plan to join as a visitor.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Command ===&lt;br /&gt;
The Captains main job is to lead and direct the ship. The Captain therefore has direct authority over the Heads of Staff, changing the alert level, going to red alert, contacting CentComm, calling the evacuation shuttle, and coordinating ship-wide emergency evacuation and defence.&lt;br /&gt;
&lt;br /&gt;
In the absence or lack of a head for a specific department, effort should be made by you, or the [[Executive Officer]] to appoint one to each department. You should always have a fully functioning command staff. If no valid staff for promotion are found (to your own discretion), you may be called or chose to handle the affairs of those departments as a stand-in Head of Staff. But, know your limits. Focus on the functioning, not doing actual work.&lt;br /&gt;
&lt;br /&gt;
It is the Captain&#039;s job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the [[Executive Officer]] is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible, however the Captain may step in if they feel that the matter is being handled poorly.&lt;br /&gt;
&lt;br /&gt;
For example, the Captain should not have to tell the [[Chief Engineer]] to start the engine, a competent chief should be able to do this themselves. If they can&#039;t, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captains job isn&#039;t to do others&#039; work for them, but make sure that everything is being done correctly.&lt;br /&gt;
&lt;br /&gt;
=== Ship Finances And You ===&lt;br /&gt;
&lt;br /&gt;
Finally, you are the only one along with the [[Executive Officer]] that has access to the Account Uplink Terminal. It lists the personal account of every crew member and the department accounts.&lt;br /&gt;
&lt;br /&gt;
Each crew member’s individual account belongs to that crew member, and your access to these accounts is for oversight. There are sometimes accusations of fraud, embezzlement, or theft and your ability to go over transaction histories of every crew member gives you the power to hunt down nefarious accounting. You should never take money out of a crew member’s personal account without permission or proof that they got that money nefariously.&lt;br /&gt;
&lt;br /&gt;
As Captain your authority is sovereign, absolute, and unquestionable, but during standard operations you should leave the ship accounts to the [[Executive Officer]]. Even so, you do not need a warrant to access the details of any account and you can check them at any time, but every personal account is protected under [[Corporate Regulations | Privacy Laws]] unless you find direct evidence of a crime.  That means on green alert [[Job_Guides#Internal_Security|Security]] needs a warrant to get a copy of a crew member’s bank statement.&lt;br /&gt;
&lt;br /&gt;
The Department accounts are the primary focus for you and the other heads of staff. It is part of your and the Executive Officer’s job to make those numbers in the department accounts go up, up, and up! &lt;br /&gt;
&lt;br /&gt;
The Operations and Vendor accounts automatically make money, but for service some ways to do that could be asking the [[Chef]] to sell his food rather than giving it out for free, and finding other methods of moneymaking.&lt;br /&gt;
&lt;br /&gt;
=== Controlling the Crew ===&lt;br /&gt;
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Only involve yourself when there is nobody else available to do the job.&#039;&#039;&#039; If you get involved in every security matter when there&#039;s already a Head of Security, it is suggested you get a job change. If there isn&#039;t a head for a specific department, get your Executive Officer to assign a new one. The only exception to this rule is when your Executive Officer is &amp;quot;absent&amp;quot; as you are the only other Head who can assign people.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; If someone says &#039;Captain, there&#039;s a phoron leak!&#039; then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command.&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, [[Job_Guides#Antagonists|subversive elements]], angry crew members banging down the bridge door trying to get in, corrupted AI&#039;s on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Alerts and SOP ===&lt;br /&gt;
Main Article: [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
You have control of the Ship&#039;s alert level. The following is a summary of what they are and when they should be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the ship. All departments may carry out work as normal. &lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. It can be changed to this from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the ship. Issued by SCC Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
If you feel that there is a threat to the ship either from the environment (large atmospheric breaches, meteors, etc.) or people (organised attacks against crew, theft of high value property, unknown invaders, etc). Code Blue can be raised from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the ship and/or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit sensors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. Tau Ceti Basic is required on public channels.&lt;br /&gt;
&lt;br /&gt;
Code Red should only be called when there is a confirmed and active threat to the ship that places crew at a severe disadvantage to resolving said threat, and/or inhibits normal ship operations (confirmed also meaning to the best of your knowledge). This can only be raised by swiping two Head of Staff ID cards at the same time in the Keycard Authentication Devices in each Head of Staff&#039;s office. In emergencies, your spare ID can be used as well. You may also request an [[Emergency Response Team]] or emergency evacuation from these devices, however these options should be considered a last resort. Heads of Staff are to instruct personnel to do everything in their power to reduce the impact of the incident that incited the Code Red in order to drop to a lesser status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: a round end vote cannot be called during Code Red. Leaving it up when it&#039;s not required may annoy people.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Delta - Self-Destruct Initiated.&#039;&#039;&#039;&lt;br /&gt;
The ship has been compromised, and is beyond saving. This alert level can only be issued by the captain and admins, by following the protocol outlined [[Captain#Code_Delta_And_Self-Destruct | here.]] Regulations are sidelined, security and command may do whatever is necessary to guide people to the escape pods and contain the threat long enough for the ship to be destroyed. Pray you might survive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The ship is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow should be used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
There are many items in your cabin, but not all of them should be used all the time. Captains are not supposed to involve themselves directly in most ship matters (like security issues), and you should not expect things to go wrong, so wearing your special armor and carrying a lethal energy on [[Captain#Alerts_and_SOP|green alert]] is not expected or encouraged. You are allowed to carry a weapon for self-defense, though it should not be lethal. The &#039;chain of command&#039; item is a novelty, and should really not leave your office. The telescopic baton relies on brute damage to topple the target, and does not stun in any way, so use it sparingly. Don&#039;t carry your spare ID on you constantly, you should only go for it if you have a good reason and it&#039;s [[Captain#Alerts_and_SOP|red alert]]. Outside of that, everything that can be done, can be done with your base ID.&lt;br /&gt;
&lt;br /&gt;
Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time. The antique laser gun in the glass case is an antique and should be treated as such, it shouldn&#039;t leave its case, and is highly valuable.&lt;br /&gt;
&lt;br /&gt;
=== Paperwork ===&lt;br /&gt;
&lt;br /&gt;
You are the chief paperwork stamper on the ship and as said earlier, your stamp is a very powerful tool. It can be used as a substitute for every other, &#039;&#039;lesser&#039;&#039; stamp on the ship, the same way your orders stamp everyone else&#039;s. Use it responsibly, because written authorization is a powerful tool.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
The Captain has the final say on almost every matter on the ship. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow [[Corporate Regulations]] and [[Security]] has the power to arrest the Captain for serious violations if they do not (after Heads of Staff unanimously agree). The only time Corporate Regulations may be overridden is if there is an imminent and overwhelming threat to the ship. &lt;br /&gt;
&lt;br /&gt;
Situations where the captain&#039;s orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the [[Chief Engineer]] to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.&lt;br /&gt;
&lt;br /&gt;
==== Code Delta And Self-Destruct ====&lt;br /&gt;
&lt;br /&gt;
The highest echelons of the SCC are fully aware that a number of its research ships are dabbling into extra-dimensional or even anomalous materials and artifacts which pose significant risks to humanity, the galaxy, and the corporation&#039;s bottom line. As such, all deep space research ships (including the Aurora, Exodus and Horizon) have installed in them a 50 kiloton nuclear bomb to act as a self-destruct. The existence of the nuke is public knowledge, but few no where it is or how to activate it. The Captain is the only one aside from the stationbound AI who knows where the nuke is and the Delta Protocol. The Head of Security is aware that there is a mysterious authentication disk on ship that needs to be protected at all costs, but not that it&#039;s used to activate self-destruct.&lt;br /&gt;
&lt;br /&gt;
In an instance where the ship is beyond hope, the Captain can send an emergency message to Central Command detailing the situation and requesting the nuclear code. &#039;&#039;&#039;With a fax or emergency transmission you must end your message with the code [CPE-1704-TKS] to verify it is legitimate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only Captains know this code, which is used to ensure only Captains that &#039;&#039;&#039;spawned&#039;&#039;&#039; as a Captain can request the code. Making a bogus request is fine, but if you are not a Captain (or an antag with a good reason) and use this code then you will be bwoinked.&lt;br /&gt;
&lt;br /&gt;
If the message is deemed valid by Central Command (the admins) a confirmation message is sent to the Captain. If the Captain confirms the code is transmitted directly to the Captain, who then simply has to make it to the nuke with the code and the disk to begin the sequence.&lt;br /&gt;
&lt;br /&gt;
Requesting the code should only be done if the ship has expended all of its resources in containing a threat and failed. Because the Captain is the only one with this power, it is in their interest to ensure they can live long enough to carry it out.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Stellar Corporate vessels are often under threat from various [[Job_Guides#Antagonists|criminal organisations]] and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the ship.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your on-board [[Job_Guides#Medical|Security]], [[Job_Guides#Medical|Medical]], and [[Job_Guides#Engineering_and_Maintenance|Engineering]] forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.&lt;br /&gt;
&lt;br /&gt;
As far as running into danger goes, there is a thin line between stupidity and heroism. The rule of thumb is that you should only face suicidal odds when there is no other valid option. Your life&#039;s importance is second only to the ship&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As a captain, you have direct authority only over the other heads of staff. This means that, if your captain is the snooty type, they can get away with never having to talk to the miners, the cook, or the toxins researcher. On the other hand, there&#039;s nothing wrong with playing a captain who&#039;ll happily shoot the breeze with the janitor. That&#039;s up to you and your character.&lt;br /&gt;
&lt;br /&gt;
When it comes to other departments, your primary job is to coordinate everyone&#039;s actions. Your captain&#039;s headset lets you talk to all heads of staff and hear any department&#039;s radio channel. If a department has a head of staff, your primary interactions will be with them, because they (should) know how to run their department. Without a head of staff, you may have to step in. With or without a Head to work with, make sure each department has the information and supplies it needs to work well.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
* In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn&#039;t make too many friends.&lt;br /&gt;
* Leave Security matters to security, you don&#039;t (and shouldn&#039;t) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the ship or crew.&lt;br /&gt;
* Don&#039;t think that just because you&#039;re the Captain, that you can do anything you want. That&#039;s the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; thing to do. You&#039;re there to make sure everyone else is doing their job, not to do it for them.&lt;br /&gt;
* Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitating exhausting depending on your captain&#039;s physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn&#039;t appropriate, but keep in mind you&#039;re on a research ship, and you shouldn&#039;t be expecting to really need the armour under the majority of situations.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Help:Contents&amp;diff=25988</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Help:Contents&amp;diff=25988"/>
		<updated>2022-08-17T03:31:18Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: This adds categories to the editing guide page. Should this have the WIP category, as well?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---THIS PAGE GRACIOUSLY YOINKED FROM THE PROJECT ZOMBOID WIKI (https://pzwiki.net/wiki/Help:Contents) THANK YOU PZWIKI---&amp;gt;&lt;br /&gt;
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--&amp;gt;&#039;&#039;Aurora uses [https://www.mediawiki.org/wiki/MediaWiki MediaWiki] wiki software, further help using the software can be found on the [https://www.mediawiki.org/wiki/Help:Contents contents] page.&#039;&#039;&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
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		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=25978</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=25978"/>
		<updated>2022-08-17T02:53:42Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Adds a hyperlink to Europa, as it is relevant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Corporations}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:II-teal.png|The primary logo of Idris Incorporated.|200px|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated is an interstellar corporate bank headquartered in the Republic of Biesel and with a major presence in the Solarian Alliance. Representing the largest banking institution in the Orion Spur, they hold a practical monopoly over banking and financial services throughout human space. Idris financial advice is regarded by millions of businesses as something short of divine guidance, the bank able to predict, influence and even control the flow of stock markets in Sol and beyond, power frequently used to bend situations and create favourable openings. Since providing secure credit storage for individuals, corporations and governments alike require a robust security presence, Idris fields one of the largest private security forces spread throughout its vast number of facilities, vaults, banks and commercial establishments. To that end, a sizable synthetic division has been developed to reinforce and partake in various activities, most notably debt reclamation.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the company manages a number of luxury product chains, hotels and high-class entertainment centres in a multitude of worlds across the Spur, expanding their clientele and becoming the go-to provider for powerful and influential elites of all calibres and tastes. &lt;br /&gt;
&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated was founded as pressure grew for a secure way to store Credits and have them transferable across solar systems. Idris Trust was at the time, one of the few banking institutions that offered interstellar services based in Sol, making them one of the most experimental, yet immensely convenient choices for business firms, especially centred around Eridani space. Under supervision from the Idris family, the bank grew astonishingly as more and more large businesses and corporations noticed the need to expand and extend their influence across the stars. It was then when it was decided that they touch on other fields, entering the stage of megacorporations.&lt;br /&gt;
&lt;br /&gt;
Starting off, all of the most lucrative fields had already been dominated by firms such as Hephaestus Industries and Nanotrasen. As such, it was decided that a more commercial approach would be followed, focusing on catering to society’s elite and higher classes, providing high-end fashion and luxury products as well as services. With enough effort put in, Idris Incorporated secured a concrete foothold in the Solarian and Tau Ceti markets, with the next big prospective hit being the new cybernetics and augmentation services on Epsilon Eridani. As the corporation developed, so did its banking services and figures, landing it the title of the biggest bank in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Idris Incorporated has managed to secure a place in the service synthetic sector, creating its own software and a dedicated IPC shell frame line intended for use as clerks and customer service, the hardware creation contracted out to Hephaestus. Still, the company is famed for its outstanding human staff in the high-end service sector, with many acclaimed chefs and mixologists to accompany the high brass on their business trips, soothing big deals.&lt;br /&gt;
&lt;br /&gt;
Today, Idris Incorporated is a member of the Stellar Corporate Conglomerate, joining efforts with the other megacorporations as former rivals put aside their differences. Or so it seems.&lt;br /&gt;
&lt;br /&gt;
The bank has begun offering hiring bonuses to those who work for other major interstellar corporations to draw people away from their competitors. However, they are still in a struggle with NanoTrasen due to its large employee base mainly using the company&#039;s bank as their method of storing funds, preventing Idris from having a large number of members. This has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated exercises authority over seven million major banks spread across Human space and beyond, and has come to find itself in virtually every major power&#039;s pocket in some form or fashion. While not openly contesting NanoTrasen&#039;s net worth, Idris and its services can be found to extend as far as its looming superior can see.&lt;br /&gt;
&lt;br /&gt;
As the go-to business for any and all banking in the Orion Spur, Idris is a notably secretive corporation. Reasonably so, it possesses the financial information of almost every living being in the galaxy. With great power comes great responsibility, and whatever power the Idris family was given has clearly gone to their heads - the decisions of higher-ups are erratic, and unpredictable at best. Some owe Idris’ continued place in the galactic stage to Zeng-Hu tech giving their executives genetic advantages over the opposition - others believe it’s just a big conspiracy and reminiscent of a big gang.&lt;br /&gt;
&lt;br /&gt;
The deeper one looks into Idris, the less prominent people tend to be. Higher ranking officials slowly slither out of the public eye and find themselves officially retreating to luxurious hideaways - ones they’re never found using. Whatever the case, shady tactics and illicit business are part of the trade for a trusted Idris associate. Whether the effects of this drip down to the level of the crew is up to you, the reader.&lt;br /&gt;
&lt;br /&gt;
Idris, being fabulously rich, has no issue with paying others to do their dirty work. Its employees are well-paid, and often well-trained.&lt;br /&gt;
&lt;br /&gt;
==== Idris Family ====&lt;br /&gt;
&lt;br /&gt;
Founded by wealthy businessman William Idris, not much is known about the people behind the world’s largest human bank. Through the generations, the Idris would acquire land and create estates all over the core worlds of Sol, their rich tastes in items and architecture characterising every Idris property in unique ways.&lt;br /&gt;
&lt;br /&gt;
A very secretive family, the Idris never shared private information with the public. This has made them the subject of many theories by those who care enough. Their Eridanian connections appear to have enabled them to embrace heavy augmentations. The bright artificial blue light of the eyes, full coats, dark gloves and what appear to be bright cyan blood vessels on the necks of the most senior, fully retired from public eye family members, never fail to reinforce the feelings of abnormality and fear.&lt;br /&gt;
&lt;br /&gt;
Despite their secret life, the Idris are known for their dubious deals and shady business, while perfectly maintaining the aura of outstanding, honest customer service they are so renowned for. It is no secret though, that when they feel their interests threatened, none of them would hesitate to adopt extreme measures. No few were the cases of “mysterious disappearances” of small rival business strongmen, or of “miraculous turnings” of problem customers, into ideal clients.&lt;br /&gt;
&lt;br /&gt;
=== Positronics and Idris Incorporated ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;We have authority to reclaim your security as per your loan agreement. I am cleared to use reasonable force to achieve this directive. Do not resist.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notorious across the known galaxy, Idris Reclamation Units are shell [[IPC]]s constructed and programmed to investigate, interrogate as well as reclaim securities and or assets from a client in arrears. Capable of excellent customer service and a novelty to agreeable customers, their notoriety stems from their inhuman treatment of &amp;quot;problem customers&amp;quot;. In the interest of carrying out their various &#039;directives&#039;, Reclamation Units are programmed, and granted authorization for, the usage of &#039;reasonable force&#039; against clients, though this reliably never trends towards irreparable injury or death. A majority of contracts are settled ‘diplomatically’, with reasonable force, in teams of two units. &#039;&#039;&#039;Idris Reclamation Units are designated by the prefix “IRU-” followed by their name. An example of this formatting is IRU-Name.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated&#039;s Synthetic Department consists of both an investigative and asset reclamation division, as well as a security division. The Idris Security Division consists of medium to heavy class IPCs for use as bank security as well as higher risk reclamation contracts.&lt;br /&gt;
&lt;br /&gt;
Known problematic clients will warrant the usage of the Idris Security Units. More often than not, these will consist of baseline and G2 chassis, though it&#039;s not unheard of to see different models. These teams are always accompanied by a human handler, who will be responsible for coordination and oversight. This is in order to manage the operation, authorize actions, command the unit, and secure any fallen members/equipment. The human handler will rarely engage in conflict directly, reserving the more dangerous operations to the IPC security detail units. IPC security teams consist of between 2-6 IPCs per human handler. &#039;&#039;&#039;Idris Security Units are designated by the prefix “ISU-” followed by their name. An example of this formatting is ISU-Name.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Idris Security Units are expected to adopt the IRU- or ISU- prefix.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hierarchy between reclamation and security units is often determined on a case by case basis by the units’ handlers. This ensures orderly and efficient management in environments where IPCs may be without the immediate oversight of their human superiors. However Idris Incorporated employees are always considered as possessing seniority to the IPC security and reclamation units. Both reclamation and security units are carefully monitored by their human handlers and undergo regular check ins. Uniformity and obedience is expected, where behavior outside the norm often results in severe punishment. &#039;&#039;&#039;Idris Security and Reclamation units are expected to wear the “Idris Unit coat” found in the Loadout under the Xenowear - IPC tab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given the sensitive nature of their field, Idris Incorporated synthetics are barred from acquiring freedom and if sold, their positronic brains are memory wiped. Synthetics that are close to paying themselves off are quietly transferred to other branches wherein such laws do not apply. Many IRUs and ISUs are sold second hand or loaned out to various corporations who usually utilize them for security or investigation work.&lt;br /&gt;
&lt;br /&gt;
==General==&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#Alex Mason|Alex Mason]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Known for their (seemingly) fantastic relationship with the Trasens, Alex Mason was brought into the Idris family at a young age and quickly became the heir to the chief executive position of Idris Incorporated with no clear rhyme or reason. While the family had ensured their own blood led the company for hundreds of years, the sudden change of heart was seen as a shock to the public when it ended up in Mason’s hands in 2453. Since then, the young man has made little change to the corporate structure - Idris is the same as it’s always been, while Mason sits on a fortune. He is known to be deceptive at heart, with a substantial record of holding up to Idris’ brutal business tactics. &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; Idris Incorporated, Idris Banking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto(s):&#039;&#039;&#039; &#039;&#039;Astronomical Figures.&#039;&#039; &#039;&#039;Unlimited Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Mendell City, Biesel, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Color Scheme:&#039;&#039;&#039; Cyan, teal, turquoise &lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
[[File:AlexMason.png|thumb|right|Alex Mason, Idris&#039; Chief Executive Officer.]]&lt;br /&gt;
&lt;br /&gt;
===Executives===&lt;br /&gt;
Idris is run by the Board of Governors, lead by Chairman Markus Idris. The Board of Governors oversee the general function of the bank, with teams in Sol and Tau Ceti managing more local problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Technology Officer:&#039;&#039;&#039; Carol Cojocaru, 85, Human&lt;br /&gt;
&lt;br /&gt;
An old name in Idris, Cojocaru earned his position not from backroom dealing or business acumen, but by an unerring belief in technological innovation. First making a name for himself as a roboticist in charge of ISUs back in 2423, in Chicago. As the first shells began to be produced, the Earther quickly realized the immense potential of shells in the company’s facilities and was quickly accepted into the nascent Idris Reclamation Unit program. As it became clear that the program would find more success in other systems, he quickly transferred after proposing a plan to roll out shell workers in most of Idris’ Earth enterprises, earning a promotion to Chief Technology Officer with his relentless drive to have them implemented across the entire company. Many suspect the strain of such a massive change to the company in a short time broke Carol, with the man suffering a heart attack by 2454 at the age of 48. Since then, his worldview seemingly changed, with the old roboticist acting fiercely resistant to change - indeed, attempts to contract IRUs out to other companies were stonewalled by him until 2460. The man is personally known for his surprisingly good insight, volatile personality, and immense caution. With the man getting older, many of his subordinates are waiting for the opportunity to unseat a head they now view as overly conservative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idris Family Patriarch:&#039;&#039;&#039; Adram Idris, 112, Human&lt;br /&gt;
&lt;br /&gt;
With his life after retirement shrouded in mystery, the 112-year-old man has been at the forefront of Idris for over half a century. While not a member of the Board, Adram Idris’ decision to promote his protege, Alex Mason, as the new chief executive has raised questions about the real figure behind the administration. A once personal acquaintance of Xavier Trasen, Adram’s role in the expansion of the banking institute into Tau Ceti has been key to the truly all-encompassing reach it enjoys today. Head of the Idris family and estates, his combined personal and family wealth is one of the most closely guarded secrets, arousing the interest of analysts and conspiracy theorists whose most conservative estimations regularly place him as either the first or second wealthiest private individual, alongside Miranda Trasen. No matter the case, he has regularly shunned personal and family publicity, enforcing strict policies of privacy and avoidance of public appearances which only the younger Idris can get away from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive Member:&#039;&#039;&#039; Stanley Dittmeier, 51, Human&lt;br /&gt;
&lt;br /&gt;
Another Lunarian born in affluence, Dittmeier’s career started at a young age, entrepreneuring in various fields, pitching dodgy inventions and products in various attempts of achieving a successful business. Never the type of person to give up, his persistence despite the failures and toeing the line of financial ruin allowed him to enter a wide social network of business individuals, including the Idris affiliated Alex Mason. Impressed with his character, business bravado and willingness to push the line in the name of profit, it wasn’t long until he had granted Stanley the position of personal secretary, a rank which followed Mason and his rapid climb to the top. A result of blatant utilitarianism, his elevation to the Board of Directors in the vague role of “Executive Member” has resulted in many controversies within inner circles. However, his undoubted usefulness as a crafty, underhanded deal maker and close confidant of Alex Mason renders him immune from open criticism.&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, Biesel, Tau Ceti:&#039;&#039;&#039; Idris Incorporated’s headquarters in Mendell City can be found near the edge of the Phoenix Park District, exerting control over all operations in Republic space and skyrocketing in importance as the main representative of company interests in the wider megacorporate world, after the creation of the Stellar Corporate Conglomerate. Recent funding and a shift of focus to the Republic has allowed for immense renovations with a brand new skyscraper, “The Tower”, catching the eye as the tallest in the district and the second the whole of Mendell, coming face to face with the marginally higher Nanotrasen Headquarters. The surrounding complex serves as a base of operations for the Tau Ceti  security and reclamation divisions, providing living quarters for Idris employees and guards as well as an underground warehouse for synthetic storage. Center to Mendell’s commercial district, its presence has created a shift, moving the centre of the City’s financial sector to its surrounding area with the help of the centralised Idris Mendell City Bank, the planet’s main and most important banking establishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicago, United States, Earth, Sol:&#039;&#039;&#039; As the most ancient and arguably most developed branch in Sol, Chicago directs the corporation’s significant activity in Alliance space, centred around the core worlds and the Sol system itself. Regarded as the primary stronghold of Idris influence in the Alliance, branch directors are often at liberty to strike deals and preserve a working relationship with an increasingly uneasy government after the formation of the SCC. Though major issues with the Alliance are easily settled or mitigated due to Idris’ influence over the fragile Solarian economy, relatively good relations and agreements with Einstein Engines have roused complaints from Nanotrasen factors, the Board often claiming such as necessary for the status quo. From a more local view, the Chicago branch dominates the city with its innumerable Idris affiliated businesses, casinos and banking facilities. The headquarters complex on the outskirts is the largest and most guarded private area in the city and possibly the United States, serving as a base for the corporation’s every need in the system, a private shuttle port offering a direct connection to the planetary orbit and Unity Station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eridani I, Epsilon Eridani:&#039;&#039;&#039; The Eridani I branch serves as the overall Idris headquarters for the Eridani system, regarded as the third most important corporate branch. Idris’ presence in the Eridani market and society is not as vast as Hephaestus, often struggling to compete against them. Nevertheless, Idris banking remains king amongst the rest, the Eridani elite enjoying significant benefits as incentives compared to other areas, for their much needed continued support. Idris facilities are scattered throughout the megacities, the higher echelons occupying the higher locations. The headquarters themselves are situated in various skyscraper complexes all over the city, a product of the tremendous corporate entanglement and complexities dominating the Federation. The Eridani I branch is also home to Idris’ newest bid into the cybernetics and synthetics division, possessing facilities that serve as the main heavy-duty maintenance station for Idris synthetics, as well as the main centre for research in augmentation technology and software development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silversun, Middle Colonies, Sol Alliance:&#039;&#039;&#039; The Silversun branch of Idris is the final regional branch, dedicated to serving as the headquarters for company interests on the planet. Tasked with directing the corporation’s meddling efforts in the government through the Tourism Development Group of Silversun, the local Idris offices are staffed with expert political manipulators and lobbyists. The vast, planetary-scale investments have rendered Silversun the busiest and most populous regional branch, making the physical presence of the corporation impossible to miss on nearly every corner. Planned by some of Sol’s most renowned architects, Idris buildings blend in perfectly with the serene environment of Silversun. In practice however, vast underground complexes form a network of storage and office spaces, as well as living quarters for the many Expatriate employees. All this is done in order to avoid interference with the pristine environment as much as possible, the more complex and common above-surface compounds and skyscrapers being avoided as much as possible. Lastly, the planet serves as a popular vacation spot for the majority of mid to high tier executives; a company-sponsored leave on Silversun is considered a standard and often a much-appreciated reward for productive and valuable employees.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
&lt;br /&gt;
The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. Whether businesses flourish alongside or get crushed by the corporate powers is found to be a case-by-case scenario. This means that any independent business, at least outside of Tau Ceti and the Eridani Corporate Federation, can reasonably survive indefinitely without the megas grabbing them. However, should these businesses elevate to anything worthwhile, it is reasonable to assume they’ve already fallen to the whim and will of the economic rulers of the Orion Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Celestial Cruises===&lt;br /&gt;
“Witness beauty and splendor.” &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Leina Idris, 72, Human&lt;br /&gt;
&lt;br /&gt;
A subsidiary of Idris, Celestial Cruises has been touted as one of the most famous examples of the fabulous lifestyle one can have with Idris. It maintains fleets of 400 meter long “Star-gazer” ships, vessels with glass dome tops holding a miniature environment along with numerous holodecks, clubs, and entertainment centers within their decks. Maintained by contracted engineers and staffed by Idris employees and IPCs, these exclusive cruises have become popular in a select few nations in the Orion Spur. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Founded in 2332, Celestial Cruises was an ambitious project by founder Naia Idris to capitalize on a possible market: Luxury space cruises. The company sky rocketed in 2341 after unveiling the first Star-gazer, with cruise tickets selling out in minutes. Maintaining constant expansion while retaining its luxurious image, Celestial Cruises opened a Republic of Elyra branch while also drafting possible plans to expand into more settled Coalition areas and the Empire of Dominia. Unfortunately, the collapse of the Sol Alliance has dug deep into the company’s profits and cancelled those plans. With a majority of its primary branch’s Star-gazers lost or trapped in warlord held lands, Celestial Cruises’ CEO is forced to gamble with expansions to Elyra’s cruises while attempting to establish a Republic of Biesel branch. &lt;br /&gt;
&lt;br /&gt;
====Branches==== &lt;br /&gt;
* Sol Alliance: The mainstay of Celestial Cruises since it began, the Sol Alliance branch was its most developed and advanced fleet of Star-gazers. Several rings of voyages dotted the Sol Alliances territory, stretching from the borders of the Traverse to the Weeping Stars region. Silversun was the nexus of these voyages, with vacation plans that allowed one to enjoy a cruise right before settling into their resort on the beautiful planet. As such, when the Sol Alliance collapsed so did the income of Celestial Cruises. While smaller flight paths within the Sol Alliance’s shrunken territory continue on, they remain far from the poorly-protected borders of the sector. &lt;br /&gt;
&lt;br /&gt;
* Republic of Elyra: Opening up shortly after Elyra’s formation, Celestial Cruises was well-received by the citizens of Elyra. With a primary loop between Persepolis, Aemeq, and Medina, Celestial Cruises is popular for those who wish to tour the jewels of the Serene Republic. The Republic of Elyra branch also attracts business from the Coalition, PRA, Hegemony, and Dominia.  With Sol’s branch cut down, The Republic of Elyra’s branch has seen more investments in the hopes of becoming the new primary branch for Celestial Cruises. &lt;br /&gt;
&lt;br /&gt;
* Tau Ceti: Quickly developing as a new source of income to offset the loss in the Sol Alliance branch, the Tau Ceti branch holds some of the company’s hopes in solving the issues the Solarian collapse caused. With just a single Star-gazer preforming circuits within the capital system, operations are limited for now. Should their newly claimed systems become settled by the SCC, Tau Ceti could be the perfect site for rapid expansion.&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;
===Caishen Jewellers===&lt;br /&gt;
&lt;br /&gt;
“The best of the galaxy in your dresser!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Lubanzi Idris, 28, Human&lt;br /&gt;
&lt;br /&gt;
Caishen Jewellers is the leading jewellery company in the Spur, with its hand in several markets in the major nations. Any jewellery, from rings, tiaras, necklaces, bangles, to piercings can be found in their stores or bought custom made and designed from the company’s site. Cainshen Jewellers’ business model revolves around finding “exotic” locales or artisans to have custom pieces made from, giving buyers to have a wide selection of choices while allowing Caishen to rack up the price for supposedly premium hand-made goods.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Caishen Jewellers began in Eridani in 2367. Decades after the discovery of Skrell and their arrival to several systems, a wave of interest in Skrell fashion occurred in Eridani. It was during this time that the founder,  Juno Idris, sought to find a way to use this trend. Their answer was to begin Caishen Jewellers. At first using Skrell and Eridani artists to provide their custom goods, branches and contacts were established with the Tajara and Unathi after humanity’s contact with them in 2418 and 2433 respectively. Now, Caishen Jewellers offers a diverse range of artists and pieces for one to gain, if they’re willing to spare the credits for it. &lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moghean Majesty:&#039;&#039;&#039; &lt;br /&gt;
Partnering with local goldsmiths and silversmiths in the Izweski capital of new Skalamar, Caishen offers pieces made by the expert hands of clans with centuries of experience and history in their productions. Some common pieces include bracelets made with family names artfully written upon them in Sinta’Unathi and ring earrings with religious charms looped through them. Calligraphy in Sinta’Unathi is the most common marker of a Unathi-made piece from Caishen Jewellers, etched onto almost every piece made. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tajaran Treasures:&#039;&#039;&#039;&lt;br /&gt;
Caishen retains contacts with several Tajaran artisans from across Adhomai. These include the carpenters and woodcarvers of Zatushka and the watchmakers of Baltor. Common pieces from this brand are lifelike and detailed wooden statuettes or ornate watches made of rare materials and beautiful clockwork. Oddly there also exists a small niche market for supposed war trinkets and items made of material left over from the Second Revolution. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jewels of Jargon:&#039;&#039;&#039; &lt;br /&gt;
The oldest brand for Caishen at almost a century, pieces handmade by Skrellian master craftsmen still capture the attention of buyers today. Common choices are beautiful shining chains that can be made to be worn anywhere on one’s body, and piercings that can be surgically embedded to form a pattern.  These products also find their way into the hands of the Skrell living in communities outside of the Jargon Federation, as both a status symbol and a proud display of their culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discount Diamonds:&#039;&#039;&#039;&lt;br /&gt;
Cheap and easily available, Discount Diamonds is surprisingly the most successful of Caishen’s brands. The affordability of their synthetic diamond pieces has allowed anyone to purchase one, and their stores often sell out of these pieces before new shipments can arrive. Mass production and shifting trends have led to this jewellery being mass produced, shipped out, and inevitably dumped in junkyards when the next big trend happens. This has made Discount Diamonds a massive source of free “gems” for the destitute, such as dregs.&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;
===Le Soleil Royal===&lt;br /&gt;
&lt;br /&gt;
“Vouloir, c’est pouvoir!” (Translated from Tradeband: “When there is will, there is a way!”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Emilie de Couturier, 48&lt;br /&gt;
&lt;br /&gt;
A massive fashion conglomerate - the largest in the Orion Spur - originating on Earth, Le Royal has centuries of experience - though some of its employees will brag about having over a millennium of experience - in crafting the best clothing known to humanity. Le Royal’s business model relies on being the best of the best of the best, with no others even coming close. It, unlike other Idris Incorporated subsidiaries, employs no known positronic workers. Its current Director, Emilie de Couturier, had cited the “more creative nature of humans” as the reason for this decision, which has brought Le Royal into some conflict with its parent company. But as long as the money keeps coming into Le Royal hand over fist, any change to its current business model is unlikely.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Major Brands:====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk Like Idris:&#039;&#039;&#039; &lt;br /&gt;
Producers of the finest footwear in the Orion Spur (as long as your feet aren’t clawed), Walk Like Idris is the most well-known of Le Royal’s brands thanks to all Idris Incorporated employees being issued a pair of their shoes upon completing their probationary period (the cost is subtracted from one’s paycheck, and buying these shoes is not optional). From the boardrooms of Eridani to the banks of Mendell City, everybody that’s somebody is walking like Idris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Aspirants:&#039;&#039;&#039; &lt;br /&gt;
A collective name for Le Royal’s constituent luxury clothing brands, The Aspirants specialize into the creation of extremely high-end and high-quality clothing. Custom orders are very common, and the conglomerate is famous for its ability to complete custom orders quickly while meeting a bar of quality met by no other fashion house. While it produces for clients as far afield as Domina and the Coalition, it only accepts orders for human clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wear Like Idris:&#039;&#039;&#039; &lt;br /&gt;
The more affordable - but still prestigious - relative of The Aspirants, Wear Like Idris produces fashionable clothing for the more typical resident of the Orion Spur, including non-human customers. Its trendy clothing - and its stores - can be found on almost every planet in the civilized Orion Spur, making it one of the most widespread subsidiaries of any corporation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synthetic Fashion:&#039;&#039;&#039; &lt;br /&gt;
While Le Royal does not employ synthetics, it does design and produce clothing for them - including the infamous coats commonly associated with Idris Reclamation Units. As it primarily produces clothing for shells, Synthetic Fashion clothing is deliberately designed to be light and breathable to allow for maximum cooling. This has unintentionally made it quite popular on hot planets such as Medina, and there has been some talk of expanding the brand’s focus on the human side  of their market.&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;
&lt;br /&gt;
===Crevus===&lt;br /&gt;
When megacorporations arrived to [[Crevus]] following first contact with the Tajara in 2418, none captured the eyes of the locals better than Idris Incorporated. The company enjoyed major success in the city in the decades since their establishment there. Idris products fly off the shelves and into the hands of buying consumers looking to hop on new fashion trends or to improve their own wardrobes. Any two-bit gambler worthy of the title or rich scion makes sure to wear at least one Idris watch or tailored shirt minimum when they’re out on the town. Tourists regularly come to Crevus on Idris transports to partake in a safer Tajaran cultural experience. The company is even patronized heavily by the ruling crime families that allow it to co-partner on some of their businesses. ISUs are present there as well to function as security for Idris employee housing at the Pam Hu District, the company’s mall, and are rented by some of the rich to function as bodyguards. &lt;br /&gt;
 &lt;br /&gt;
Crevan workers make up the bulk of Tajara that work for Idris. Those who enter the service economy tend to be run of the mill citizens or failed entertainers. Those who work for the security teams are former crime family enforcers. The skills these street-hardened men and women gained in that line of work translate well into the corporate environment they found themselves in after signing on. While their cheap price matches their quality, these Tajara make up for it with a vicious eagerness for their work. They can typically be found running night security, transporting credits, or as cost-effective security details. Due to the Tajara bans and prevailing xenophobia, Tajara were never used at Idris installations within the Sol Alliance or in Elyra. Recruitment of Tajara has steadily increased following the end of the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
===Golden Deep Collective===&lt;br /&gt;
Although opinions may differ between merchants, the Golden Deep and Idris Incorporated generally have an amicable, albeit cautious, relationship. Largely due to the Idris brand and an emphasis on customer service, many Idris retired synthetics from the service field find themselves purchased instead by the Golden Deep. Moreover the Golden Deep and Idris commonly engage in trade, supplying the mega-corporation with exotic luxury goods from across the galaxy. However some Golden Deep synthetics have voiced concern for the increased relations with the human run corporation.&lt;br /&gt;
&lt;br /&gt;
===Solarian Alliance===&lt;br /&gt;
Idris arguably maintains the best working relationship with the Alliance of any megacorporation aside from Einstein Engines thanks to its focus on luxury goods and banking instead of creating dangerous breakaway states or crashing the interstellar economy. The megacorporation paid its way out of nationalization efforts by the Alliance following the Solarian Collapse and continues to dominate the banking, tourism, and luxury goods sectors of the shrunken Alliance. While it does not dominate the Alliance&#039;s economy to the extent of other corporations Idris&#039; deep banking and luxury goods connections throughout the Jewel Worlds make it extremely difficult to dislodge and quite popular among most movers and shakers in the Solarian political scene. While Idris Incorporated tourism facilities can be found throughout the Jewel Worlds - particularly on [[Europa]] - it has the most control over [[Silversun]], despite protests from many residents of the planet at their home being turned into a massive resort for wealthy Solarians. Idris incorporated often does business with [[Einstein Engines]] in the Alliance, despite protests from NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=25966</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=25966"/>
		<updated>2022-08-16T15:46:25Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Lean was removed from the game. This removes it from the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; it&#039;s important to keep in mind that the wiki is not always up to date. If you notice that chemicals are missing, or their information is incorrect, as always please contact a wiki maintainer or staff so that it can be corrected, or better yet submit an edit yourself and wait for it to be approved.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|64px|left]]The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser Chemicals|dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. Normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab. Large beakers are much less common, you only have three - two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. &#039;&#039;Note: Spaceacillin has been split into multiple anti-microbials. [[#Thetamycin|Thetamycin]] and [[#Cetahydramine|Cetahydramine]]. Other than that, this infographic is still up to date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 20 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
Below this heading are multiple tables detailing each chemical that can be synthesized as well as their recipes and effects, among other things. Unless there is additional text in the overdose column, assume that overdosing on the chemical in question - if it can be overdosed on - will deal minor organ damage to the liver, assuming the liver is still alive to absorb the damage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Unless otherwise stated, all basic chemicals listed below overdose at 20u. They are also all found in the dispenser, and have no recipe.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Acetone&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
*Dissolves ink on printed material.&lt;br /&gt;
|A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Aluminum&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Ammonia&lt;br /&gt;
|&lt;br /&gt;
*Minorly damages organs.&lt;br /&gt;
|A caustic substance commonly used in fertilizer or household cleaners. Poisonous to most lifeforms, lingers for a while if inhaled.&lt;br /&gt;
|0.1u/tick, 0.05u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Carbon&lt;br /&gt;
|&lt;br /&gt;
*Removes 1u of another reagent per unit, if ingested.&lt;br /&gt;
*Makes turfs dirty if splashed on.&lt;br /&gt;
|A chemical element, the builing block of life.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Copper&lt;br /&gt;
|&lt;br /&gt;
*If patient is Skrell:&lt;br /&gt;
**Regenerates blood if ingested.&lt;br /&gt;
|A highly ductile metal.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Ethanol&lt;br /&gt;
|&lt;br /&gt;
*Dissolves ink on printed material.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Causes drugginess.&lt;br /&gt;
**May cause hallucinations.&lt;br /&gt;
**Raises pulse.&lt;br /&gt;
**Damages organs in Unathi and Vaurca patients.&lt;br /&gt;
|A well-known alcohol with a variety of applications.&lt;br /&gt;
|0.2u/tick, 1u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Hydrazine&lt;br /&gt;
|&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Moderately damages organs.&lt;br /&gt;
**Unless they have a fuel cell augment, in which case it converts into nutrition.&lt;br /&gt;
*If inhaled:&lt;br /&gt;
**Minorly damages organs.&lt;br /&gt;
*If touched:&lt;br /&gt;
**Barely damages organs.&lt;br /&gt;
**Covers with flammable fuel.&lt;br /&gt;
|A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|0.04u/tick, 5u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Hydrochloric Acid&lt;br /&gt;
|&lt;br /&gt;
*Deals moderate brute damage.&lt;br /&gt;
*Deals moderate burn damage.&lt;br /&gt;
*Minorly damages lungs if inhaled.&lt;br /&gt;
|A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|0.4u/tick, 50u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Iron&lt;br /&gt;
|&lt;br /&gt;
*If patient is neither Skrell nor Vaurca:&lt;br /&gt;
**Restores blood if ingested.&lt;br /&gt;
|Pure iron is a metal.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Lithium&lt;br /&gt;
|&lt;br /&gt;
*Forces the patient to step in a random direction.&lt;br /&gt;
*Causes drooling, among other things.&lt;br /&gt;
*Doesn&#039;t actually treat depression.&lt;br /&gt;
|A chemical element, used as antidepressant.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Mercury&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages the brain.&lt;br /&gt;
*Causes weakness in doses greater than 8u.&lt;br /&gt;
|A poisonous chemical element, one of two that is a liquid at human room temperature and pressure.&lt;br /&gt;
|0.2u/tick, 0.08u inhaled, 0.02u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Phosphorous&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, the backbone of biological energy carriers.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Potassium&lt;br /&gt;
|&lt;br /&gt;
*Raises pulse.&lt;br /&gt;
*Explodes if put in contact with water, purging all reagents from the container.&lt;br /&gt;
|A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Radium&lt;br /&gt;
|&lt;br /&gt;
*Irradiates the patient.&lt;br /&gt;
**Significantly increases the chance of curing disease, at the cost of severely damaging organs as a direct result.&lt;br /&gt;
*Spawns glowing goo if thrown onto turfs.&lt;br /&gt;
|Radium is an alkaline earth metal. It is extremely radioactive.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Silicon&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Sodium&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, readily reacts with water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Sugar&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Sulfur&lt;br /&gt;
|&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Restores blood.&lt;br /&gt;
|A chemical element with a pungent smell.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Sulfuric Acid&lt;br /&gt;
|&lt;br /&gt;
*Deals significant brute damage.&lt;br /&gt;
*Deals significant burn damage.&lt;br /&gt;
*Moderately damages the lungs.&lt;br /&gt;
|A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|0.4u/tick, 50u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Tungsten&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, and a strong oxidizing agent.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Water&lt;br /&gt;
|&lt;br /&gt;
*Quenches thirst.&lt;br /&gt;
|A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
|2u/tick ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Basic Medicines==&lt;br /&gt;
Basic medicines refers to medications that are either found in first aid kits/around the medbay, or are medicines that are used very, very often, and should be prioritized first-thing. Everything under this heading and beyond - up until the psychiatric medicines section - covers drugs and compounds that are beneficial to the body. Their entries are also color coded: red for brute, yellow for burn, green for toxins, blue for oxygen, lime for radiation, gray for genetic, purple for organs, pink for painkillers!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Bicaridine}}Bicaridine&lt;br /&gt;
|1 Carbon, 1 [[#Inaprovaline|Inaprovaline]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals moderate brute damage.&lt;br /&gt;
|Bicaridine is a complex medication which specifically targets damaged tissues and damaged blood vessels by encouraging the rate at which the damaged tissues are regenerated. Overdosing bicaridine allows the drug to take effect on damaged muscular tissues of arteries.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*Causes the following if mixed with [[#Butazoline|Butazoline]]:&lt;br /&gt;
**Itchiness.&lt;br /&gt;
**Amplified dehydration.&lt;br /&gt;
**Moderate genetic damage.&lt;br /&gt;
|20u, 2% chance of healing arterial bleeding every two seconds when patient has a dose greater than 30u and is experiencing the overdose.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Butazoline}}Butazoline&lt;br /&gt;
|1 Aluminum, 1 Hydrochloric Acid, 1 [[#Bicaridine|Bicaridine]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Heals significant brute damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Causes dehydration.&lt;br /&gt;
|Butazoline, a recent improvement upon Bicaridine, is specialised at treating the most traumatic of wounds, though less so for treating severe bleeding.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|15u, does not have a chance of healing arterial bleeding&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Coagzolug}}Coagzolug&lt;br /&gt;
|1 [[#Tricordrazine|Tricordrazine]], 1 [[#Cough Syrup|Cough Syrup]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Slows down bleeding significantly.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
|A medicine that was stumbled upon by accident, coagzolug encourages blood to clot and slow down bleeding. An overdose causes dangerous blood clots capable of harming the heart..&lt;br /&gt;
|0.06u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, heart damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f7f4cb;&#039;|{{anchor|Dermaline}}Dermaline&lt;br /&gt;
|1 Acetone, 1 Phosphorous, 1 [[#Kelotane|Kelotane]] = 3&lt;br /&gt;
|&lt;br /&gt;
*Heals severe burn damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Causes dehydration.&lt;br /&gt;
|Dermaline is a recent improvement of kelotane, working in a similar way, though twice as effective. Dermaline is capable of recovering even the most dire of burnt tissues, being able to treat full-thickness burning.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Kelotane|Kelotane]].&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Dexalin}}Dexalin&lt;br /&gt;
|2 Acetone, 0.1 Phoron, 1 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Oxygenates the blood to 50%.&lt;br /&gt;
*Removes [[#Lexorin|Lexorin]].&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
**Causes blurry vision.&lt;br /&gt;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&lt;br /&gt;
|Dexalin is a complex oxygen therapeutic and is available OTC. The chemical utilises carbon nanostructures which cling to oxygen and, in pathological conditions where tissues are hypoxic, will oxygenate these regions.&lt;br /&gt;
|0.2u/tick, 0.1 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, minorly damages the brain, barely damages the eyes&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Dexalin Plus}}Dexalin Plus&lt;br /&gt;
|1 Carbon, 1 Iron, 1 [[#Dexalin|Dexalin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Oxygenates the blood to 80%&lt;br /&gt;
*Removes [[#Lexorin|Lexorin]]&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
**Causes blurry vision.&lt;br /&gt;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&lt;br /&gt;
|Dexalin Plus was a ground-breaking improvement of Dexalin, capable of transporting several times the amount of oxygen, allowing it to have more clinical uses in treating hypoxia.&lt;br /&gt;
|0.2u/tick, 0.1 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, minorly damages the brain, barely damages the eyes&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c4ffd1;&#039;|{{anchor|Dylovene}}Dylovene&lt;br /&gt;
|1 Ammonia, 1 Potassium, 1 Silicon = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals the liver&lt;br /&gt;
*Minorly heals the kidneys&lt;br /&gt;
*Reduces hallucinations.&lt;br /&gt;
*Reduces drowsiness.&lt;br /&gt;
*Removes [[#Zombie Powder|Zombie Powder]]&lt;br /&gt;
|Dylovene is a broad-spectrum over-the-counter antitoxin. It is used in response to a variety of poisoning cases, being able to neutralise and remove harmful toxins from the bloodstream.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, dehydration, hunger.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Inaprovaline}}Inaprovaline&lt;br /&gt;
|1 Acetone, 1 Carbon, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals the brain if oxygenation is above 85%.&lt;br /&gt;
*Allows patient to breathe even if heart is stopped.&lt;br /&gt;
*Slows all bleeding down by 20%.&lt;br /&gt;
*Prevents heart damage from chemically-induced tachycardia.&lt;br /&gt;
*Attempts to regulate heart beat.&lt;br /&gt;
*Reduces effects of low blood oxygenation.&lt;br /&gt;
*Reduces speed at which brain takes damage from low blood.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|Inaprovaline is a cardiostimulant which stabilises myocardial contractility, working towards maintaining a steady pulse and blood pressure. Inaprovaline also acts as a weak analgesic.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, chest pain, very small chance of curing organ rejection completely&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f7f4cb;&#039;|{{anchor|Kelotane}}Kelotane&lt;br /&gt;
|1 Carbon, 1 Silicon = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals moderate burn damage.&lt;br /&gt;
|Kelotane is a complex medication which specifically targets tissues which have been lost to severe burning by encouraging the rate at which these damaged tissues are regenerated.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*Causes the following if mixed with [[#Dermaline|Dermaline]]:&lt;br /&gt;
**Itchiness.&lt;br /&gt;
**Amplified dehydration.&lt;br /&gt;
**Moderate genetic damage.&lt;br /&gt;
|20u, face disfiguration&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Tricordrazine}}Tricordrazine&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], 1 [[#Inaprovaline|Inaprovaline]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Depending on the temperature of the compound:&lt;br /&gt;
**Heals minor brute damage.&lt;br /&gt;
**Heals minor burn damage.&lt;br /&gt;
*Does nothing if inhaled.&lt;br /&gt;
|Tricordrazine is an old, though still useful, medication largely set aside following bicaridine and kelotane’s development. The drug increases the rate at which tissues regenerate, though far slower than modern medications.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|30u, causes itchiness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Organ Regeneratives==&lt;br /&gt;
Organ regeneratives, as the name implies, refers to medicines that regenerate internal organs specifically. As such their use is a bit niche, but most make for necessary additions to any medbay.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Adipemcina}}Adipemcina&lt;br /&gt;
|1 Lithium, 1 [[#Dylovene|Dylovene]], 1 Potassium = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately heals the heart.&lt;br /&gt;
|Adipemcina is a complex, organ-regenerative medication that increases the rate at which cells differentiate into myocardial cells. Adipemcina overdoses result in severe liver damage and vomiting.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, minor organ damage, vomiting&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Alkysine}}Alkysine&lt;br /&gt;
|1 Hydrochloric Acid, 1 Ammonia, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If blood oxygenation is greater than or equal to 85%:&lt;br /&gt;
**If dose is less than 2u:&lt;br /&gt;
***Significantly heals the brain.&lt;br /&gt;
***An IV drip is recommended.&lt;br /&gt;
**If dose is greater than 2u:&lt;br /&gt;
***Moderately heals the brain.&lt;br /&gt;
***Lightly kills pain.&lt;br /&gt;
***Causes dizziness.&lt;br /&gt;
*If blood oxygenation is less than 85%:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
|Alkysine is a complex drug which increases cerebral circulation, ensuring the brain does not become hypoxic and increasing the rate at which neurological function returns after a catastrophic injury.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, hallucinations, paralysis/aphasia/imaginary friends&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Oculine}}Oculine&lt;br /&gt;
|1 Carbon, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately heals the eyes.&lt;br /&gt;
*Reduces blurry vision.&lt;br /&gt;
*Removes temporary blindness.&lt;br /&gt;
|Oculine is a complex organ-regenerative medication which increases the rate at which cells can differentiate into those required to recover damage to ocular tissues. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Imidazoline&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Peridaxon}}Peridaxon&lt;br /&gt;
|1 [[#Bicaridine|Bicaridine]], 1 [[#Clonexadone|Clonexadone]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals organ damage, on any organ.&lt;br /&gt;
**Does not heal the brain if it has greater than minor damage.&lt;br /&gt;
*Causes disorientation.&lt;br /&gt;
|Peridaxon is complex, broad-spectrum organ-regenerative medication which increases the rate at which cells can differentiate into organ cells to recover damaged organ tissues. The drug is hard on the body, leading to confusion and drowsiness.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, confusion, pain&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Pneumalin}}Pneumalin&lt;br /&gt;
|1 Copper, 1 [[#Cough Syrup|Cough Syrup]], 1 [[#Pulmodeiectionem|Pulmodeiectionem]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Slightly oxygenates blood.&lt;br /&gt;
*Moderately heals the lungs.&lt;br /&gt;
*Lowers pulse.&lt;br /&gt;
*Fixes &amp;quot;rescued&amp;quot; lungs.&lt;br /&gt;
**All of this only works if inhaled.&lt;br /&gt;
|Pneumalin is a powerful, organ-regenerative medication that increases the rate at which lung tissues are regenerated. Pneumalin only works when inhaled, and overdosing can lead to severe bradycardia.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, bradychardia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Detox and Side-Effect Antagonists==&lt;br /&gt;
This section covers medicines that help &#039;&#039;prevent&#039;&#039; organ damage or other harm, rather than treating it outright. Some of these also just cover medicines that can help a patient back onto their feet.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#b0fca4;&#039;|{{anchor|Arithrazine}}Arithrazine&lt;br /&gt;
|1 Hydrazine, 1 [[#Hyronalin|Hyronalin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes extreme amounts of radiation.&lt;br /&gt;
*Has a 60% chance of dealing moderate brute damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Deals severe damage to Dionae&lt;br /&gt;
|Arithrazine is a recent improvement of Hyronalin, rapidly destroying any ionised cells, though this often leads to collateral cell damage, resulting in contusions across affected parts of the body.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, 60% chance of moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Asinodryl}}Asinodryl&lt;br /&gt;
|3 Water, 1 [[#Cetahydramine|Cetahydramine]], 1 [[#Synaptizine|Synaptizine]], 5 Tungsten (catalyst) = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Reduces the chance of vomiting.&lt;br /&gt;
|Asinodryl is an anti-emetic medication which acts by preventing the two regions in the brain responsible for vomiting from controlling the act of emesis.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cetahydramine}}Cetahydramine&lt;br /&gt;
|1 [[#Inaprovaline|Inaprovaline]], 1 [[#Cryptobiolin|Cryptobiolin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Prevents itching.&lt;br /&gt;
|Cetahydramine is a complex antihistamine medication available OTC which blocks the release of histamine, thus making it effective at suppressing allergies and sneezing. Cetahydramine can cause drowsiness in larger doses, making it an effective sleep aid.&lt;br /&gt;
|0.01u/tick, 0.2 ingested, 0.4 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Ethylredoxrazine}}Ethylredoxrazine&lt;br /&gt;
|1 Acetone, 1 Carbon, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Neutralizes anything alcohol-related, preferably administered where the alcohol in question is.&lt;br /&gt;
*Reduces dizziness.&lt;br /&gt;
*Reduces drowsiness.&lt;br /&gt;
*Reduces stuttering.&lt;br /&gt;
*Reduces confusion.&lt;br /&gt;
|Ethylredoxrazine is a powerful medication which oxidises ethanol in the bloodstream, reducing the burden on the liver to complete this task. Ethylredoxrazine also blocks the reuptake of neurotransmitters responsible for symptoms of alcohol intoxication.&lt;br /&gt;
|0.06u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Fluvectionem}}Fluvectionem&lt;br /&gt;
|1 Mercury, 1 Ammonia, 1 [[#NACL|Sodium Chloride]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Removes 4u of other reagents per unit.&lt;br /&gt;
*Minorly damages organs&lt;br /&gt;
*Barely damages organs for every unit of reagent purged.&lt;br /&gt;
**All of these effects are doubled if overdosed, and done twice as fast.&lt;br /&gt;
|Fluvectionem is a complex anti-toxin medication that is capable of purging the bloodstream of toxic reagents. The drug is capable of neutralising the most difficult of compounds and acts very fast, however it is inefficient and results in benign waste products that can be damaging to the liver. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Calomel&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, see effects&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#b0fca4;&#039;|{{anchor|Hyronalin}}Hyronalin&lt;br /&gt;
|1 Radium, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes significant amounts of radiation per unit.&lt;br /&gt;
*Deals severe damage to Dionae.&lt;br /&gt;
|Hyronalin is a complex anti-radiation medication which specifically targets ionised cells, reducing their cell division rate to prevent their growth before gradually destroying these afflicted cells.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, 60% chance of moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Pulmodeiectionem}}Pulmodeiectionem&lt;br /&gt;
|1 [[#Fluvectionem|Fluvectionem]], 1 [[#Lexorin|Lexorin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes 5u of other reagents in the lungs per unit.&lt;br /&gt;
*Barely damages the lungs.&lt;br /&gt;
*Causes coughing.&lt;br /&gt;
*Reduces oxygenation.&lt;br /&gt;
|Pulmodeiectionem is a complex anti-toxin medication that is capable of purging the lungs of toxic reagents by damaging the mucous lining of the bronchi and trachea, allowing particulate to be coughed out of the lungs. Pulmodeiectionem works only when inhaled and can cause long-term damage to the lungs.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Synaptizine}}Synaptizine&lt;br /&gt;
|1 Lithium, 1 Sugar, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Mildly kills pain.&lt;br /&gt;
*Reduces weakness.&lt;br /&gt;
*Reduces paralysis.&lt;br /&gt;
*Reduces stunning.&lt;br /&gt;
*Removes [[#Mindbreaker|Mindbreaker Toxin]].&lt;br /&gt;
*Removes hallucinations.&lt;br /&gt;
*Removes blurry vision.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
|Synaptizine is an advanced synaptic stimulant and nootropic which improves synaptic transmission and keeps one alert, giving it many clinical uses in the treatment of paralysis, weakness, narcolepsy and hallucinations. Synaptizine is difficult to metabolise and is hard on the liver.&lt;br /&gt;
|0.01u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, seizures&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Verunol Syrup}}Verunol Syrup&lt;br /&gt;
|1 Ethanol, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes vomiting if ingested.&lt;br /&gt;
*Minorly damages organs if injected.&lt;br /&gt;
|A complex emetic medication that causes the patient to vomit due to gastric irritation and the stimulating of the vomit centres of the brain.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialized Medicines==&lt;br /&gt;
Anything semi-common medicine that doesn&#039;t really fit into the other categories goes here. These are the niche-est of the niche, and they won&#039;t see very frequent use or synthesis.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Inacusiate}}Inacusiate&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], 1 Carbon, 1 Sulfur = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals hearing damage.&lt;br /&gt;
|TODO&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, terrible headaches&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Leporazine}}Leporazine&lt;br /&gt;
|1 Copper, 1 Silicon, 5 Phoron (catalyst) = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Regulates body temperature.&lt;br /&gt;
*Regulates fevers.&lt;br /&gt;
|Leporazine is a complex medication which improves thermal homeostasis, stabilising and regulating the body’s core temperature. Leporazine often results in hyperventilation which should be monitored.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, lowers body temperature&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lipozine}}Lipozine&lt;br /&gt;
|1 Ethanol, 1 Radium, 1 [[#NACL|Sodium Chloride]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Quickly burns nutrition.&lt;br /&gt;
|A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Polysomnine}}Polysomnine&lt;br /&gt;
|3 Hydrochloric Acid, 1 Ethanol, 1 Water = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Sedates the patient.&lt;br /&gt;
*Minorly damages the liver.&lt;br /&gt;
|Polysomnine is a complex drug which rapidly induces sedation in preparation for surgery. Polysomnine’s sedative effect is fast acting, and sedated individuals wake up with zero amnesia regarding the events leading up to their sedation, however the only downside is how hard the drug is on the liver.&lt;br /&gt;
|0.1u/tick, 0.05u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|RMT}}Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|1 Potassium, 1 [[#Inaprovaline|Inaprovaline]] = 2 unit&lt;br /&gt;
|&lt;br /&gt;
*Removes slowdown on unassisted Off-Worlders, and their subsequent flavor texts.&lt;br /&gt;
|RMT Supplement is a bioengineered, fast-acting growth factor that specifically helps recover bone and muscle mass caused by prolonged zero-gravity adaptations. It can also be used to treat chronic muscle weakness.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|30u, aching&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Rezadone}}Rezadone&lt;br /&gt;
|1 Copper, 1 [[#Cryptobiolin|Cryptobiolin]], 1 Carpotoxin = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Heals significant brute damage.&lt;br /&gt;
*Heals significant burn damage.&lt;br /&gt;
*Heals significant gene damage.&lt;br /&gt;
*Slightly improves oxygenation.&lt;br /&gt;
*Restores blood.&lt;br /&gt;
*Minorly heals the liver.&lt;br /&gt;
*If dose is above 3 units:&lt;br /&gt;
**Treats disfiguration.&lt;br /&gt;
*If dose is above 10 units:&lt;br /&gt;
**Causes dizziness.&lt;br /&gt;
**Causes jitteriness.&lt;br /&gt;
|Rezadone is an extremely expensive, ground-breaking miracle drug. The compound is capable of treating all kinds of physical damage, disfiguration, as well as genetic damage. Excessive consumption of rezadone can lead to severe disorientation.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Ryetalyn}}Ryetalyn&lt;br /&gt;
|1 Carbon, 1 [[#Arithrazine|Arithrazine]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Instantly removes all mutations. Only 1 unit is necessary.&lt;br /&gt;
**Does &#039;&#039;&#039;NOT&#039;&#039;&#039; heal gene damage.&lt;br /&gt;
|Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by Dominian scientists, which has varying clinical uses in treating genetic abnormalities including certain cancers, autoimmune conditions, and Hulk Syndrome.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Soporific}}Soporific&lt;br /&gt;
|4 Sugar, 1 [[#Polysomnine|Polysomnine]] = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Sedates the patient.&lt;br /&gt;
|Soporific is highly diluted polysomnine which results in slower and more gradual sedation. This makes the drug ideal at treating insomnia and anxiety disorders, however is generally not reliable for sedation in preparation for surgery except in high doses.&lt;br /&gt;
|0.1u/tick, 0.033u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Steramycin}}Steramycin&lt;br /&gt;
|2 [[#Thetamycin|Thetamycin]], 1 [[#Sterilizine|Sterilizine]], 1 Radium = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If infection has yet to show:&lt;br /&gt;
**Reduces germ level, the variable that triggers infections once it reaches 100&lt;br /&gt;
*If infection has manifested:&lt;br /&gt;
**Does nothing&lt;br /&gt;
|A preventative antibiotic that will stop small infections from growing, but only if administered early. Has no effect on internal organs, wounds, or if the infection has grown beyond its early stages.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, dizziness, minor toxins&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Thetamycin}}Thetamycin&lt;br /&gt;
|1 [[#Cryptobiolin|Cryptobiolin]], 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Effects at &amp;lt;5u dosage&lt;br /&gt;
**Treats infections, the speed of recovery dependent on the severity of the infection.&lt;br /&gt;
*Effects at &amp;gt;=5u dosage&lt;br /&gt;
**Does the same as the above.&lt;br /&gt;
**Mild - and types of mild - infections are instantly cured.&lt;br /&gt;
**Prevents septic infections from spreading to other limbs.&lt;br /&gt;
*May cause vomiting.&lt;br /&gt;
|Thetamycin is a complex, broad-spectrum antibiotic developed to treat wound infections, organ infections, and septicaemia, even those caused by superbugs with high anti-bacterial resistances. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Spaceacillin&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.01u/tick, 0.4u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, dizziness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pain Killers==&lt;br /&gt;
As the name hopefully suggests, these medicines are used to reduce pain in a patient, keeping them conscious and worry-free (for the most part), and able to communicate. There are varying levels of painkiller available, though some may be too powerful to administer. Use discretion!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Cough Syrup}}Cough Syrup&lt;br /&gt;
|1 Tungsten, 1 Carbon, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs.&lt;br /&gt;
|0.2u/tick, 0.4 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, vomiting, twitching, drowsiness, brain damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Perconol}}Perconol&lt;br /&gt;
|1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Mildly kills pain&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
|Perconol is an advanced, analgesic medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Mortaphenyl}}Mortaphenyl&lt;br /&gt;
|1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Effectively kills pain.&lt;br /&gt;
*Causes blurry vision.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
|Mortaphenyl is an advanced, powerful analgesic medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
|&lt;br /&gt;
*Causes hallucinations, the feeling of drugginess, and nausea if BAC is greater than 0.03%, oxygen deprivation at 0.08%&lt;br /&gt;
|15u, nausea, restricted breathing, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ff00ff;&#039;|{{anchor|Oxycomorphine}}Oxycomorphine&lt;br /&gt;
|1 Ethanol, 1 [[#Mortaphenyl|Mortaphenyl]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Ludicrously kills pain.&lt;br /&gt;
*Causes blurry vision.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
|Oxycomorphine is a highly advanced, powerful analgesic medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Oxycomorphine is not effective when inhaled. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Oxycodone&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
|&lt;br /&gt;
*Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&lt;br /&gt;
*See [[#Neurapan|Neurapan]].&lt;br /&gt;
|10u, hallucinations, drugginess, nausea, restricted breathing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resuscitators==&lt;br /&gt;
If a patient is in some pretty dire straits, and you&#039;ve already taken care of the other damage, then these medicines will make sure they don&#039;t die. Hopefully. Maybe. If you&#039;re quick enough?&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Adrenaline}}Adrenaline&lt;br /&gt;
|1 [[#Inaprovaline|Inaprovaline]], 1 [[#Hyperzine|Hyperzine]], 1 [[#Dexalin Plus|Dexalin Plus]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Greatly aids in restarting the heart.&lt;br /&gt;
*Barely damages the heart if successfully resuscitated.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
**Does nothing if inhaled or ingested.&lt;br /&gt;
|Adrenaline is a hormone used as a drug to treat cardiac arrest and other cardiac dysrhythmias resulting in diminished or absent cardiac output.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Hyperzine|Hyperzine]].&lt;br /&gt;
|20u, pain&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Saline}}Saline Plus&lt;br /&gt;
|2 Water, 1 [[#NACL|Sodium Chloride]], 0.5 Sugar, 5 Phoron (catalyst) = 2 unit&lt;br /&gt;
|&lt;br /&gt;
*If injected:&lt;br /&gt;
**Hydrates the patient.&lt;br /&gt;
**Restores blood if dose is less than 2u.&lt;br /&gt;
*If ingested or inhaled:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
|Saline Plus is an expensive improvement upon the various saline solutions of old. Saline Plus has wide clinical applications in the treatment of dehydration and hypovolaemia, with no more debates as to whether it is effective or not.&lt;br /&gt;
|1.5u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, confusion, jitteriness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cryogenics==&lt;br /&gt;
Cryo tube-specific medications go here. Anything under here is only effective if the patient&#039;s body has been chilled significantly.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Cataleptinol}}Cataleptinol&lt;br /&gt;
|1 [[#Alkysine|Alkysine]], 0.1 Phoron, 0.1 [[#Cryoxadone|Cryoxadone]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Barely heals the brain.&lt;br /&gt;
*Minorly heals the brain if patient&#039;s temperature is below 170K.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Has a chance to cure the following, compounded by the amount metabolized:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used in the treatment of dumbness, cerebral blindness, cerebral paralysis and aphasia. The drug is more effective when the patient’s core temperature is below 170K.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, paralysis, aphasia, dumbness, weakness, colorblindness, imaginary friends&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#e8e8e8;&#039;|{{anchor|Cryoxadone}}Cryoxadone&lt;br /&gt;
|1 Water, 1 Acetone, 1 [[#Dexalin|Dexalin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Slows pulse.&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Heals significant gene damage.&lt;br /&gt;
**Heals significant brute damage.&lt;br /&gt;
**Heals significant burn damage.&lt;br /&gt;
**Heals significant hypoxia.&lt;br /&gt;
|Cryoxadone is a ground-breaking and complex medication that, when acting on bodies cooler than 170K, is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Cryoxadone, alongside Clonexadone, are the backbones of the cloning industry.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#e8e8e8;&#039;|{{anchor|Clonexadone}}Clonexadone&lt;br /&gt;
|1 Sodium, 1 [[#Cryoxadone|Cryoxadone]], 0.1 Phoron, 5 Phoron (catalyst) = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Slows pulse.&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Heals extreme gene damage.&lt;br /&gt;
**Heals extreme brute damage.&lt;br /&gt;
**Heals extreme burn damage.&lt;br /&gt;
**Heals extreme hypoxia.&lt;br /&gt;
|Clonexadone is a ground-breaking, complex medication that improved upon Cryoxadone. When acting on bodies cooler than 170K, the drug is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Clonexadone, alongside Cryoxadone, are the backbones of the cloning industry.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psychiatric Medicines==&lt;br /&gt;
These particular drugs are much more niche in their use compared to the medicines above. They almost exclusively impact the mental state of the patient, either for good or ill, depending on how they&#039;re used. Do note that many of the effects being suppressed no longer exist, which means a lot of these medicines serve a roleplay purpose rather than a mechanical one, though any medicines that suppress stuttering and hallucinations do still work.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Corophenidate}}Corophenidate&lt;br /&gt;
|1 Hydrazine, 1 [[#Mindbreaker|Mindbreaker Toxin]] = units&lt;br /&gt;
|&lt;br /&gt;
*Removes hallucinations.&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Corophenidate is a new generation, psychoactive stimulant used in the treatment of ADHD and ADD. It has far fewer side effects than previous generations of CNS stimulants. Withdrawal symptoms include hallucinations and disruption of focus.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Emoxanyl}}Emoxanyl&lt;br /&gt;
|1 Ethanol, 1 Silicon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Concussions.&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Emoxanyl is a novel, antioxidant medication which increases cerebral circulation and is used to treat anxiety, depression, concussion, and epilepsy. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Minaphobin}}Minaphobin&lt;br /&gt;
|1 Carbon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Monophobias.&lt;br /&gt;
|Minaphobin is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nerospectan}}Nerospectan&lt;br /&gt;
|1 Silicon, 1 [[#Drugs|Space Drugs]], 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Speech impediments.&lt;br /&gt;
**Muscle spasms.&lt;br /&gt;
**Tourettes.&lt;br /&gt;
|Nerospectan is an expensive, new generation anti-psychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Nerospectan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Neurapan}}Neurapan&lt;br /&gt;
|1 Ethanol, 1 [[#Drugs|Space Drugs]], 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Split personalities.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Stuttering.&lt;br /&gt;
**Speech impediments.&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Hallucinations.&lt;br /&gt;
**Muscle spasms.&lt;br /&gt;
**Tourettes.&lt;br /&gt;
|Neurapan is a groundbreaking, expensive antipsychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Neurapan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|&lt;br /&gt;
*If mixed with [[#Oxycomorphine|Oxycomorphine]] and overdosing:&lt;br /&gt;
**Causes deafness.&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Causes confusion.&lt;br /&gt;
**Causes derealization&lt;br /&gt;
|10u, pacifism, blurred vision, derealization&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Neurostabin}}Neurostabin&lt;br /&gt;
|1 Iron, 1 Potassium, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Split personalities.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Muscle weakness.&lt;br /&gt;
|Neurostabin is a new generation, psychoactive drug used in the treatment of psychoses, and also has clinical significance in treating muscle weakness. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and the development of phobias.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Orastabin}}Orastabin&lt;br /&gt;
|1 Sodium, 1 Tungsten, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Stuttering.&lt;br /&gt;
|Orastabin is a new generation, complex psychoactive medication used in the treatment of anxiety disorders and speech impediments. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Parvosil}}Parvosil&lt;br /&gt;
|1 Aluminum, 1 Potassium, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Parvosil is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Paxazide}}Paxazide&lt;br /&gt;
|1 [[#Parvosil|Parvosil]], 1 [[#Truth|Truth Serum]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Any intent except help.&lt;br /&gt;
**Attacking with objects.&lt;br /&gt;
|Paxazide is an expensive and unethical, psychoactive drug used to pacify people, suppressing regions of the brain responsible for anger and violence. Paxazide can be addictive due to its tranquilising effects, though withdrawal symptoms are scarce.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Truth}}Truth Serum&lt;br /&gt;
|1 [[#Synaptizine|Synaptizine]], 1 [[#Mindbreaker|Mindbreaker Toxin]], 0.1 Phoron = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Nothing.&lt;br /&gt;
*Gives many messages about how you should spill the beans.&lt;br /&gt;
|Truth Serum is an expensive and very unethical psychoactive drug capable of inhibiting defensive measures and reasoning in regards to communication, resulting in those under the effects of the drug to be very open to telling the truth.&lt;br /&gt;
|0.01u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Narcotics and Other Drugs==&lt;br /&gt;
Unlike everything above, everything in this heading is more or less harmful to the patient rather than beneficial. Nothing here is outright lethal, but frequent use and high dosages are not recommended!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Co&#039;qnixq Wuxi}}Co&#039;qnixq Wuxi&lt;br /&gt;
|1 Wulumunusha, 1 Synaptizine, 1 emoxanyl = 3u&lt;br /&gt;
|&lt;br /&gt;
*Increases stamina.&lt;br /&gt;
*Increases concentration and motivation.&lt;br /&gt;
|Co&#039;qnixq Wuxi, or Co&#039;qnixq Nootropic, has existed since before Glorsh, and was developed as a cognitive enhancer for Skrell with on-set dementia. When taken, one&#039;s consciousness is heightened greatly alongside receiving mild energy boost. Frequently used as a &#039;smart drug&#039; by students and scientists.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|10u, increases running speed, damages kidneys&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Krok}}Krok Juice&lt;br /&gt;
|1 Iron, 1 Welding Fuel, 2 [[Guide to Drinks#Non-Alcoholic_Drinks|Orange Juice]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Causes malfunctions in prosthetic organs.&lt;br /&gt;
|An advanced Eridanian variant of ancient krokodil, known for causing prosthetic malfunctions.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Hyperzine}}Hyperzine&lt;br /&gt;
|1 Sugar, 1 Phosphorous, 1 Sulfur = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
*Increases pulse.&lt;br /&gt;
|Hyperzine is a complex cardio-synaptic stimulant drug designed to increase the performance of the body. Downsides include violent muscle spasms and tremors.&lt;br /&gt;
|0.03u/tick, 0.015u inhaled&lt;br /&gt;
|&lt;br /&gt;
*Starts Hyperzine&#039;s OD if [[#Adrenaline|Adrenaline]] is mixed.&lt;br /&gt;
|15u, hallucinations, moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Krok}}Krok Juice&lt;br /&gt;
|1 Iron, 1 Welding Fuel, 2 [[Guide to Drinks#Non-Alcoholic_Drinks|Orange Juice]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Causes malfunctions in prosthetic organs.&lt;br /&gt;
|An advanced Eridanian variant of ancient krokodil, known for causing prosthetic malfunctions.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Joy}}Joy&lt;br /&gt;
|1 neurapan, 2 oxycomorphine = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Causes paralysis.&lt;br /&gt;
|An expensive and illegal drug often abused by those who find no other means to numb their physical and mental pains. A Joy addict is a truly sad sight.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nightlife}}Nightlife&lt;br /&gt;
|1 [[#Corophenidate|Corophenidate]], 1 [[#Nitro|Nitroglycerin]], 1 [[#Synaptizine|Synaptizine]] at 200 Celsius = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
*Causes jitteriness.&lt;br /&gt;
*Causes stuttering.&lt;br /&gt;
*Causes drugginess.&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
*Removes drowsiness.&lt;br /&gt;
*Damages the heart, depending on dose.&lt;br /&gt;
|A liquid narcotic commonly used by the more wealthy drug-abusing citizens of the Eridani Federation. Works as a potent stimulant that causes extreme awakefulness. Lethal in high doses.&lt;br /&gt;
|0.04u/tick, 0.02u inhaled, 0.125u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Raskara}}Raskara Dust&lt;br /&gt;
|1 [[#MAP|Monoammoniumphosphate]], 1 [[#Cleaner|Space Cleaner]], 2 [[#NACL|Sodium Chloride]] at 127 Celsius = 3 units&lt;br /&gt;
|&lt;br /&gt;
*If ingested or inhaled:&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Lightly kills pain.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Mildly kills pain.&lt;br /&gt;
|A powdery narcotic found in the gang-ridden slums of Biesel and Sol. Known for it&#039;s relaxing poperties that cause trance-like states when inhaled. Casual users tend to snort or inhale, while hardcore users inject.&lt;br /&gt;
|0.02u/tick, 0.04u inhaled, 0.06u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nightshade}}Red Nightshade&lt;br /&gt;
|1 [[Guide to Hydroponics|Psilocybin]], 1 [[Guide to Drinks#Poured Drinks|Moonshine]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Has a chance to moderately damage the brain.&lt;br /&gt;
*Causes jitteriness.&lt;br /&gt;
*Causes berserk, which includes the following:&lt;br /&gt;
**Red screen.&lt;br /&gt;
**Locking to harm intent.&lt;br /&gt;
**Inability to use complex items.&lt;br /&gt;
**Reseting pain.&lt;br /&gt;
***Reduces further pain.&lt;br /&gt;
**Ability to smash windows barehanded.&lt;br /&gt;
|An illegal combat performance enhancer originating from the criminal syndicates of Mars. The drug stimulates regions of the brain responsible for violence and rage, inducing a feral, berserk state in users.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Drugs}}Space Drugs&lt;br /&gt;
|1 Lithium, 1 Mercury, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Causes hunger.&lt;br /&gt;
*Forces the patient to step in a random direction.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|Mercury Monolithium Sucrose, or space drugs, is a potent relaxant commonly found in Ambrosia plants. Lasts twice as long when inhaled.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Xu&#039;Xi Gas}}Xu&#039;Xi Gas&lt;br /&gt;
|2 dexalin, 2 space drugs, 1 truth serum = 5u&lt;br /&gt;
|&lt;br /&gt;
*Calms emotions.&lt;br /&gt;
*Causes suggestibility.&lt;br /&gt;
|A recreational drug hailing from Qerr&#039;Malic that must be inhaled. It produces a mild high similar to Wulumunusha and is known to make users susceptible to persuasion. Most forms of Xu&#039;Xi Gas found outside of the Jargon Federation are cheap, synthetic substitutes. Only works when inhaled.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
Compared to all of the reagents above, these reagents are without a doubt harmful to the body, and their use is highly regulated. Don&#039;t get caught with these!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cryptobiolin}}Cryptobiolin&lt;br /&gt;
|1 Acetone, 1 Potassium, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
|Cryptobiolin causes confusion and dizzyness.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cyanide}}Cyanide&lt;br /&gt;
|N/A, can be found in apples.&lt;br /&gt;
|&lt;br /&gt;
*Rapidly depletes oxygen levels.&lt;br /&gt;
|A highly toxic chemical.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Dextrotoxin}}Dextrotoxin&lt;br /&gt;
|10 [[#Soporific|Soporific]], 5 Phoron, 3 Carpotoxin = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Paralyzes all limbs.&lt;br /&gt;
|A complicated to make and highly illegal drug that cause paralysis mostly focused on the limbs.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Impedrezene}}Impedrezene&lt;br /&gt;
|1 Acetone, 1 Mercury, 1 Sugar = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages the brain.&lt;br /&gt;
|Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lexorin}}Lexorin&lt;br /&gt;
|1 Ammonia, 1 Hydrazine, 1 Tungsten, 5 Phoron (catalyst) = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals minor hypoxia damage.&lt;br /&gt;
|Lexorin is a complex toxin that attempts to induce general hypoxia by weakening the diaphragm to prevent respiration and also by binding to haemoglobins to prevent oxygen molecules from doing the same.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mindbreaker}}Mindbreaker Toxin&lt;br /&gt;
|1 Silicon, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
|An incredibly potent hallucinogen designed to wreak havoc on the brain, resulting in disturbing hallucinations with long-term impacts on those given the drug - this drug is not pleasant, thus the name, and only hardcore addicts use the drug recreationally.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|KCl}}Potassium Chloride&lt;br /&gt;
|1 Potassium, 1 [[#NACL|Sodium Chloride]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If &amp;gt;20u is injected:&lt;br /&gt;
**Stops the heart.&lt;br /&gt;
|A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|KClPh}}Potassium Chlorophoride&lt;br /&gt;
|1 Phoron, 1 [[#KCl|Potassium Chloride]], 1 [[#Polysomnine|Polysomnine]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*If &amp;gt;5u is injected:&lt;br /&gt;
**Stops the heart.&lt;br /&gt;
|Potassium Chlorophoride is an expensive, vastly improved variant of Potassium Chloride. Potassium Chlorophoride, unlike the original drug, acts immediately to block neuromuscular junctions, causing general paralysis.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Zombie}}Zombie Powder&lt;br /&gt;
|5 Copper, 5 Carpotoxin, 5 [[#Soporific|Soporific]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Deals minor hypoxia damage.&lt;br /&gt;
*Minorly damages organs.&lt;br /&gt;
*Inflicts weakness.&lt;br /&gt;
*Inflicts silence.&lt;br /&gt;
*Gives the autopsy scanner a fake report.&lt;br /&gt;
|A strong neurotoxin that puts the subject into a death-like state.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experimental Reagents==&lt;br /&gt;
These reagents are wholly experimental in nature, and probably should not see widespread use outside of research.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Stimm}}Stimm&lt;br /&gt;
|1 Fuel, 5 [[Guide_to_Drinks#Coffee_Drinks|Rewriter]] = 6 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
|A homemade stimulant with some serious side-effects.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mutagen}}Unstable Mutagen&lt;br /&gt;
|1 Hydrochloric Acid, 1 Phosphorous, 1 Radium = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals radiation damage.&lt;br /&gt;
*May cause mutations.&lt;br /&gt;
|Might cause unpredictable mutations. Keep away from children.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Venenum}}Venenum&lt;br /&gt;
|&amp;lt;!---1 [[#Phoron Salts|Phoron Salts]], 1 [[#Ryetalyn|Ryetalyn]] = 1 unit---&amp;gt;N/A, obtained through [[Uplink|less than legitimate means]]&lt;br /&gt;
|&lt;br /&gt;
*Randomizes appearance and name for every unit metabolized.&lt;br /&gt;
**Reverts patient back to original appearance once no more Venenum is metabolized.&lt;br /&gt;
|A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|0.3u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--- the reagents below are supposedly no longer in the game. they are hidden from normal view, and exist here for posterity&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mutone}}Mutone&lt;br /&gt;
|1 [[#Mutagen|Unstable Mutagen]], 1 [[#Phoron Salts|Phoron Salts]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes one mutation every five units metabolized.&lt;br /&gt;
**75% chance for a good mutation.&lt;br /&gt;
**25* chance for a bad mutation.&lt;br /&gt;
|A strange green powder with even stranger properties.&lt;br /&gt;
|0.8u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Phoron Salts}}Phoron Salts&lt;br /&gt;
|2 Phoron, 1 [[#NACL|Sodium Chloride]] (678 Kelvin) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*TODO&lt;br /&gt;
|A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|0.02u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Plexium}}Plexium&lt;br /&gt;
|1 [[#Alkysine|Alkysine]], 1 [[#Phoron Salts|Phoron Salts]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Rolls one brain trauma for every five units metabolized.&lt;br /&gt;
**Only one brain trauma per category can exist.&lt;br /&gt;
|A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Almost everything under this heading will invariably see use in combat of some sort. Synthesizing these reagents without good reason is pretty good grounds to get booted from your job &amp;lt;s&amp;gt;or the server&amp;lt;/s&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|EMP}}Electromagnetic Pulse&lt;br /&gt;
|1 Iron, 1 Uranium = 1 pulse&lt;br /&gt;
|&lt;br /&gt;
*Generates an EMP, frying and scrambling electronic equipment.&lt;br /&gt;
**The size of the pulse depends on the amount of reagents used.&lt;br /&gt;
|This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Explosion}}Explosion&lt;br /&gt;
|1 Potassium, 1 Water = 1 explosion&lt;br /&gt;
|&lt;br /&gt;
*Generates an explosion.&lt;br /&gt;
**The size of the explosion depends on the amount of reagents used.&lt;br /&gt;
|This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Flash}}Flash Powder&lt;br /&gt;
|1 Aluminum, 1 Potassium, 1 Sulfur = 1 flash&lt;br /&gt;
|&lt;br /&gt;
*Generates a flash.&lt;br /&gt;
|Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Napalm}}Napalm&lt;br /&gt;
|1 Aluminum, 1 Phoron, 1 Sulfuric Acid = 1 large fire&lt;br /&gt;
|&lt;br /&gt;
*Generates a fire surrounding the reagent container.&lt;br /&gt;
|Creates a large fire immediately on mixing.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nitro}}Nitroglycerin&lt;br /&gt;
|1 Sulfuric Acid, 1 [[#Glycerol|Glycerol]], 1 [[#Polyacid|Polytrinic Acid]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Regulates heart rate.&lt;br /&gt;
*Explodes spectacularly if thrown, dropped, heated, attacked, or splashed on anything.&lt;br /&gt;
|Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Polyacid}}Polytrinic Acid&lt;br /&gt;
|1 Potassium, 1 Sulfuric Acid, 1 Hydrochloric Acid = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals severe brute damage.&lt;br /&gt;
*Moderately damages the lungs.&lt;br /&gt;
|Polytrinic acid is a an extremely corrosive chemical substance.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Smoke}}Smoke Reaction&lt;br /&gt;
|1 Phosphorous, 1 Potassium, 1 Sugar = 1 smokey boi&lt;br /&gt;
|&lt;br /&gt;
*Creates smoke around the reagent container.&lt;br /&gt;
*You can mix anything else inside before mixing the last reagent inside to make it smoke out as well.&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Thermite}}Thermite&lt;br /&gt;
|1 Acetone, 1 Aluminum, 1 Iron = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Melts walls if ignited.&lt;br /&gt;
|Thermite produces an aluminothermic reaction known as a thermite reaction. Can be used to melt walls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Reagents==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Surfactant}}Azosurfactant&lt;br /&gt;
|1 Sulfuric Acid, 2 Carbon, 2 Hydrazine = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Reacts instantly when mixed with water to spew foam out of the reagent container.&lt;br /&gt;
**You can mix anything else inside before mixing water inside to make it foam out as well.&lt;br /&gt;
|An isocyanate liquid that forms a foam when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cardox}}Cardox&lt;br /&gt;
|1 Carbon, 1 Platinum, 1 [[#Sterilizine|Sterilizine]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Removes phoron from turfs and reagent containers.&lt;br /&gt;
**This includes a Vaurca&#039;s phoron reserve.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
|Cardox is a mildly toxic, expensive, NanoTrasen designed cleaner intended to eliminate liquid phoron stains from suits.&lt;br /&gt;
|0.3u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Condensed Capsaicin}}Condensed Capsaicin&lt;br /&gt;
|2u capsaicin, 5u phoron as catalyst = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes severe pain, visual impairment, and coughing.&lt;br /&gt;
|A chemical agent used for self-defense and in police work.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Coolant}}Coolant&lt;br /&gt;
|1 Acetone, 1 Tungsten, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|Industrial cooling substance.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cryosurfactant}}Cryosurfacant&lt;br /&gt;
|1 Ice, 1 Sodium, 1 [[#Surfactant|Surfactant]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Cools reagent container contents.&lt;br /&gt;
*Creates oxygen if mixed with [[#Pyrosilicate|Pyrosilicate]].&lt;br /&gt;
|A bright cyan liquid consisting of strange self-cooling properties that reacts when exposed to water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Diethylamine}}Diethylamine&lt;br /&gt;
|1 Ammonia, 1 Ethanol = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Fertilizes plants.&lt;br /&gt;
|A secondary amine, mildly corrosive.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Foam}}Foaming Agent&lt;br /&gt;
|1 Lithium, 1 Hydrazine = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Does nothing unless mixed into [[#MetalF|Metal Foam]].&lt;br /&gt;
|An agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Frost}}Frost Oil&lt;br /&gt;
|1 Ice Pepper = ~7 units&lt;br /&gt;
|&lt;br /&gt;
*Lowers body temperature.&lt;br /&gt;
*Removes 5u capsaicin per unit.&lt;br /&gt;
|A special oil that chemically chills the body. Extracted from Ice Peppers.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glucose}}Glucose&lt;br /&gt;
|5 Nutriment, 5 sulfuric acid as catalyst = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Serves as nutriment.&lt;br /&gt;
|&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glycerol}}Glycerol&lt;br /&gt;
|1 Triglyceride, 2 Ethanol, 5 Sulfuric Acid as catalyst = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glycerol}}Glycerol&lt;br /&gt;
|1 trigylceride, 2 butanol&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Luminol}}Luminol&lt;br /&gt;
|2 Ammonia, 2 Carbon, 2 Hydrazine = 6 units&lt;br /&gt;
|&lt;br /&gt;
*If injected/ingested:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
*If sprayed on turfs:&lt;br /&gt;
**Makes blood glow a bright blue.&lt;br /&gt;
*If sprayed on objects:&lt;br /&gt;
**Makes blood glow a bright blue if also used with a UV light.&lt;br /&gt;
|A compound that interacts with blood on the molecular level.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|MetalF}}Metal Foam&lt;br /&gt;
|3 Aluminum/Iron, 1 [[#Foam|Foaming Agent]], 1 [[#Polyacid|Polytrinic Acid]] = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Reacts instantly to create a barrier of metal foam, size depending on how many reagents were used.&lt;br /&gt;
**Iron can make stronger walls.&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|MAP}}Monoammoniumphosphate&lt;br /&gt;
|1 Ammonium, 1 Phosphorous, 1 Sodium, 1 Sulfuric Acid = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Extinguishes fires.&lt;br /&gt;
*Lowers room temperature if it is too high.&lt;br /&gt;
|Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|0.2u/tick, 2u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|PBG}}Plant-B-Gone&lt;br /&gt;
|4 water, 1 toxin = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
**Damages Dionae greatly.&lt;br /&gt;
*Kills plants.&lt;br /&gt;
|A toxic mixture designed to kill plant-life.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Phoron Solidification}}Phoron Solidification&lt;br /&gt;
|5 iron, 5 frost oil, 20 phoron = 1 sheet of phoron.&lt;br /&gt;
|Turns liquid phoron to solid phoron.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Plastic}}Plastic&lt;br /&gt;
|1 [[#Polyacid|Polytrinic Acid]], 1 [[Guide_to_Hydroponics|Plasticide]] = 1 sheet of plastic&lt;br /&gt;
|&lt;br /&gt;
*Makes plastic.&lt;br /&gt;
|A recipe that makes sheets of plastic. You can obtain Plasticide from Plastellium mushrooms.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Pyrosilicate}}Pyrosilicate&lt;br /&gt;
|1 Hydrazine, 1 Iron, 1 Sulfuric Acid, 1 [[#Silicate|Silicate]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Warms reagent container contents.&lt;br /&gt;
*Creates oxygen if mixed with [[#Cryosurfacant|Cryosurfactant]].&lt;br /&gt;
|A bright orange powder consisting of strange self-heating properties that reacts when exposed to sodium chloride.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Silicate}}Silicate&lt;br /&gt;
|1 Acetone, 1 Aluminum, 1 Silicon = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Reinforces glass.&lt;br /&gt;
|A compound that can be used to reinforce glass.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|NACL}}Sodium Chloride&lt;br /&gt;
|1 Sodium, 1 Hydrochloric Acid = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Causes thirstiness.&lt;br /&gt;
**Absorbs alcohol.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Does the above.&lt;br /&gt;
**Minorly damages organs.&lt;br /&gt;
|A salt made of sodium chloride. Commonly used to season food.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cleaner}}Space Cleaner&lt;br /&gt;
|1 Ammonia, 1 Water = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Cleans stuff!&lt;br /&gt;
**Including blood!&lt;br /&gt;
**And resetting germ level!&lt;br /&gt;
*Wow!!!&lt;br /&gt;
|A compound used to clean things. Now with 50% more sodium hypochlorite!&lt;br /&gt;
|5u/tick touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lube}}Space Lube&lt;br /&gt;
|1 Acetone, 1 Silicon, 1 Water = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Makes the floor extremely slippery.&lt;br /&gt;
|Lubricant is a substance introduced between two moving surfaces to reduce the friction and wear between them.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Sterilizine}}Sterilizine&lt;br /&gt;
|1 Ethanol, 1 Hydrochloric Acid, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Cleans blood!&lt;br /&gt;
**Doesn&#039;t clean anything else!&lt;br /&gt;
**Resets germ level!&lt;br /&gt;
*Wow!!! It&#039;s totally useless!&lt;br /&gt;
**Just use Space Cleaner!&lt;br /&gt;
|Sterilizine is a chemical product composed of bleach and anti-toxins which can thoroughly disinfect wound sites and any biohazardous waste.&lt;br /&gt;
|5u/tick touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Syntimeat}}Syntimeat&lt;br /&gt;
|5 Blood, 1 [[#Clonexadone|Clonexadone]] = 1 syntimeat&lt;br /&gt;
|&lt;br /&gt;
*Not actually a reagent; it is a recipe to create synthetic meat.&lt;br /&gt;
|Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Uranium}}Uranium Solidification&lt;br /&gt;
|20 Uranium, 1 Potassium, 1 [[#Frost|Frost Oil]] = 1 sheet of uranium&lt;br /&gt;
|&lt;br /&gt;
*Makes solid uranium from liquid uranium.&lt;br /&gt;
|A recipe that makes sheets of uranium. You can obtain [[#Frost|Frost Oil]] from [[Guide to Hydroponics|ice peppers]].&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Virus}}Virus Food&lt;br /&gt;
|1 Milk, 1 Water, 1 sugar = 5 units&lt;br /&gt;
|&lt;br /&gt;
*If used in the incubator:&lt;br /&gt;
**Increases virus growth rate.&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Functions as regular food.&lt;br /&gt;
**Doesn&#039;t make viruses already inside you any nastier, in case you were wondering.&lt;br /&gt;
|Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=25967</id>
		<title>Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=25967"/>
		<updated>2022-08-16T15:30:25Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = ???&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program.&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, assist with mining if necessary.&lt;br /&gt;
|guides = [[Hangar Technician]], [[Prospector]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area and the flight deck. What this means is that it is your responsibility to ensure orders are processed smoothly, the warehouse is sorted, and that shuttles are properly loaded and fueled by your hanger techs.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
You will be expected to monitor the condition of your prospectors, and allow the first responder to access the airlock if needed. Otherwise, you will often assist and order operations in doing their various tasks and chores. It&#039;s also important to link your PDA to the Requests Console and ringer terminal.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
It is best to delegate some tasks to Hangar Technicians, ask them to volunteer to do them, and/or perform them yourself. You may also request that certain conditions be met before a task is completed. It is your responsibility to ensure that operations does not lose funds, that the warehouse is sorted properly, and that Orders are either fulfilled or rejected in a timely manner. While you can delegate these tasks, it will be on you to supervise those doing them and ensure they&#039;re done properly. It&#039;s also important to remind Hangar Technicians to link their PDAs to the Requests Console and the ringer terminal. For a more in-depth explanation of organization, please see the [[Hangar Technician]] page.&lt;br /&gt;
&lt;br /&gt;
==Mining Operation==&lt;br /&gt;
Prospectors will work mostly independently of you, and therefore do not need to be ordered as much. However, it is still best to remind them to use their suit sensors, to take their GPS, ask what their GPS designations are, and to check in with them occasionally to ensure that they are all healthy and unharmed. Should any prospectors become injured, you will be expected to allow the [[First Responder]] to access them, as the quicker they get help, the less their chances of death.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You can order almost anything you would like, and can use equipment from mining to open any locked crates. You also have some nice access for exploring maintenance or dragging your victims into it. You can also hack the autolathe (assuming you have gloves, to avoid getting shocked) and get various useful items, such as an RCD, handcuffs, and lethal ammo for guns.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=25968</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=25968"/>
		<updated>2022-08-16T15:30:08Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Chiefmedicalofficer-nbt.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = All [[Job_Guides#Medical|Medical Departments]], including your office, [[Job_Guides#Station_Command|Bridge]], [[Engineering]], Construction, [[Job_Guides#Research|Research]].&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, M.D., 5 years medical experience.&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Chemist]]s are working for the good of the ship.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure that all crew are using their suit sensors when [[Corporate Regulations|appropriate]].&lt;br /&gt;
&lt;br /&gt;
You are the medical &amp;lt;s&amp;gt;expert&amp;lt;/s&amp;gt; leader on the ship. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals. You should allow your &#039;&#039;&#039;subordinates to handle the bulk of the work&#039;&#039;&#039; and only jump in to help new players or fill in critical roles that your character would be able to perform &amp;lt;s&amp;gt;or what you have written in your records.&amp;lt;/s&amp;gt; The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, &amp;lt;s&amp;gt;you&#039;ve lost your own place&amp;lt;/s&amp;gt; you can empty the bridge bar without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Physicians, Surgeons, are responsible for general treatment and surgery needs but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Psychologist]] is responsible for the mental health of crew. &amp;lt;s&amp;gt;Why is the cult in here?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Physicians, Surgeons, and [[First Responder]]s are all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work &amp;lt;s&amp;gt; Kick them out for being useless&amp;lt;/s&amp;gt; because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the [[First Responder]]s job without getting told to, &amp;lt;s&amp;gt;fire them&amp;lt;/s&amp;gt; explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated First Responder team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk &amp;lt;s&amp;gt; talking to each other instead looking at the sensors and a miner dies oops! &amp;lt;/s&amp;gt; to handle arrivals and minor cases, and someone - preferably &amp;lt;s&amp;gt;everyone and some officers&amp;lt;/s&amp;gt; a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively &amp;lt;s&amp;gt;except in case of emergency&amp;lt;/s&amp;gt; and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, Inaprovaline, and things like that. Physicians, [[First Responder]]s should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the [[First Responder]]s and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]], and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff, or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the [[Mercenary|time police]] arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your First Responders are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_Robotics#Odysseus|Odysseus]] from [[Machinist|Operations]], preferably with two mounted Sleepers. Make sure that your [[First Responder]]s know how to operate it; an Odysseus can save a lot of lives and make it possible for your First Responders to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Premium Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.&amp;lt;s&amp;gt; Should you have a chemist&amp;lt;/s&amp;gt;  It&#039;s a instant injector (dealing bursts of 5 units, with a fill limit of 30 units). You need to get rid of the chemicals inside before you can fill it with different medicine, which can be done by using the sink, or make your own mixes inside of the hypospray on the fly. It&#039;s considered very bad form to just go around injecting people without any RP however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are &amp;lt;s&amp;gt;Tricordrazine or Inaprovaline.&amp;lt;/s&amp;gt; whatever the patient needs right now. Sadly surgery does not fit into it yet.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. You will also be required to try to explain why people are [[cult|going crazy]], or [[changeling|returning from the dead]],  Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=25964</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=25964"/>
		<updated>2022-08-16T15:28:48Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Adds a helpful direct link to job accessibility requirements + properly categorizes this page with the Pages category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what [[Stellar_Corporate_Conglomerate|The Stellar Corporate Conglomerate (SCC)]] has assigned you on board the exploration ship SCCV Horizon. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing here.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Guide_to_Controls|Tips]]&lt;br /&gt;
* [[Guide_to_Communication_Devices|Communication Devices]]&lt;br /&gt;
* [[NanoTrasen_Occupation_Qualifications|Basic Character Qualifications]]&lt;br /&gt;
* [[Job Accessibility Requirements]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Corporate Regulations]], otherwise you might look like a fish out of water.&lt;br /&gt;
&lt;br /&gt;
Due to Corporate equal rights laws, you might encounter some interesting [[Background_summary#Main_Spacefaring_Races|Species]] working alongside you, you could try to get along.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Stellar_Corporate_Conglomerate|The Stellar Corporate Conglomerate (SCC)]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Captain-nbt.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Put your command whitelist to use and try out Captain. Stare in regret as everything quickly falls apart all around you. Offer to work as a partial interim head of staff for departments without a head. End up being busy with &amp;lt;s&amp;gt;ERP&amp;lt;/s&amp;gt; &#039;&#039;&#039;more important matters&#039;&#039;&#039; instead. Get your spare ID stolen by an [[Station Engineer|engineer]] within minutes. [[Revolutionary|Wonder why there&#039;s suddenly torches and pitchforks in front of your door.]]&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Executiveofficer-nbt.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;[[Executive Officer|Executive Officer]]&lt;br /&gt;
|Make your presence known and state that you are available to change access on peoples&#039; IDs. Deny 80% of the requests because they&#039;re clearly not trained to do what they want access to and they never bothered writing employment records to back themselves up anyway. Run around the vessel keeping track of everything for the [[Captain]]. End up butting heads with other heads of staff over their leadership ability. [[Vampire|Call people into your office for &#039;&#039;employee evaluations.&#039;&#039;]]&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Operationsmanager-nbt.png|64px|link=Operations Manager]]&amp;lt;br&amp;gt;[[Operations Manager|Operations Manager]]&lt;br /&gt;
|Order crates full of powerful equipment &amp;lt;s&amp;gt;that you can&#039;t open anyway because of ID locks&amp;lt;/s&amp;gt;. Whip your Hangar Technicians into shape. Listen to prospectors shriek over the radio when they fall down a hole. Open the door for [[Paramedic]]s more times than you can be bothered to count. Charge people for more than you ordered the crates for. Smack requests with your stamp. Smack manifests with your stamp. Smack your [[Hangar Technician|slaves]] with your stamp. Print out lengthy paperwork that no one will fill out.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Headofsecurity-nbt.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Get your [[Security Officer|officers]] situated and ready to protect company assets. Watch them all attempt to become anything more than a mall cop. &amp;lt;s&amp;gt;Give up and do the same.&amp;lt;/s&amp;gt; Over-exaggerate petty crimes. Declare suspects committing battery in self defense HUT. Tell criminals that crime doesn&#039;t pay. Attempt to clear space bats out of the armory. &amp;lt;s&amp;gt;Die.&amp;lt;/s&amp;gt; Pet your dog. &amp;lt;s&amp;gt;Make sure no Antag gimmicks get off the ground.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefengineer-nbt.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Wonder why you spawn with black gloves instead of insulation. Promote safety and wearing PPEs. &amp;lt;s&amp;gt;Contradict yourself by not wearing any of that ever.&amp;lt;/s&amp;gt; Wear your fancy white hardsuit around instead! Leap everywhere around with it &amp;lt;s&amp;gt;until the battery runs out, the time you need it most&amp;lt;/s&amp;gt;. Wonder why the engine tech decided using N2 was ever a good idea. Watch the [[Atmospheric Technician|atmos tech]]&#039;s face melt fighting a losing battle against a phoron fire without protection. Watch an apprentice get stuck trying to build window panes. Forget your &amp;lt;s&amp;gt;robot&amp;lt;/s&amp;gt; fish pet exists.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:Researchdirector-nbt.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Sit around&amp;lt;/s&amp;gt; Dream about sitting in your office all day. Get stuck doing RnD because no one else wants to. Act surprised when someone who knows what they&#039;re doing attempts telescience. Don&#039;t be surprised in the slightest when the Xenobiologist gets digested by slimes. Watch [[Paramedic]]s try and fail to rescue them. Observe the Xenobotanist get blasted in the face with K&#039;ois. Watch Paramedics try and fail, again, to rescue them. Listen as your Xenoarcheologist falls down a hole. &amp;lt;s&amp;gt;Contemplate firing all xenostudy staff without a second thought as a result just because.&amp;lt;/s&amp;gt; [[Traitor|Wonder why there&#039;s a big hole in the server room instead of toxins.]]&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefmedicalofficer-nbt.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Try to give a quick briefing to your subordinates round-start. Get ignored as they all explode out of the briefing room as quickly as possible. Make sure [[Chemist]]s aren&#039;t getting high. Walk in on the [[Paramedic|EMT]] attempting [[Surgery]] on the [[Psychologist]]. End up being the only competent medical professional. Desperately try not to metagame against [[Changeling|lings]] suddenly resurrecting with full health out of no where. &#039;&#039;&#039;Suffer.&#039;&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Private_Military_Contracting_Group|PMCG]], [[Idris_Incorporated|Idris Incorporated]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Run around the vessel &amp;lt;s&amp;gt;with your baton out so that you can get disarmed and beaten with it&amp;lt;/s&amp;gt;. Wear silly looking glasses. Go on painfully long chases through maintenance &amp;lt;s&amp;gt;and never catch anyone because wow you&#039;re out of shape&amp;lt;/s&amp;gt;. Eat donuts. Get criminals bumped out of your hands. Accidentally leave prisoners cuffed in their cell. [[Cult|Watch someone guilty of petty theft get sacrificed on a weird altar in the brig.]] Jump up and down outside the armory when literally anything that comes close to being a concern for security is mentioned over the radio. Fight a losing battle against xenobiology slimes.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden-nbt.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Be in charge of the &amp;lt;s&amp;gt;Gulag&amp;lt;/s&amp;gt; brig. Act like you run the place. Get shouted at by [[Head of Security|your boss]]. Spin around in your chair. End up working as a dispatcher, you probably don&#039;t have much else to do. Make a funny bingo card to see how predictable perps can get. Stare at the camera console for so long that you don&#039;t even notice the [[Mercenary|hulking guy in red]] looting the armory. Take your sweet time opening the armory&amp;lt;s&amp;gt;, especially when there&#039;s an actual reason to get it open&amp;lt;/s&amp;gt;. Keep an eye on those low level crime prisoners, &#039;&#039;they&#039;re the slippery ones.&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Investigator-nbt.png|64px|link=Investigator]]&amp;lt;br&amp;gt;[[Investigator]]&lt;br /&gt;
|Shove everyone out of the way to collect &amp;lt;s&amp;gt;contaminated&amp;lt;/s&amp;gt; concrete evidence about a crime. Watch [[Paramedic]]s plow through security tape and steal bodies, all while smearing their dirty hands over all of the evidence. Toss bodies onto the autopsy table &amp;lt;s&amp;gt;[[Changeling|and watch them reanimate]]&amp;lt;/s&amp;gt;. Tear your hair out when all of the evidence points towards grey jumpsuit fibers, insulated gloves, and death by toolbox. Discover the scene of an industrial accident and declare it a murder. Refuse to put smaller investigations aside for the case about the [[Captain|Captain&#039;s]] murder.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer#Security Cadet]]&amp;lt;br&amp;gt;[[Security Officer#Security Cadet|Security Cadet]]&lt;br /&gt;
|Become the most exemplary member of security. Get shoved by admins.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer]]&amp;lt;br&amp;gt;[[Engineer]]&lt;br /&gt;
|Rush for those insulated gloves. Tool the heck up and get ready for literally any disaster. &amp;lt;s&amp;gt;Get bwoinked because you picked the electrician title and you&#039;re trying to fix a breach.&amp;lt;/s&amp;gt; Argue over what setup to use for the engine. End up defaulting to &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; hydrogen. Setup solars and fall down a hole in the process. End up rescuing more people than [[First Responder|the people that are supposed to be good at that]]. Slap your multitool against wires to find out why the chapel doesn&#039;t have any power. &amp;lt;s&amp;gt;Please don&#039;t&amp;lt;/s&amp;gt; setup the Tesla. Watch it escape because you forgot to secure a grounding rod. Poke wires until vending machines stop being evil.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atmosphericstechnician-nbt.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Be better than engineers. &amp;lt;s&amp;gt;Get bwoinked because you wanted to prove it.&amp;lt;/s&amp;gt; Clobber &amp;lt;s&amp;gt;assistants&amp;lt;/s&amp;gt; frustrating pipe networks with your pipe wrench. Attempt to optimize atmospherics. End up piping phoron into distribution as a result. Get complaints about how you&#039;re not doing your job. Ignore them because they&#039;re obviously still breathing! Fight with the AI about whether vented rooms should have their alarms set to Filtering or Fill. Always set to Filtering. Bask in fires with your sick voidsuit capable of withstanding 30,000K. &amp;lt;s&amp;gt;Ironically forget internals and breathe super heated air.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer#Engineering Apprentice]]&amp;lt;br&amp;gt;[[Engineer#Engineering Apprentice|Engineering Apprentice]]&lt;br /&gt;
|Have no idea what you&#039;re doing. Start following an engineer that &#039;&#039;looks&#039;&#039; like they know what they&#039;re doing &amp;lt;s&amp;gt;only to be nudged away for being clingy&amp;lt;/s&amp;gt;. Wonder why the foyer is such a ghost town. Accidentally wander into the engine room and get bullied by the ensuing hallucinations. Help fight fires &amp;lt;s&amp;gt;by making them worse&amp;lt;/s&amp;gt;. Attempt to help out in an engineering crisis only to get lost on the way. Get bwoinked by admins for being left unsupervised.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Operations===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hangartechnician-nbt.png|64px|link=Hangar Technician]]&amp;lt;br&amp;gt;[[Hangar Technician|Hangar Technician]]&lt;br /&gt;
|Listen to your [[Operations Manager|boss]]. Get paid for less than the effort it takes to haul crates around the vessel. Rummage around in the warehouse and find [[Uplink|cool stuff]]. Get complaints when you mail crates and it shoots backed up trash out with it. &amp;lt;s&amp;gt;Mail yourself.&amp;lt;/s&amp;gt; Shift the tug into &#039;&#039;&#039;maximum overdrive.&#039;&#039;&#039;&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaftminer-nbt.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector|Prospector]]&lt;br /&gt;
|Get geared up to mine a motherlode. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Slay every single rock in sight. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Battle terrible space creatures with only one goal in mind: destroy all prospectors testing the bounties of the sector. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Get progressively better gear and loot to enhance your efforts. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Scream on the way down.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinist-nbt.png|64px|link=Machinist]]&amp;lt;br&amp;gt;[[Machinist|Machinist]]&lt;br /&gt;
|Be a mix of Research, Engineering, and Medical. Fix [[Cyborg|stationbounds]]. Fix synthetic crew. Fix [[IPC#Shell|humans(?)]]. Attempt to smash brains into MMIs. Fail because they&#039;re often too big. [[Surgery#Pre-Cyborgification_Procedure|Shave a bit of the excess off]]. Build mechs. Build dangerous mechs. Load the dangerous mechs up with dangerous equipment. Build little bots. Never bother configuring them. &amp;lt;s&amp;gt;Become the reason for unemployment.&amp;lt;/s&amp;gt; [[Traitor|Become what is essentially the human ambassador for stationbounds.]]&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]], &lt;br /&gt;
[[Eridani_Federation_Military|EPMC]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Surgeon-nbt.png|64px|link=Surgeon]]&amp;lt;br&amp;gt;[[Surgeon]]&lt;br /&gt;
|Be a more Experienced™ Doctor™ than typical Physicians (probably™). Ditch the nitrous and turn people&#039;s brains off with TECHNOLOGY instead. &amp;lt;s&amp;gt;Maybe also turn their brain off via decapitation.&amp;lt;/s&amp;gt; Open people up and poke their squishy organs. Maybe also [[Surgery#Implant.2FShrapnel_Removal|remove stuff that might harmfully squish the patient&#039;s organs without their consent]]. Or put random stuff in there, why not. Slap green advanced bandaids on a liver belonging to an alcoholic and declare them discharged. Get so involved in your work that you end up ignoring the patient&#039;s pleas to turn on the anesthetic and get suspended for malpractice.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Physician]]&amp;lt;br&amp;gt;[[Physician]]&lt;br /&gt;
|Be the most medical of doctors. Shove pills down people&#039;s throats and inject medicine wordlessly whenever there&#039;s literally any form of injury. &amp;lt;s&amp;gt;Get an IR as a result.&amp;lt;/s&amp;gt; Accidentally spill a beaker of cryoxadone when you attempt to put it into a tube. Stare at sensors all day. Turn off the speaker on medibots. Forget what &amp;quot;Triage&amp;quot; means. &amp;lt;s&amp;gt;Set cryo to zero&amp;lt;/s&amp;gt; &#039;&#039;&#039;Never&#039;&#039;&#039; set cryo to zero. Leave people in stasis bags while you &amp;lt;s&amp;gt;ERP&amp;lt;/s&amp;gt; talk with the [[Psychologist|Psychologist]].&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Firstresponder-nbt.png|64px|link=First Responder]]&amp;lt;br&amp;gt;[[First Responder|First Responder]]&lt;br /&gt;
|Be the bottom rung of all medical experience. Stuff every single available inventory slot with &#039;&#039;something.&#039;&#039; Nag crew about suit sensors. Rush out the door at the first sign of injury &amp;lt;s&amp;gt;which simply turned out to be someone running out of breath from running&amp;lt;/s&amp;gt;. Return to your closet and discover loads of other injuries on sensors. Sigh whenever someone screams for help but never provides their location. Sigh yet again when a miner falls down a hole not even seven minutes into the round. Cry when they don&#039;t have Tracking sensors or a GPS. Burn through body bags faster than stasis bags. Get lost in maintenance.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychiatrist-nbt.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Become a stereotypical chaise lounge psychologist. Scroll through medical records to find people in need of a psychiatric appointment. Don&#039;t act surprised when you find no records to begin with because everyone&#039;s too lazy to write them. Offer your services over the radio. Get ignored. Get requested to security to evaluate a criminal. Watch them cryo before you even get a word out. Prescribe Minaphobin. Get told it does nothing, prescribe Neurapan&amp;lt;s&amp;gt;, they can&#039;t complain about their prescription if they&#039;re high as balls.&amp;lt;/s&amp;gt; Realize that you can&#039;t legally prescribe anything as a psychologist; only psychiatrists can do that.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pharmacist-nbt.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Pharmacist]]&lt;br /&gt;
|Push buttons on a machine. &amp;lt;s&amp;gt;Explode.&amp;lt;/s&amp;gt; Stock the fridge with a ton of medicine that may or may not actually be used. Make a better cryo mix. Be about as rare as a unicorn. Laugh when people come in with prescriptions for 15u Oxycomorphine pills. Grump when the [[Chief Medical Officer|CMO]] backs them up &#039;&#039;for some reason.&#039;&#039; Watch body bags pile up across from your workplace. Get a request for Nerospectan and genuinely wonder if the patient will actually survive anything the [[Psychologist|Psychiatrist]] puts them through.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Medical_Intern]]&amp;lt;br&amp;gt;[[Medical Intern]]&lt;br /&gt;
|Learn medical from people that &amp;lt;s&amp;gt;hopefully&amp;lt;/s&amp;gt; know what they&#039;re doing. You may or may not be a doctor? Should probably figure that out first. Do everything under supervision or get bwoinked. End up being one of the brighter characters in the whole department on account of the fact that you&#039;re actually willing to learn instead of being a stubborn butthead. Get stomped by admins just because.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]],&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Put ethics to the test &amp;lt;s&amp;gt;and completely forget what the word in question even means&amp;lt;/s&amp;gt;. Shove expensive and important looking items into a laser machine and call it research. &amp;lt;s&amp;gt;Never sync your data.&amp;lt;/s&amp;gt; Mix gas. &amp;lt;s&amp;gt;Ensure that Toxins is never not on fire.&amp;lt;/s&amp;gt; Build a turing-complete AI out of nothing but integrated circuits. &amp;lt;s&amp;gt;Watch as your coworkers decide to not care.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Xenobiologist]]&amp;lt;br&amp;gt;[[Xenobiologist]]&lt;br /&gt;
|Be the talk of medbay more than half the time, but for the wrong reasons! Have a showdown with your coworker with your high tech squirt guns. Attempt to make research out of throwing monkeys at blobs of slime, only to achieve less-than-ideal or mixed results. Silently build an army of slimy rock people in your basement of a department. Alternatively, ditch the slimes and grow crazy plants instead. Make explosive corn. Genetically engineer a tree to consume phoron for little gain. Profit?&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sciencevoidsuit.png|64px|link=Xenoarcheologist]]&amp;lt;br&amp;gt;[[Xenoarcheologist]]&lt;br /&gt;
|Be a miner but with a head for science (and foresight bad enough to fall down holes because you forgot to enable your magboots)! Be a buff nerd because you&#039;re strong enough to smash rocks out of the way. Smash ancient artifacts up in the process. Forget you have precision tools for that sort of thing. Avoid being eaten by carp. Manage to bring something back for the Anomalist, only to discover their body rotting in the analysis room minutes later because they forgot to wear radiation-protective equipment... or maybe the activated artifact killed them. Who knows!&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Scientist#Lab Assistant]]&amp;lt;br&amp;gt;[[Scientist#Lab Assistant|Lab Assistant]]&lt;br /&gt;
|Ask around for stuff to do. Get turned into a science fair project.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Idris_Incorporated|Idris Incorporated]], [[Nanotrasen_Corporation|NanoTrasen Corporation]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant|Assistant]]&lt;br /&gt;
|Be a greyscale enthusiast. Become a part of a colorless sea of people that most likely share the same hairstyle (or lack thereof) as you. Inexplicably know how to hack every form of device on the vessel. Grab budget gloves and watch your arms disintegrate because of higher Siemens. Watch admins hover their finger over the ban button.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Off-Duty Crew Member]]&amp;lt;br&amp;gt;[[Off-Duty Crew Member|Off-Duty Crew Member]]&lt;br /&gt;
|Don&#039;t do a thing because you don&#039;t need to, you&#039;re on vacation baby! Play the arcade machines, be surprised when you lose all of your money. Get drunk on the companies dime, wind up in the morgue an hour later.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Off-Passenger]]&amp;lt;br&amp;gt;[[Passenger|Passenger]]&lt;br /&gt;
|Check out the new Corporate ship the Horizon! WOAH what a vacation you&#039;re having, hit the bar and arcade, talk to cool aliens... See if you can convince a prospector to show you around an alien planet. What could go WRONG?&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender-nbt.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Watch everyone on vessel eventually end up in the bar. Get painfully simple requests. Get painfully elaborate requests. Watch people destroy their livers. Watch people attempt to roleplay a passing conversation. Try and fail to hold any real conversation of your own with someone else. Have an arguably better conversation with a Technomancer who stumbles in for mead. Watch Security flood through the doors when someone screams for help from the trash compactor. Get glasses of milk ready for when the [[Chef]] creates dishes that have &amp;quot;hell&amp;quot; as an ingredient (or enchiladas).&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef-nbt.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|Run around in circles. Line the table up with food that may or may not make someone&#039;s heart stop. Ask the [[Botanist]] when the vegetables will be in. Realize there is no botanist. Attempt to pass a smelly bowl of purple soup off as something edible. End up making nothing but wish soup. &amp;lt;s&amp;gt;Abduct&amp;lt;/s&amp;gt; Acquire some [[Dionaea|specimens]] for your latest dish. Flail your rolling pin around when space bats invade.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist-nbt.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Work in a small slice of paradise. Be reminded that this isn&#039;t paradise at all with just one look out the window. Toss seeds into a tray and watch what happens. &#039;&#039;&#039;Literally watch grass grow.&#039;&#039;&#039; Put lids on trays and set their light levels while scanning everything so that you look like you know what you&#039;re doing. Obliterate weeds with your hoe. Eliminate &amp;lt;s&amp;gt;the chef&amp;lt;/s&amp;gt; awful plants with your hatchet. Dump a massive supply of vegetables into the chef&#039;s fridge &amp;lt;s&amp;gt;well after they got bored and cryo&#039;d&amp;lt;/s&amp;gt;. Grow a [[Dionaea|semi-sentient workforce]] to do the gardening for you. When your Diona leaves you to fight antags, get out a farmbot.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chaplain-nbt.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Praise literally anyone while holding your book of spiritual guidance of choice. Attempt to hold sermons in the holodeck. Get shoved over by assistants trying to wrassle. Get suplexed when you attempt to scold them. Snap your null rod in two from frustration. Claim that the wizard/vampire/changeling destroying everything in their path is &amp;lt;s&amp;gt;Satan!&amp;lt;/s&amp;gt; the physical manifestation of your deity of choice and work with them for laughs. &amp;lt;s&amp;gt;Get banned for self antag.&amp;lt;/s&amp;gt; End up smoking your stress away in some deep corner of maintenance.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bridgecrewman-nbt.png|64px|link=Bridge Crewman]]&amp;lt;br&amp;gt;[[Bridge Crewman|Bridge Crewman]]&lt;br /&gt;
|Help Command man the bridge, fail to see the space rock slowly approaching the window. Try to avoid needing to activate the phaser rays. Realize you forgot How to activate the phaser rays. &lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Janitor-nbt.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Squint at people with dirty shoes. Swing your mop around and vanquish all filth. Dunk your mop in your bucket over and over before hanging it on the janicart &amp;lt;s&amp;gt;because mechanics&amp;lt;/s&amp;gt;. Equip your water pack. Forget how to grab the wand. Run into medical to clean all the blood. Get chased out by doctors. &amp;lt;s&amp;gt;Have access to the engineering channel for some reason&amp;lt;/s&amp;gt; Get placed back in the service sector because you probably had no engineering knowledge in the first place.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=NanoTrasen Liaison]]&amp;lt;br&amp;gt;[[NanoTrasen Liaison]]&lt;br /&gt;
|Represent your faction to the &#039;&#039;&#039;BEST&#039;&#039;&#039; of your abilities! Struggle to connect with the crew. Fail to convince anyone of how it&#039;s actually moral and cool to de-brain people and turn them into robots. Become disgusted with how things are run.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Librarian-nbt.png|64px|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Stock the absolute heck out of the book shelves. Or don&#039;t. Watch nerds from a DnD club argue at a table, one of which happens to be dressed for the occasion. Print tons of bibles when weird robed people show up, [[Cult|some may be a little more sinister]]. End up reading more books than the Crew. Create a newscaster channel to &amp;lt;s&amp;gt;be ignored&amp;lt;/s&amp;gt; write short stories. Get D-noticed.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporatereporter-nbt.png|64px|link=Corporate_Reporter]]&amp;lt;br&amp;gt;[[Corporate Reporter]]&lt;br /&gt;
|Record everyone, take pictures of everyone, [[Mercenary|even some that you might not want to mess with]]. Bust out the notepad and pen when the vessel delves into code blue. End up asking more questions related to a crime than the [[Detective]]. Create a newscaster channel to &amp;lt;s&amp;gt;be ignored&amp;lt;/s&amp;gt; spread the &#039;&#039;Secret Information Command Doesn&#039;t Want You To Know.&#039;&#039; Get D-noticed.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Equipment (Stationbounds)===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI|64px]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Work as perhaps the most expensive and innovative network of technology and science on the vessel. Get used as a sentient door opener anyway. Scroll around the vessel as an invisible presence &amp;lt;s&amp;gt;until you lose camera coverage&amp;lt;/s&amp;gt;. Watch [[Mercenary|funny looking people]] board the ship. Watch ion storms breeze through your laws and suddenly believe that everyone&#039;s mother in law is a threat to the ship. Flicker lights and make people believe the vessel is haunted! [[Traitor|Finally decide that enough is enough and everyone sucks.]] &amp;lt;s&amp;gt;Get overpowered by steel rods raining on you from above.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Be an AI on wheels (or legs, if you prefer). Listen to your [[AI|much wiser synthetic brother]]. Or don&#039;t, if you&#039;re not shackled. Ask over the radio for which module to pick. Never get a reply. Beep at anything that passes by. Marry the [[Roboticist|Machinist]]. End up doing everyone&#039;s job better than they can. Realize you don&#039;t have hands. Follow your laws to the letter. &amp;lt;s&amp;gt;Get flashed, ID&#039;d, crowbared, and unplugged without roleplay.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be a pocket computer. Do pocket computer things. End up just being a universal translator/web browser.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MaintenanceDrone.png|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Repair stuff and ignore anyone that isn&#039;t a drone. Be more of an engineering apprentice than the actual job.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Roles==&lt;br /&gt;
&lt;br /&gt;
===Antagonists===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Make your own objectives. Attempt to make the round interesting for everyone, do things for a reason. Decide that people who subsists purely on ramen are heretics and must be slain (or some other silly objective). Get stomped by people that think your gimmicks are poop. Steal important things and figure out what to do with them. Get a HUT sentence from valid hunting wardens, despite only committing low level infractions that would only earn you a maximum of fifteen minutes. Cry.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|Argue in AOOC for a mission to do. Buy every single illegal thing from the [[Uplink]]. &amp;lt;s&amp;gt;Refuse to share telecrystals.&amp;lt;/s&amp;gt; Build a teleporter and board the Horizon. Realize that &#039;&#039;everyone&#039;&#039; went through the teleporter and you have no way back to your ship. Abduct anyone with the Floor Length Braid hairstyle. Roam maintenance until an assistant screams &amp;quot;NUKE OPS MAINT!!!&amp;quot; and [https://aurorastation.org/rules.html watch them fall SSD almost immediately]. Get hired by the vessel you were supposed to wreck to repel [[Raider|other boarders]]. End up incapacitating all of security. Rush back to your ship when everything goes wrong. Profit?&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cult]]&amp;lt;br&amp;gt;[[Cult|Cultist]]&lt;br /&gt;
|Finally get that blood cult rolling with your pals. Put your hand painting skills from kindergarten to the test and smear blood everywhere. Talk to &amp;lt;s&amp;gt;salt incarnate&amp;lt;/s&amp;gt; ghosts. Shout in annoying tongues over the radio. Be the edgiest antagonists right next to [[Ninja]]. Attempt to convert people. Get told &amp;quot;no soliciting&amp;quot; from cargo. Watch medical faint from the amount of blood wasted on silly runes. Battle with the [[Chaplain]]. Win because he&#039;s just an old guy and everyone else thinks this is all nonsense. Try &amp;lt;s&amp;gt;and fail&amp;lt;/s&amp;gt; to summon your deity. Scratch your head in confusion as the scared girl with a stutter resists conversion. &lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Be &amp;lt;s&amp;gt;The Thing&amp;lt;/s&amp;gt; a totally original antagonist that happens to share similarities with popular media. Politely ask people to follow you into maint. Sting them anyway. Get asked funny questions when you&#039;re seen space walking without EVA equipment. Listen for your name over an APB. Change your face. Watch [[Medical Resident|new doctors]] stumble on what to do about lexorin. Get &amp;quot;smote&amp;quot; by security and thrown into the morgue. Crawl out of the morgue and vent crawl as a monkey&amp;lt;s&amp;gt;, only to be turned into paste because the [[Atmospheric Technician|atmos tech]] over-pressurized the distro loop to insane levels&amp;lt;/s&amp;gt;. Succ.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant96x.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Basically be Dr. Manhattan but with &#039;&#039;malicious intent&#039;&#039; and more bluespace than Chernekov radiation. Claim to be a being from dimensions that cannot be comprehended by mortal man. Get called a ghost anyway, even though you&#039;re &#039;&#039;totally&#039;&#039; something more. Give everyone a free and easy diagnosis of tinnitus by blowing their eardrums out with your &#039;&#039;soothing voice&#039;&#039;. Watch medical hold hands in their lobby from the safety of maintenance. Get really angry at someone and rip them to pieces. Get dunked on by an assistant wielding an object that is technologically equivalent to a fire axe... namely a fire axe. Die?&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Raider]]&amp;lt;br&amp;gt;[[Raider]]&lt;br /&gt;
|Be [[Mercenary|mercenaries]] but less professional, made up of a team of loons that barely get along, and with hand-me-down equipment that will probably fall apart at a moment&#039;s notice. Steal everything while holding innocent crew at gunpoint. Ransom redhead nurses back to the vessel . Inevitably end up in a standoff with security holding a choke point that&#039;s hard to defend. Fail and get arrested. Panic as the ship hires the Mercs to kill you.  &#039;&#039;&#039;CROSSFIRE!!!&#039;&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|64px|link=Ninja]]&amp;lt;br&amp;gt;[[Ninja]]&lt;br /&gt;
|Wear ninja gear to help you stealth your way to victory &amp;lt;s&amp;gt;because you&#039;re not good at ninja stuff without it&amp;lt;/s&amp;gt;. Pretty much have your stealth field turned on at all times. Swing your katana around at the first sign of anything remotely dangerous. Deploy smoke bombs for stereotypical getaways. Throw shurikens &amp;lt;s&amp;gt;and miss&amp;lt;/s&amp;gt;. Teleport behind people. &#039;&#039;Nothin&#039; personnel, kid.&#039;&#039; Fall in a hole and die from internal bleeding.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Vampire]]&amp;lt;br&amp;gt;[[Vampire]]&lt;br /&gt;
|Have an insatiable thirst for &amp;lt;s&amp;gt;blood&amp;lt;/s&amp;gt; vlaad! Watch everyone be friendly to you. Stare &amp;lt;s&amp;gt;sensually&amp;lt;/s&amp;gt; into people&#039;s eyes and watch them flop over. Sigh in relief as everything becomes way easier if you&#039;re medical personnel. Screech loudly while bats swarm in and bite everyone! Poke the [[Chaplain]] and watch their organs fall out. Make abducted people abduct other people for you. Go for a space walk and burst into flames.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Revolutionary]]&amp;lt;br&amp;gt;[[Revolutionary|Revolutionaries/Loyalists]]&lt;br /&gt;
|&#039;&#039;&#039;Revolutionaries:&#039;&#039;&#039; Try to recruit literally 13 people, only for a total of 2 to join. Fight a losing battle against greater powers. Plan the kidnap and ransom of Miranda Trasen &amp;lt;s&amp;gt;but decide to go to the bar instead&amp;lt;/s&amp;gt;.&amp;lt;br&amp;gt;&#039;&#039;&#039;Loyalists:&#039;&#039;&#039; Get fed up with these upstarts. Seek them out and engage in a battlemonsters showdown. &amp;lt;s&amp;gt;Lose.&amp;lt;/s&amp;gt; Plan to recruit other people that are only slightly fed up to beat the hecc out of them instead. &amp;lt;s&amp;gt;Find them at the bar.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:genericmerchant2.png|link=Merchant]]&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
|Sell interesting goods to the crew. Make loads of money.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|64px|link=Guide to Ghost Roles]]&amp;lt;br&amp;gt;[[Guide to Ghost Roles|Ghost Roles]]&lt;br /&gt;
|Decide to finally play instead of being an observer main.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=25940</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=25940"/>
		<updated>2022-08-16T03:24:42Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Fixes a smol typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
&lt;br /&gt;
The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
&lt;br /&gt;
Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
&lt;br /&gt;
== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
&lt;br /&gt;
Recruits into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
&lt;br /&gt;
New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
&lt;br /&gt;
Taking slaves is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
&lt;br /&gt;
Raiding is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as rogue mercenaries that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common. Done by CNEGecko#9618 on Discord.]]&lt;br /&gt;
&lt;br /&gt;
Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
&lt;br /&gt;
Smuggling is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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Exploring the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
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The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
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Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
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Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space. Done by CNEGecko#9618 on Discord.]]&lt;br /&gt;
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The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
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Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
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Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
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=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
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&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and quarter.&amp;quot;&lt;br /&gt;
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=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
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* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
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== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
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The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
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Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
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There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
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Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
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=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
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When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
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[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
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The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
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The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
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The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
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One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
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The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run “errands” for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
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Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history. Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
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== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
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However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
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Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
&lt;br /&gt;
The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
&lt;br /&gt;
Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
&lt;br /&gt;
After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
&lt;br /&gt;
It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
&lt;br /&gt;
This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
&lt;br /&gt;
The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
&lt;br /&gt;
This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
&lt;br /&gt;
When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
&lt;br /&gt;
=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
&lt;br /&gt;
Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
&lt;br /&gt;
It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
&lt;br /&gt;
== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
&lt;br /&gt;
=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
&lt;br /&gt;
Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
&lt;br /&gt;
=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. [[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Izharshan&#039;s Raiders.]]&lt;br /&gt;
&lt;br /&gt;
The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble.&lt;br /&gt;
&lt;br /&gt;
Iklex Izharshan died not long after the creation of the Raiders, in 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
&lt;br /&gt;
There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after. [[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
&lt;br /&gt;
The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Jargon Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
&lt;br /&gt;
Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Jargon corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
&lt;br /&gt;
Among those in Skrell space are the [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
&lt;br /&gt;
Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raiders. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
&lt;br /&gt;
Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
&lt;br /&gt;
It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Unathi Religion#Sk&#039;akh|Sk&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
&lt;br /&gt;
The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
&lt;br /&gt;
Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In what is a symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
&lt;br /&gt;
Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=25941</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=25941"/>
		<updated>2022-08-16T03:14:29Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Adds a space where it&amp;#039;s needed!&lt;/p&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the Sk&#039;akh Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two fiercely different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Coloration ====&lt;br /&gt;
Unathi are also often born into one of four major scale color categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in color while remaining predominantly white. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colorations were more represented in some areas than other, and thus, many shades of these colors were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-colored Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-colored Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-colored Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colors. They are a more common color to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harboring such colors tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colors, barring albino, do not mix in the traditional sense: if a brown unathi and a light red unathi have a child, the red scales the child has might be a little darker, but the colors do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Color ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any color can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale color ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi color ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black coloration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi color ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue coloration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale coloration more often than not. As the name suggests, it is quite comparable in color to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending of the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale coloration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such coloration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale color that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Colored:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale coloration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change color…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the coloration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale coloration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colors are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such coloration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique color and popularity that led to the locals, and soon enough, the rest of Moghes, referring to scale coloration seen so often around the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this coloration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this coloration were blurry, even before the Contact War, with stories speaking of such colorations having divine origins, from other speaking of a curse, depending of who you ask. In any case, such a coloration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their color and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the color that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale coloration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale coloration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale coloration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale coloration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colorations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale coloration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colorations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colors, so long as they remain in natural Unathi color ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi arboring such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements…&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would tend to not be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labled a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye color; while typical for Unathi to have colors like orange, red or green, albinism can shift the eye color to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinosm usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure colored Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
=== Th&#039;akh ===&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Unathi Religion#Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
=== Sk&#039;akh ===&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Unathi Religion#Sk&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
=== Aut&#039;akh ===&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Unathi Religion#The Aut&#039;akh Heathens|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
=== Si&#039;akh ===&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
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Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
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Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
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Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
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Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
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Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
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Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
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Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
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Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
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Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
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Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
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Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
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A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
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Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
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Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Social Behavior and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally-linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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== Society ==&lt;br /&gt;
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=== Moghean ===&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
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=== Ouerean ===&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
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[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
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=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
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Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
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Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and it’s appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
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The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending of the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale coloration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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=== Izweski Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Hands of the Lord ===&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot; for example, Not&#039;zars hands are called [[Izweski_Nation#Hands_of_the_Hegemon | the Hands of the Hegemon.]]&lt;br /&gt;
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==== The Master of Rivers ====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
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==== The Lord’s Claws ====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However,a Lord&#039;s Claws has not only the  job to help their lord fight wars, but also to prevent them from starting. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, warding off the red tides of bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.&lt;br /&gt;
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==== Spymaster ====&lt;br /&gt;
A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assisnation. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
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==== Court Shaman ====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role&lt;br /&gt;
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==== High Speaker ====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=25701</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=25701"/>
		<updated>2022-08-02T03:49:14Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Frontier_Alliance_Flag.png|thumb|Offical flag of the Coalition of Colonies, &amp;quot;Infinite Freedom&amp;quot;. The blue symbolizes freedom, the black frontier space. The three stars represent the three key members of the Coalition and the lemniscate represents the other countless members as well as eternal freedom.]]&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is an independent, space-faring nation formed of once-Solarian colonies residing in the frontier. Population estimates range from 85 to 110 billion, with an accurate census being nearly impossible due to the decentralized government of the Coalition. Founded in a revolt against the governance of the Association of Sovereign Solarian Nations, or the Sol Alliance, it won its independence in the prolonged Interstellar War. It is made up of 357 core member systems with a fluctuating number of loosely-defined associated systems. Previously known as the Frontier Alliance, the Coalition is one of the most diverse entities in known space culturally, socially, and politically. &lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
The overarching government of the Coalition is a confederation held together by the Frontier Alliance Defense Pact, a treaty which ensures that all members will come to the aid of the other in a case of invasion or in more recent times, to defend against piracy. It is headed by the Chief Representative, the representative of whatever planet is voted as the capital of the Coalition. The current Chief Representative is Reilly Sianne of Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
The government of each individual entity within the Alliance varies dramatically, from republics to monarchies to communist parties, but the entities all agree to have representatives meet on the capital planet.  This bi-annual meeting, known as the Representative Summit, forms the leadership of the Coalition of Colonies. The Representative Summit is a bicameral legislature, made up of by the House of Members and the House of Observers.&lt;br /&gt;
&lt;br /&gt;
The House of Members is formed of the core systems of the Coalition, and is where legislation can be proposed. The House of Observers is formed of representatives from affiliated frontier systems. While the House of Members currently has 357 members, because of the state of the wild frontier attendance for the Observer house can range from as few as fifty up to five hundred. Each system receives one representative. There is only one written rule to the Summit - no violence may take place in the chambers. All other rules and regulations are merely agreed upon traditions, solidified over the Coalition&#039;s history.&lt;br /&gt;
The Coalition of Colonies does not care how each system governs themselves, they only ask that each system respect one another and honor the pacts during the time of a crisis.&lt;br /&gt;
&lt;br /&gt;
[[File:Xanu.png|thumb|The extremely populous Xanu, core capital of the Coalition of Colonies and the throne of all things good in the galaxy. Its surface can be seen dotted with gargantuan impact craters from years of heavy bombardment.]]&lt;br /&gt;
==Notable Members==&lt;br /&gt;
&lt;br /&gt;
===[[Xanu Prime]]===&lt;br /&gt;
&lt;br /&gt;
The Xanu Free League, located in the system of Xanu, is the current capital of the Coalition. Megacities dot the surface of Xanu Prime, with only a small rural population. The League is governed by a president who is elected from among the mayors of the megacities and serves a three year term. In the capital city of Argia sa Mar, many embassies and legations are found in the Foreign Quarter, alongside branch offices of every megacorporation. The low-lying grasslands and beaches outside the towering metropolises are coated in craters, rusting military equipment, and graves from the Siege of Xansan during the Interstellar War, one of the most brutal battles of the conflict. These areas are protected by the government against looting and desecration as a massive memorial covering 93 percent of the planet. The government of the Coalition, the Representative Summit, meets on the artificial island of Greentree, located equidistant from every city on the planet.&lt;br /&gt;
[[Image:Minimap coalition.png|thumb|A closer image focusing on the factions surrounding the Coalition&#039;s territory.]]&lt;br /&gt;
 &lt;br /&gt;
===[[Himeo]]===&lt;br /&gt;
&lt;br /&gt;
Himeo (Hephaestus Industries Mineral Extraction Operation) is an economic powerhouse of the Frontier Alliance originally founded as a mineral extraction operation by Hephaestus Industries in the 2200s. The planet openly revolted in the years leading up to the Interstellar War, and joined hands with Xanu in the formation of the original Coalition of Colonies. It has one of the most accurate censuses on the frontier due to its strong government: its 2460 population stands at 1.5 billion citizens on the planet itself with 200 million in orbit. Presently, Himeo serves as a primary source of raw materials for the Coalition due to its location near Xanu and large underground deposits of metals. Himeo is a barren, permafrost world where most of the population lives in four major cities and one large offworld station: Magnitogorsk (the largest settlement on the planet), Highland City (the major spaceport), Cannington (a major industrial center), Kiruna (the center of government), and Danzig Station in orbit. &lt;br /&gt;
&lt;br /&gt;
The surface of Himeo is defined by its large, windswept plains broken up by massive mountain ranges. The average temperature is generally −58.2 °C (−72.8 °F) before factoring in wind chill, so all major settlements are built into the ground - with the largest cities extending kilometers under the ground. Himeo is a direct democracy, with its First Speaker being elected by a pure majority vote every five years. Unlike many planets on the frontier, Himeo operates a small standing fleet of formerly corporate vessels, self-made warships, and Interstellar War prize ships. Megacorporations are banned from operating in Himeo’s space.&lt;br /&gt;
&lt;br /&gt;
===Zaurghis===&lt;br /&gt;
&lt;br /&gt;
Zaurghis is an unremarkable planet in an equally unremarkable star system roughly forty light years from Xanu. The planet itself is small, relatively similar to Earth, and devoid of most materials early colonists sought after. Zaurghis is, however, in an ideal location to exploit a feature unique to the frontier: wormhole travel. Zaurghis’s system is, through sheer luck or unknown forces, home to dozens (if not hundreds) of wormholes: some consistently stable, some changing by the hour. The economy of Zaurghis was, for the better part of its existence, centered around these wormholes: the planet had a booming shipping industry, with most of it concentrated in low-orbit docks. There was, of course, some illegal activity. However, a robust system of enforcement and policing kept the Zaurghis wormholes mostly free of danger.&lt;br /&gt;
&lt;br /&gt;
With the end of Solarian rule during the Interstellar War, there was no real push for government on the planet by the majority of the population, with the small amount of those who did, most of them being the original residents of the planet, exiled to its moon, Visraho. Previously a penal moon known as Correctional Facility 48, now there exists a small pro-corporate society. Over time, an anarchist society developed, lacking official law or representation: a society run purely by the idea of the Non-Aggression Principle, or NAP. Citizenship is automatically granted to all owners of property above one acre in size, and these citizens directly vote for their representation in the Coalition.&lt;br /&gt;
&lt;br /&gt;
However, with the recent proliferation of bluespace technology, Zaurghis’ wormholes have seen less and less use by merchants. Private enterprises have developed the once-prominent business port into one of the largest parts of the Coalition’s shipbuilding sector. Alongside this, however, a new area of commerce has emerged: smugglers, always willing to take risks in order to avoid authorities, have taken to utilizing the wormholes around Zraughis in order to ship product. These smugglers tend to avoid the larger and more well-traveled wormholes, instead risking life and limb on the smaller and less predictable, but less policed, wormholes. With smuggling being fully permitted on the planet, many have come to call this relatively inoffensive planet home.&lt;br /&gt;
&lt;br /&gt;
===[[Gadpathur]]===&lt;br /&gt;
&lt;br /&gt;
Located in the Weeping Stars, the former Alliance Neutral Zone, is Gadpathur: a planet-sized reminder of the bloody fighting of the Interstellar War. Prior to the retreat of the Solarian Alliance from its Outer Ring, the grim people of Gadpathur were regarded as the Coalition&#039;s first line of defense against Solarian imperialism in the event of a Second Interstellar War. Now with the Alliance in retreat, the future of the planet might take a quite different turn. The primary language of Gadpathur is Gadpathurian Common, a dialect of Solarian Common dating back to before the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
===[[Assunzione]]===&lt;br /&gt;
&lt;br /&gt;
Located in Light&#039;s Edge, on the ragged edge of the Coalition of Colonies, lies the Republic of Assunzione.  While it did not participate in the bloody fighting of the Interstellar War, the Republic&#039;s position led it join the Coalition following the end of the War. Despite not having a functional star Assunzione is the largest settlement in Light&#039;s End and is known for being the gateway into the sector. It is also home to its own religion, [[Luceism]]. The primary language of Assunzione, unlike the rest of the Coalition, is Assunzionii Tradeband.&lt;br /&gt;
&lt;br /&gt;
===[[Vysoka]]===&lt;br /&gt;
&lt;br /&gt;
The Free System of Vysoka is the agricultural center of the Coalition of Colonies, commonly known as the “Breadbasket of the Frontier” due to a large number of foodstuffs exported from the planet. The main language of Vysoka is Freespeak, though Tradeband is commonly spoken among merchants. The colony of Vysoka is located in the Zeic system.&lt;br /&gt;
&lt;br /&gt;
===Crosk===&lt;br /&gt;
&lt;br /&gt;
Located in the Astoral system, the hot and arid planet of Crosk is a sparsely-populated mining world that has risen to punch above its weight due to its massive aviation industry. Crosk has become renowned throughout the Orion Spur due to the thriving racing scene that has developed as a result of this racing industry. Crosk has a remarkably high concentration of IPCs, which have come to prominence in the racing scene due to their superior reflexes compared to organic pilots. IPCs are so prominent that they have their own synthetic racing league, due to their superior reflexes. The planet is regarded colony of Xanu Prime, which sent the first settlers to its rich mineral fields in 2395, and maintains a close relationship with it.&lt;br /&gt;
&lt;br /&gt;
===[[Konyang]]===&lt;br /&gt;
&lt;br /&gt;
The former Solarian world of Konyang is one of many areas that changed hands in the chaotic aftermath of the events of the Solarian Collapse seen in [[KING OF THE WORLD]]. Originally established in 2406 as a water-producing planet, Konyang&#039;s claim to fame has long been its status as the birthplace of modern robotics thanks to the discovery of Glorsh-era Skrellian drones on its surface. Even before defecting from the [[Sol Alliance]] Konyang had a very friendly relationship with the Coalition, which has made it the arguably most important former Solarian world in the Coalition - though Gadpathur remains suspicious of it. A significant [[IPC]] population can be found on Konyang, due to the planet&#039;s massive robotics industry.&lt;br /&gt;
&lt;br /&gt;
===[[Scarabs]]===&lt;br /&gt;
The Scarabs are a tightly-knit and primarily nomadic faction which resides upon gargantuan home-fleets. Seen as a hardy and self-sufficient people, their primary fleet holds the structure of a uniquely made Khaganate. Led by the young Iraiya, the Queen in Blue is the perpetually mobile fleet. Many Scarabs are seen planet-side in unclaimed territory, making usage of untapped materials or valuable sources of food and water to supply the ever-growing fleet as it moves. The Scarabs meet criticism for what is essentially a conquest through uncharted territory surrounding the space of the Sol Alliance. Though at this point, it&#039;s clear they have no reason or will to care.&lt;br /&gt;
&lt;br /&gt;
The Scarabs seek to unify Humanity under one banner at any cost, or so Iraiya says. Their intent at the least to absorb all Offworlders into their own home fleets is clear, and they have found little difficulty in convincing many to join them, using safety and plentiful supplies as prime motivators, though some warn their actions will eventually wake the slumbering Sol Alliance…&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
While every species can be found in the Coalition, it is human dominated due to its origin as part of human colonization efforts. However, the exact breakdown of Coalition society being impossible to determine. Social organization can vary wildly from planet to planet: the Coalition is home to a variety of states ranging corporate oligarchies, industrial wastes, militarized states, popular republics, and authoritarian regimes unified by the Frontier Alliance Defense Pact.&lt;br /&gt;
&lt;br /&gt;
==The Frontier Protection Bureau (FPB)==&lt;br /&gt;
&lt;br /&gt;
Though the military composition of the greater Coalition of Colonies is rather complex, with separate system states operating different levels of navy and ground assets, the Frontier Protection Bureau has remained a staple of not only the Coalition government, but through the &#039;&#039;&#039;Frontier Rangers&#039;&#039;&#039;, also of the entire human frontier in general. The origins of the movement were out of sheer necessity, formed unofficially by members of the Frontier Alliance to combat the various threats early colonies had faced in the untamed regions they inhabited. Alone many colonies lacked the supplies, training, and sheer manpower to effectively handle threats such as carp migrations and pirate attacks. In the sprawling attempts to fight these issues together, the &#039;&#039;Frontiersmen&#039;&#039; culture emerged, a rather wide ideology centred on personal freedoms, and the struggle to keep to them against overbearing odds. While these initial men and women would romantically refer to themselves as the &#039;&#039;Legion of Frontiersmen&#039;&#039;, their name and reputation would hold much more weight following the Interstellar War. There, countless Rangers would participate as a paramilitary unit, used in various guerilla warfare missions which would forge their legend for years to come. It had also solidified the Frontier Rangers as a force not meant to serve any one nation, but the Coalition and its eternal freedom as a whole.&lt;br /&gt;
&lt;br /&gt;
Included in the Frontier Alliance Defense Pact was the establishment of an officially recognized intelligence office to help carry out the will of the Alliance. Already known by much of the Coalition and even outside of it, the Rangers were easily merged with several semi-official agencies to create the Frontier Protection Bureau. Both halves of the organisation are headed by the Chief Marshal who is themselves nominated by the office of the Chief Representative, and then voted in by the House of Members. While the Bureau’s intelligence service is given directives by the Chief Representative as well, the rest of the organization - most importantly, the Frontier Rangers Division - is held accountable by the House of Members, who may question and overrule actions taken by the force if a consensus is reached. Due to this, Rangers are generally not allowed to interfere with local governments (unless explicitly asked to by said administrations), and the extent of their operations have mostly been the same as in their past. While securing the ever-changing borders of the Frontier from pirates, spacefaring creatures and other unusual threats is a constant worry, the rest of the Bureau is otherwise employed in various intelligence operations, the nature of which only the Chief Representatives and their selected Marshals of the past and present have been privy to. Numerous theories abound, as the lack of any overseeing agency holding the group accountable makes it particularly difficult to ascertain how far some operations have gone, a fact that the CFP has denounced multiple times. While some continue to push for the Bureau to have the reach it needs to establish stability, others warn against the creation of a police force that could unwind the very ideals the Coalition was built upon. The Rangers themselves are indeed not spared from political infighting, and many within their ranks struggle to internalize whether they are a symbol of the grand ideals of the Coalition, or a possible tool for those who wish to see the Frontier quelled.&lt;br /&gt;
&lt;br /&gt;
Internally, the FSB is supplied through a quota expected of every core member, scaled depending on a system’s individual military capacity. This may include everything from weaponry and manpower to ships and building materials. While this would make the Bureau one of the most well-funded forces in the galaxy by numbers, in reality, the sheer size of the Coalition means that the average Ranger or agent sees very little of this money, and often ends up relying on either outdated or faulty equipment. Many operations only continue to persist due to the zealous nature in which many operators adhere to their Frontiersman traditions, managing to scrape by with not much support. For similar reasons, the selection process for agents is often aimed at finding volunteers that are particularly committed to upholding the Coalition’s values, which further serves to reinforce the stereotypes which plague the position. More specifically, Rangers are often chosen from already established sub-groups within their nation of origin, such as particularly well-performing Gadpathurian cadres or Vysokan Host-men eager for adventure outside of their Steppes. While much more unusual, Scarab Rangers have been well-respected in the past for their self-sufficient lifestyle and effectiveness in Zero-G conditions, which encompass much of a Ranger’s work. Though primarily composed of humans, there have been notable Rangers of various species, such as Himean Tajara, who are often employed in missions which cater to their highly specialized skill set.&lt;br /&gt;
&lt;br /&gt;
==Synthetics in the Coalition==&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is well known for its diverse collection of governments, cultures and beliefs, and the treatment of synthetics across the Coalition is similarly diverse. From the highly integrated, forward-thinking planet of Konyang to the oppressive methods used on Burzsia, many other planets fall between these extremes, and the prospects of synthetics vary greatly depending on where they are located. The majority of synthetics in the coalition are owned by mega-corporations or other private entities, with free IPC frames making up a smaller minority of those across the Coalition. The synthetic population of the Coalition is also centralized into the more developed planets present within the coalition, due to their requirements for charging and maintenance to be regularly available to them, positronics on more rural, less developed worlds are either exceedingly rare or not present at all. &lt;br /&gt;
&lt;br /&gt;
The legal status of synthetics within the Coalition is mostly down to the local laws of the planet where they find themselves residing, either by choice or through ownership. These matters are left to the local governments across the coalition and so their treatment often comes down to who owns them or the personal wealth they can accrue. &lt;br /&gt;
&lt;br /&gt;
The Golden Deep and The Trinary Perfection both have a presence across the Coalition as well, with the Golden Deep operating across many of the planets and the Trinary Perfection making use of its base on Orepit to preach and perform its work within the Coalition itself, both groups hold decent influence over various parts of the Coalition.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=25755</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=25755"/>
		<updated>2022-08-02T03:49:04Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Style consistency, category consistency.&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;
[[File:Elyra_Flag.png|thumb|The flag of the Serene Republic of Elyra]]&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;
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&#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;
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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;
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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;
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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;
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==Economics==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Elyran Pound&lt;br /&gt;
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&#039;&#039;&#039;Accepts Solarian Standard Credit:&#039;&#039;&#039; No&lt;br /&gt;
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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;
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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;
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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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
 &lt;br /&gt;
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;
 &lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
“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;
&lt;br /&gt;
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;
 &lt;br /&gt;
==[[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 Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=25754</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=25754"/>
		<updated>2022-08-02T03:48:42Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&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 = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens/Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Eridani I, II, III, IV, V&lt;br /&gt;
 |Language = Sol Common/Tradeband/Freespeak&lt;br /&gt;
 |Politic = Eridani Corporate Federation/Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sovereign Solarian Nation of the Corporate Federation of Eridani&#039;&#039;&#039;, often referred to as the &#039;&#039;&#039;Eridani Corporate Federation&#039;&#039;&#039; or simply &#039;&#039;&#039;Eridani&#039;&#039;&#039;, is a decentralized corporatocracy set in the Epsilon Eridani system. While nominally part of the greater [[Sol Alliance]] as a whole, the Federation’s corporate government enjoys an unprecedented level of autonomy compared to other Solarian member states; very few of the Federation government’s policies align with those of the greater Solarian nation. Renowned and reviled across the Spur for the efficacy of its expansive private military concerns and controversial treatment of its own citizenry, the Eridani Federation has become something of a pariah state in galactic affairs. Its three inhabited worlds boast some of the highest population density anywhere in the Spur, with tens of billions of inhabitants calling the Federation their home. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As Epsilon Eridani was originally settled by colonists of West and Central African descent, human characters born in the Eridani Corporate Federation must have names and appearances consistent with the indigenous peoples of these regions, as any human moving to the ECF would assimilate into the dominant cultures and ethnic groups of the Federation. Eridani dregs have developed cultures of abstract or unconventional names, however, and this is tolerated. Only native Eridanians may select the Eridanian accents – employing the suit slang is how a non-native worker might look to integrate, not the accent tag in-game. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Originally colonised in 2095 by settlers from the West African Union (UAO), the near-Sol system of Epsilon Eridani stood out as a prime location for early extrasolar settlement. The UAO secured the foundation of the Eridani Federation in 2095 when it secured the sole rights to colonize the Epsilon Eridani system. Most Eridanian Suits are descended from the West African settlers of the UAO’s colonial program, and the Federation maintains warm relations with the UAO to this very day. Modern Eridanian Tradeband is descended from French and some indigenous languages found in West Africa. The UAO has longstanding ties with Hephaestus Industries, which contributed greatly to its colonization effort of Eridani -- the first planet in Epsilon Eridani. Presently, the UAO maintains a very close economic relationship with the Eridani Corporate Federation, though politically they have drifted apart over cultural differences, with many citizens in the UAO decrying the ECF’s treatment of the Dreg Underclass and the eradication of any West African culture that may have once existed in the ECF.&lt;br /&gt;
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==Government==&lt;br /&gt;
Eridani’s government is largely represented by the Board of Five - five representatives from various megacorporations. Each seat in the Board is tied to a sector, which the chairman’s corporation has full control over. Presently, however, all of the five sectors only include one planet. The positions in the Board are simply purchased, but they also stay extremely consistent because it takes a 4 to 1 majority to dismiss a member, opening the position up for sale - the current arrangement of seats hasn’t changed since the 23rd century. Sector Alpha is considered the most valuable, and its seat is the most expensive, and sector Epsilon is the least valuable of the five.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector α&#039;&#039;&#039; (Eridani I) - Hephaestus Industries &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector β&#039;&#039;&#039; (Eridani II) - Zeng-Hu Pharmaceuticals &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector γ&#039;&#039;&#039; (Eridani III) - Zeng-Hu Pharmaceuticals &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector δ&#039;&#039;&#039; (Eridani IV) - Einstein Engines &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector ε&#039;&#039;&#039; (Eridani V) - Einstein Engines&lt;br /&gt;
&lt;br /&gt;
Eridani is by far the most autonomous nation within the Sol Alliance and was exempt from the bevy of anti-megacorporation legislation and actions passed in the wake of the Sol Collapse of 2462.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
With tens of billions of inhabitants strewn across five inhabited worlds, the most striking thing about an Eridanian citizen’s daily life is how little variation there is. Eridani’s five worlds are all but indistinguishable from one another at ground level; a citizen could be plucked from one of their smog-choked cityscapes and dropped into another without noticing much more than a change in the local gravity. Extensive and heavy-handed terraforming has rendered each of Eridani’s planets monotone but perfectly habitable, imposing upon their biospheres a carefully curated environment free from undue weather patterns of extreme temperatures. These &amp;quot;office worlds&amp;quot; are perhaps what Eridani is most famous for aside from the subcultures of its people.&lt;br /&gt;
&lt;br /&gt;
While almost entirely indistinguishable to the average city-dwelling Eridanian, the various worlds of Eridani do have some things that stand out about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eridani I&#039;&#039;&#039; - Due to its status as the capital planet of Eridani, it is referred to by the Dregs of the system as “The Big Show.” By far this planet is the most populated of the five and serves as a microchasm of all of Eridani by itself. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eridani II&#039;&#039;&#039; - Home to the ECF&#039;s largest cargo port, it is called &amp;quot;The Longshore&amp;quot; by Eridani&#039;s Dregs. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eridani III&#039;&#039;&#039; - Houses more corporate research facilities than any other planet in Eridani. Research here fills a diverse set of fields, from robotics to biomedicine. For this reason, it is called &amp;quot;The Lab&amp;quot; by many Dregs. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eridani IV&#039;&#039;&#039; - The location of many of the ECF&#039;s private military company training and prison facilites. This has earned it the Dreg moniker of &amp;quot;The Cell.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eridani V&#039;&#039;&#039; - Formerly the location of the largest mining operation in the Eridani Corporate Federation, now long defunct. The Dreg name for the planet however is still &amp;quot;The Pit.&amp;quot;&lt;br /&gt;
[[File:Pixel Planet Oran1.png|thumb|Eridani I as seen from Orbit.]]&lt;br /&gt;
&lt;br /&gt;
The sheer scale of urban development that has come after Eridani&#039;s colonization, however, has had a profound effect on the terraforming project’s success. After two centuries of runaway construction and the unregulated exploitation of Eridani’s natural resources, the atmosphere of each respective world is heavy with smog, which clings close to ground level in a soupy mass of various colours. Across the surfaces of each world, skyscrapers rise out of the thick fog into the inky blackness of the sky above, their collossal air-conditioned interiors providing a breathable atmosphere to their citizenry. The pollution of Eridani’s worlds has eclipsed even that of New Hai Phong, and outdoor work is now pursued exclusively by robotic workers or those without any other option.&lt;br /&gt;
&lt;br /&gt;
The Eridanian skyscraper, therefore, has become more than just a workplace for the Federation’s citizenry. Formally known as ‘habitation units’, they incorporate residential floors and areas alongside office complexes and call centers, ensuring that the Eridanian citizen has no theoretical need to ever leave their building of birth. The habitation units themselves are further organised into megacorporate ‘cities’, generally held and owned in their entirety by one specific corporate subsidiary. Work is generally just one elevator ride away from an employee’s living and leisure space, which maximises productivity for the corporation at the top of the chain. The Federation’s focus on so-called corporate ‘non-jobs’ has drawn increasing criticism over the past decades, but as the population continues to sprawl across the grey, drab surfaces of each Eridanian world, the crushing weight of office bureaucracy continues to expand. At the base of these city-structures are often cities in themselves, living and breathing communities cobbled together out of maintenance shafts and tunnels created or inherited by Eridani&#039;s dreg population. These areas are notoriously hazardous, with sources of danger being both their ramshackle environments and the less savory inhabitants of Eridani&#039;s lawless undercities.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Each individual planet is practically under the free reign of its respective corporation. Unbound by law, megacorps can conduct any business - no matter how unethical, as they have to respond to nobody. This has a dramatic effect on an average Eridanian’s life - and not solely negative. Many research facilities are set up here, in the heart of corporate activity. Upcoming products are tested and enjoyed here first, and some of them don’t even leave Eridanian borders. Many Eridanians relish in this luxury and exclusivity.&lt;br /&gt;
&lt;br /&gt;
Going up the corporate ladder, however, other difficulties start to arise in the life of a typical Eridanian. Corporations having absolute control over its citizens means that there is absolutely no privacy - everything that one does is collected as data, and then processed by advertisers, HR managers and law enforcement. Even a slightly odd Extranet search may earn one quite an unpleasant talk at work, which may often end in an employee’s dismissal. Because of this, most Eridanian citizens avoid even slightly falling out of the norm, being lawful as well as visually and verbally inoffensive - though transgressions are increasingly overlooked the wealthier or the more well-connected one is.&lt;br /&gt;
&lt;br /&gt;
Work is also extremely easy to find, and often it pays somewhat better than average, even when working for the same corporation, in other governments. This, however, is often compensated by absurd working hours. &lt;br /&gt;
&lt;br /&gt;
Of course, there are people who also choose to go to the surface also simply out of spite towards the large corporations. They usually become the leaders of various criminal communities found all across the Federation. These communities often form settlements underground, or if they are especially lucky, in abandoned buildings or manufacturing plants. Some are welcoming to newcomers while others are fiercely territorial and even violent. A sense of rebelliousness is a common ideal in these settlements within the Eridanian undercity, with many choosing or being convinced to express it with outrageous appearances, extreme body modifications, and even criminal activity. This life, however, is not fit for everyone - and those who aspire to better things often leave their communities or Eridani itself via smuggling operations or try to reintegrate back into Eridanian corporate society by trying to find megacorporation work or even going as far as to attempt to return to the corporate class culturally.&lt;br /&gt;
&lt;br /&gt;
===Eridanian Citizens===&lt;br /&gt;
Known as &#039;&#039;&#039;Suits&#039;&#039;&#039; to the rest of the Spur, the life of a model Eridanian citizen is simple and regulated. Work takes place seven days a week for upwards of twelve hours a day, with an employee’s income carefully balanced against their expenditure to ensure little to no upward mobility. Prices in Eridani are controlled on an individual level, and everything is paid for in the great Solarian credit. An employee’s consumption of every resource is monitored by the state’s vast surveillance apparatus; the food they eat, the fluids they drink, and the air they breathe are all accounted for and deducted accordingly from their pay. The elevator one rides to work each day comes with a charge, and so does the electricity they use at their workstation. Jobs are frequently mind-numbing and unimaginative; data entry, call centre work, and other rote tasks are emblematic of the Eridanian ‘career path’. Unsatisfactory performance leads to penalties imposed, automatically or otherwise, by an employee’s superiors – in extreme cases, a worker’s contract may even be terminated outright, resulting in expulsion from the habitation unit onto the smog-choked concrete outside.&lt;br /&gt;
&lt;br /&gt;
Augmentation is encouraged at every level of society, and even the most body-purist of Eridanian citizens can sometimes be found with an ocular overlay laid behind one or both eyeballs. Due to a lack of regulatory control, advertisements are often invasive and incessant – the fee to opt-out is generally so prohibitive that buying the product outright would cost less, and a user’s augmentations are often used as a vehicle to deliver adware directly into an employee’s field of view or hearing. Augmentations are frequently discounted, offered as grants, or subsidized by the employing corporation (although the cost is always recouped down the line), as each new piece of metal or silicon installed in a worker is another part of them open to more state control. The private military sector is one of the heaviest investors in augmentation technology – free from undue regulation and ethical constraints, the Eridanian model of war as a business has led to the Federation leading the Spur in the field of combat augmentation.&lt;br /&gt;
&lt;br /&gt;
===Eridanian Non-Citizens===&lt;br /&gt;
Aside from the Federation’s official citizenry, however, a sizable minority population of billions of non-citizens live outside the confines of the crushing corporate system. Referred to as &#039;&#039;&#039;Dregs&#039;&#039;&#039; by the Spur at large, the term has been co-opted by many as a badge of honor rather than a pejorative. Whether an individual was born outside the great Eridanian skyscrapers or sent there following the loss of their job, Dreg society is the polar opposite of their Suit counterpart. Without corporate control or any form of governance from the Eridanian state itself, the Dregs largely inhabit their own sprawling, slum-like conurbations all across the surface of Eridani’s terrestrial worlds. Categorizing their form of governance is impossible, as the disposition and inclinations of one Dreg community can be strikingly different from those of its neighbors. Anarchist communes, miniature despotisms, and even some functional democracies have spread themselves from Eridani I to Eridani V, and the Dreg world now consists of an immeasurable number of unrecognized micro-states, all of which are mostly ignored by the central Eridanian authorities. The attitude of each of these micro-states can vary considerably, as can the attitude of each corporate ‘city’ towards their officially unrecognized neighbors. Some Dreg and corporate communities are known to engage in limited cooperation, however uneasy; some others, however, are engaged in all-out bloody warfare to undermine or eradicate the other. Naturally as corporates fight one another, so have Dregs been known to.&lt;br /&gt;
&lt;br /&gt;
The life of the ‘average’ Dreg, therefore, contrasts sharply with that of their Suit counterpart. The air is thick with smog, technology is often backwards and archaic, and independent observers estimate life expectancy to be somewhere in the low forties. Even so, living outside the hellish Eridanian corporate system comes with its own invaluable upsides – Dregs enjoy personal liberty the likes of which very few Suits will ever see, and passage off-world is (ironically) much easier to secure for many Dregs to acquire than a Suit under constant, crushing surveillance. What little remains of the colonists’ native African culture is kept alive in Dreg communities across Eridani, and although much of it has diverged significantly from what the Africans originally brought to the system, it often forms a important aspect of life in Dreg society, as well as acting as a symbol of defiance against the oppressive, corporate non-culture the authorities look to enforce. Some dregs have sought to economically become people once again though have still kept their Dreg culture and have landed jobs with megacorporations and regained their citizenship, though almost all of these positions are low-level or hazardous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-citizen Dregs cannot be employed on the Horizon due to the SCC refusing to employ them, however characters who are culturally Dregs or from Dreg communities who also hold Eridani Citizenship are employed by the SCC. This means that all canon player-made Eridani Dreg characters played on the Horizon who do not possess a citizenship of another country or faction are Eridanian Citizens.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Reinstated===&lt;br /&gt;
While the concept of social mobility is a largely foreign one to Eridanian society, it is not entirely absent. Some Eridanians who have lost their citizenship and the privilege of being a Suit or who were born into the status of a Dreg, have actively sought out ways to gain a better status in society once again, or for many, for the first time. Becoming “&#039;&#039;&#039;Reinstated&#039;&#039;&#039;,” is a long and arduous process that many fail at despite their hardest efforts. Going from a Dreg to a Suit requires a corporate sponsor and extensive background checks along with sensitization programs aimed at stripping any reinstatement candidate of any Dreg-like behaviors, names, customs, and speech patterns. Even if a Dreg completes these programs, many of which are paid for out of pocket, their reinstatement is still not assured. The only way for a Dreg to become reinstated as part of the Suit class is to obtain employment with one of the megacorporations which govern the ECF and advance beyond a low-level position.&lt;br /&gt;
&lt;br /&gt;
Reinstateds are their own class within Eridani, but also have intrinsic links to both Suits and Dregs. Many Dregs see Reinstateds as traitors to the Dreg communities where they came from or resided after their first falls from grace. On the other hand, Suits often see Reinstateds as not genuine Suits or as people who live up to the standards of what Suit life requires. They see them as better than Dregs but certainly not their equals. Some suits however see Reinstateds as paragons of the hard work and cutthroat attitude needed to survive in Eridani’s society and actively welcome them into their social circles and business partnerships.&lt;br /&gt;
&lt;br /&gt;
Partially because of their past-lives as Dregs, many Reinstateds are employed by private investigative firms or security companies specializing in policing dregs or working with them in the numerous Eridanian undercities. Other Reinstateds have found themselves working as Engineers or Mechanics due to the lives of many dregs involving technology or machinery of some sort courtesy of the entirely urbanised wasteland where Dregs live and from where Reinstateds have left. Becoming reinstated does not just mean that a dreg finds a job with a megacorporation, it is returning to the fold to be a part of the corporate or &amp;quot;Suit&amp;quot; society of Eridani. &lt;br /&gt;
&lt;br /&gt;
===Synthetics===&lt;br /&gt;
Due to both the costs of living and the lack of any laws governing the self-purchase of synthetics, the majority of legal IPCs in circulation are property. Within the upper echelons of Eridani society, synthetics are recognized as property with the ideas of synthetic rights being found mostly in the lower levels of the megacities. Due to this, free-thinking and non-subservient IPCs tend to stand out within the cities.&lt;br /&gt;
&lt;br /&gt;
Synthetics are used by the companies to cater to a wide set of needs such as customer service, logistics, and even traffic. These IPCs are often used as a showcase for the latest products, with Shell and Bishop receptionists and Mobility Frame traffic officers being the most visible additions to the labor force.&lt;br /&gt;
&lt;br /&gt;
IPC personnel are commonplace in Eridani with high-end leisure and entertainment establishments, including the famous Asmara, being known to operate IPC employees. Informally, synthetics are viewed as a contest with corporations participating in an unspoken competition to surpass the other in terms of the beauty and service that their IPCs can provide. Critics often proclaim that the quality and innovation of an Eridani-made IPC is surpassed only by that of their [https://wiki.aurorastation.org/index.php?title=Venus Venusian] counterparts.&lt;br /&gt;
&lt;br /&gt;
Synthetics exist in the lower levels of Eridani as well. They are often used by and against dregs, performing tasks that would be harmful for a human on the polluted surface of the planet. Owing to these capabilities, IPCs still constitute as luxury goods in the lower levels, often being smuggled for sale to Dreg communities or to be sold as parts. Synthetics that manage to acquire their freedom commonly find themselves joining gangs to protect themselves from repossession or disassembly, or forming gangs of their own, the most notable types being the [https://wiki.aurorastation.org/index.php?title=Synthetic_Factions#Scrappers Scrappers].&lt;br /&gt;
&lt;br /&gt;
==Augmentation==&lt;br /&gt;
===Suit Augments===&lt;br /&gt;
Cybernetic modification is an integral part of Eridani’s cultural ideal. Simple tracheal augments are usually the first and the mildest step into augmentation, as they are needed for a lot of people to simply survive with Eridani’s thoroughly polluted air. Having other bionic enhancements are considered a symbol of wealth and prestige. Most electronics in the Federation is specifically designed to interact with augmented eyes - but they are also very functional on their own. A typical Eridanian eye implant can completely replace, or even surpass, a typical hand terminal in functionality - being used to browse the Extranet, communicate on chat relays, and more. As is typical for Eridanian technology, it is also swarmed with ads and is proven to constantly send data about the user’s activity to advertisers, making them somewhat unpopular outside the Federation. &lt;br /&gt;
&lt;br /&gt;
===Dreg Augments===&lt;br /&gt;
Dreg societies take the Eridanian fascination with augmentation technology to an extreme. While a typical Corporate may have no more than an augmented respiratory system, bionic eyes and a few neural implants, a Dreg may maim themselves to replace their flesh with superior, more durable metal - often at the expense of looking presentable. Sleek eye augmentations are removed from former workers by barely qualified surgeons to be replaced with crude prosthetics that do not aim to imitate the human form, but to simply provide functionality - often being, for example, completely filled with one color, or having colored scleras. The more brave may opt into removing their limbs for a metal replacement, which is often made “in the house”, and is of fairly low quality.&lt;br /&gt;
 &lt;br /&gt;
==Eridani Federation Life==&lt;br /&gt;
===Food===&lt;br /&gt;
Soy products absolutely dominate Eridanian space - from cheap vendor snacks to high-class dishes alike. It is often bombarded with flavorings, giving Eridanian food a unique feel. It often has very strong salty and umami flavors, while the soy itself is cooked in a variety of ways to create all sorts of different textures. LiquiRations are sometimes called the Eridanian national dish.&lt;br /&gt;
&lt;br /&gt;
This doesn’t necessarily mean that the food here is hazardous or low-quality, however. On the contrary, many Eridanians quickly accustom and begin to even take pride in this type of cuisine, calling it “the food of the future”. Many native Eridanians are also meat intolerant due to a mostly plant products-based diet, although this doesn’t spread to all of them.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
The official languages of the Federation are Sol Common and Tradeband. A few dregs Dregs hold onto Freespeak as a piece of cultural identity, though many regard it as a dying language in the ECF. Regardless of what languages they speak though, Eridani&#039;s inhabitants are well-known the Spur-over for their unique and distinctive slang expressions, examples of which can be found below.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Corporate Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Esteemed colleague - &#039;&#039;A friend or superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colleague - &#039;&#039;Neutral term or an insult if the person is a friend or superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blue sky thinking - &#039;&#039;A very good idea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dreg - &#039;&#039;A member of the lower social classes. Also used as an insult to anyone who is not a Dreg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stopgap - &#039;&#039;Derogatory expression used to refer to a Reinstated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No can do -&#039;&#039; Polite form of &amp;quot;no&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s a big N O - &#039;&#039;Neutral or negative form of &amp;quot;no&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do lunch - &#039;&#039;To meet up or hang out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eight thirty res at Asmara - &#039;&#039;A humorous way of saying good bye/ the impossible, based on the extremely exclusive Asmara restaurant on Eridani I. E.g. &amp;quot;Gotta go, I have an eight thirty res at Asmara&amp;quot; or &amp;quot;uh huh, and I&#039;ve got an eight thirty res at Asmara.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Call me - &#039;&#039;Dismissive form of &amp;quot;bye&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll call you - &#039;&#039;Friendly form of &amp;quot;bye&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You got it - &#039;&#039;Said in response to &amp;quot;Call me&amp;quot; or &amp;quot;I&#039;ll call you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pierced and Dyed - &#039;&#039;A dreg. Could be someone who lost everything/became poor. (“What happened to Mr. Holloway?” “Made a bad investment; now he’s pierced and dyed.”)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Ink under his/her/their suit - &#039;&#039;Associates with dregs more closely than is socially acceptable. It implies that under their nice clothes, their body is tattooed. Insult.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
That is a shame - &#039;&#039;Don’t really care. “Oh, the dregs are going hungry? That is a shame.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Out of my scope - &#039;&#039;Not my problem or, dismissively, “I can’t/won&#039;t help you.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I would sign that - &#039;&#039;I’d bet on it/it’s a sure thing.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Blue dye thinking - &#039;&#039;A very bad idea. A play on “Blue sky thinking,” but “Blue dye” refers to dregs.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I’ll pen you in - &#039;&#039;Good/Positive response to “Let’s do lunch.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I’ll have to check my schedule - &#039;&#039;Negative response to “Let’s do lunch.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Read the fine print - &#039;&#039;Be careful/Stay safe.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Sign blindly - &#039;&#039;Dangerous or stupid. As in signing a contract without reading it.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Contract Expiry- &#039;&#039;A polite euphemism for death, as in &amp;quot;Unfortunately, colleague, the dreg&#039;s contract seems to have expired.&amp;quot; &amp;quot;Fired&amp;quot; is also used, but is more crass and impolite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Partner - &#039;&#039;Good friend/Significant other. From “Business partner.”&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A good investment - &#039;&#039;A general compliment. Referring to someone as &#039;a good investment&#039; can imply friendship, camaraderie, or even love. E.g. &amp;quot;You&#039;re a good investment.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To be across something - &#039;&#039;To understand something. &amp;quot;I&#039;m across it&amp;quot; means &amp;quot;I understand.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
(As) Per my last - &#039;&#039;A rude or arrogant way to indicate something was already said or proposed, often used for emphasis or out of frustration.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Bought a tie but shipped heels/Bought heels but shipped a tie - &#039;&#039;A way to describe a transgender person. Female to male and male to female respectively. Not used in a derogatory context.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not worth a single credit - &#039;&#039;Not worth my time.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Clip-on - &#039;&#039;Fake or inauthentic. (From a clip-on tie). Usually refers to a person.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To have poor posture - &#039;&#039;To be outside the social norm&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Proactive - &#039;&#039;Kind/thoughtful.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To engage with someone - &#039;&#039;To talk to/speak with some one.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To get the memo about something - &#039;&#039;To hear and/or understand something&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To draft something - &#039;&#039;To write something&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To push something forward - &#039;&#039;To act on a plan (i.e. &amp;quot;Let&#039;s push forward this deal&amp;quot; - &amp;quot;Let&#039;s get on with it.&amp;quot;)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Tongue-pierced - &#039;&#039;Rude/Insulting. As in “He’s tongue-pierced” (He’s rude) or “Is your tongue pierced?” (Indicating that someone just said something rude, insulting, or like a dreg).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for your input - &#039;&#039;A dismissive expression used in response to information a speaker found useless or unproductive to a conversation. Akin to the standard expression, &amp;quot;Nobody asked.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
I trust you understand - &#039;&#039;Intimidating / threatening version of &amp;quot;Listen to me&amp;quot;. This can also be used in the sense of a warning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal - &#039;&#039;Multipurpose expression for a &amp;quot;thing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In plain writing/Plainly written - &#039;&#039;Simply put/Bluntly put&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Foreign Merger - &#039;&#039;Interspecies relationship.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subpar/Not optimal - &#039;&#039;Very bad/dire.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ledger - &#039;&#039;Situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Black Ledger - &#039;&#039;Good/Great situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red Ledger - &#039;&#039;Terrible situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merger - &#039;&#039;Committed romantic relationship&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Temp work - &#039;&#039;Romantic fling&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Check your quarterlies - &#039;&#039;Be careful (About what you are doing.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What are your quarterlies? - &#039;&#039;How have you been?&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Bank run - &#039;&#039;Sudden bad situation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Hostile takeover - &#039;&#039;Murder&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To act like an intern - &#039;&#039;to act unprofessionally or in an unbecoming manner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Kindest Regards/Best Regards - &#039;&#039;&amp;quot;Fuck you.&amp;quot; Can also be used as an expression of endearment between close friends/business partners or couples.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“I need to hang up.” - &#039;&#039;&amp;quot;I have to leave unexpectedly/attend to something urgently.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“I need to take a call” - &#039;&#039;I have to go for a moment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
“I’ll call you back,” - &#039;&#039;We’ll speak again later&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To move the needle - &#039;&#039;To work hard&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unseen collaboration,&amp;quot; - &#039;&#039;Used to express getting less credit than deserved&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dissolution or Liquidation - &#039;&#039;Bad breakup&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Reinstatement - &#039;&#039;The process of a Dreg re-entering Eridanian society&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To default - &#039;&#039;To go wrong. &amp;quot;It might default&amp;quot; - &amp;quot;It&#039;s risky/dangerous.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sky High - &#039;&#039;High quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A quarterly report’s worth of X” - &#039;&#039;A lot of something&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Portfolio - &#039;&#039;Reputation&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s blue dye thinking, but I&#039;ll push it forward regardless. I trust you understand that it&#039;s out of my scope if this deal leaves you pierced and dyed.&amp;quot; (&amp;quot;I think this is a bad idea, but I&#039;ll do it anyway. For the record, I won&#039;t help you out any further if this ruins you.&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Plainly written, foreign mergers are simply poor posture. I&#039;m not across why anyone would sign so blindly.&amp;quot; (&amp;quot;To be frank with you, I think interspecies relationships are disgusting. I don&#039;t understand why anyone would involve themselves in one.&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Did you get the memo? Aida&#039;s going to end up dyed after that deal -- I&#039;d sign that.&amp;quot; (&amp;quot;Did you hear? Aida&#039;s going to go broke after that deal she made -- I&#039;d bet on it.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is your tongue pierced? As per our last conversation, gossip isn&#039;t worth a single credit to me. If anyone has ink under their suit, it&#039;s the one engaging with me in poor posture.&amp;quot; (&amp;quot;Excuse me? Like I told you before, I don&#039;t care about workplace gossip. If anyone&#039;s acting like an idiot, it&#039;s you.&amp;quot;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Dreg Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Boss - &#039;&#039;A highly insulting term for a superior or coworker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suit - &#039;&#039;A neutral or positive term for a superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra - &#039;&#039;A hacker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heavy - &#039;&#039;Serious or dangerous. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plus - &#039;&#039;Good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rats - &#039;&#039;Food. Derived from &amp;quot;Rations&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soy - &#039;&#039;Food. Eridanian cuisine is primarily made up of soy-based produce.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To chew the rats:  &#039;&#039;To eat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The office - &#039;&#039;Prison.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In my turf - &#039;&#039;Up in my business/In my face.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pad - &#039;&#039;Place.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boy/Girl - &#039;&#039;Male/female friend or associate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Man/Woman - &#039;&#039;Male/female partner or romantic interest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No phone - &#039;&#039;A derogatory response to a suit slang bye e.g. &amp;quot;I&#039;ll call you&amp;quot; &amp;quot;No phone boss.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief - &#039;&#039;A neutral or positive term for a superior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To sign the dots - &#039;&#039;To be imprisoned/enslaved. Comes from the idea of signing a contract.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie and slacks/Leisure suit - &#039;&#039;Half-dressed in a suit i.e. a dreg that either associates with corps, or maybe a dreg who has a corp parent. Also used as a derogatory term refer to Reinstateds Either way, it’s a big dreg insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sets lunch - &#039;&#039;A play off of the suit slang “let’s do lunch.” Basically someone who associates with suits (“Yeah, he&#039;s the type to set lunch.”)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suit Smile/Suit promise - &#039;&#039;A lie.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knabo/Knabino/Knab - &#039;&#039;A guy or gal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Talpo/Talp - &#039;&#039;A shady person or a criminal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kroko/Krok - &#039;&#039;An outsider or non-Dreg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bov/Bovino - &#039;&#039;A very good friend or tight-knit pal. Can be considered rude or insulting when used with a person the speaker isn&#039;t good friends with.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amo/Amino - &#039;&#039;Boyfriend/Girlfriend or significant other&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Verb/To Spit - &#039;&#039;To say, speak, or tell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To gab (with someone) - &#039;&#039;To chat (with someone).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Audit something - &#039;&#039;To hear or understand something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To vide something - &#039;&#039;To see something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Scrib/Scribe - &#039;&#039;To write.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To tool - &#039;&#039;To fix (mechanically or technically) or conduct maintenance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To map something - &#039;&#039;To understand or recall something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arctic/Slick/Ice - &#039;&#039;Cool, great.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riccy  - &#039;&#039;Rich, often used in a pejorative or derogatory sense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fek/Knob - &#039;&#039;Alternative, less-offensive variations of &amp;quot;Fuck.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Debt - &#039;&#039;To work (a job).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No debts - &#039;&#039;No worries/No problem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bonny/Bones - &#039;&#039;Good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dolly - &#039;&#039;Kind/Nice/Sweet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creaky/Rusty - &#039;&#039;Dangerous. Can be used in the past tense to describe misfortune.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Pure/Straight/Right - &#039;&#039;Very. “Pure dangerous,” “Straight riccy,” “Right dolly,” etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milk - &#039;&#039;General multipurpose replacement for &amp;quot;thing.&amp;quot; Akin to the Suit word &amp;quot;Deal.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To cark (it) - &#039;&#039;To die. Not used when referring to murders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To be creased - &#039;&#039;To be murdered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To crease someone - &#039;&#039;To murder someone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arbo – &#039;&#039;A Dionae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Serp/Serpo – &#039;&#039;An Unathi.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rano – &#039;&#039;A Skrell&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Borgo – &#039;&#039;An IPC or stationbound cyborg/android/robot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cino – &#039;&#039;A Vaurca.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Badge/Blue – &#039;&#039;A member of corporate security or other law enforcement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patcher – &#039;&#039;A doctor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wrencher – &#039;&#039;An engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mixer – &#039;&#039;A bartender.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hopper – &#039;&#039;A Head of Personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To bleed someone - &#039;&#039;To hurt someone/Make them pay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sniffs/Sniffers - &#039;&#039;Sniffs/Sniffers - Brown-nosers. Dregs who suck up or listen to suits/authority. Also for cops who are putting their noses in your business.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Band - &#039;&#039;Gang. Bando/Bandino would be a gang member.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Banded - &#039;&#039;Married/Life partners. Best friends, marriages, etc. Not a coincidence it uses the same root for gangs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Idio/Drongo - &#039;&#039;Idiot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Half-eared/Half-eyed - &#039;&#039;Hard of hearing/seeing. Mostly said out of frustration. “What the fek are you, half-eared?”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Just hands - &#039;&#039;Said of a person who can only communicate in sign language because they are either deaf or mute. Might be called No-eared or No-tongued, to mean Deaf or Mute, respectively.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fair shake - &#039;&#039;Fair enough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pointed/Pointy - &#039;&#039;Horny. Mostly as a joke, to tell people to relax. “Don’t get all pointy”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Affirmed - &#039;&#039;Got it. Confirmed. “Did you set the engine?” “Affirmed, boss.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tick/Shake - &#039;&#039;Second or minute. Like “Hold on a tick” Or “Back in a hot shake.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Biz - &#039;&#039;General multipurpose word that can be used to refer to almost anything. Akin to the typical slang usage of the word “Shit.” &amp;quot;Bad biz, I mapped that biz.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Callsign - &#039;&#039;Name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clacker/Starfish - &#039;&#039;Asshole. “Crank the rod from yer clacker” = Get the stick out of your ass.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not(Ain’t) my prints - &#039;&#039;Not my fault. As in, my fingerprints aren’t on that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Running your trail - &#039;&#039;Got your back/following you/I’m with you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dry as a suit’s wife - &#039;&#039;Boring, dull, lacking substance. It implies that suits barely have sex or are unfaithful to their romantic partners and have mistresses/paramours, though both meanings are widely accepted by most Dregs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To Ice something - &#039;&#039;To vandalize or destroy something.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wrong (shoes/boots) - &#039;&#039;A transgender person. “Born in the wrong shoes” meaning born in the wrong body. Not a derogatory term.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Night wishes - &#039;&#039;Dreams.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
To spill honesties:  &#039;&#039;To be earnest or truthful&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
“You vide that rano mixer? Knab’s pure iced.” (Have you seen that skrell bartender? Guy’s real awesome.)&lt;br /&gt;
 &lt;br /&gt;
“Affirmed; right dolly, mixes plus brews.” (Yeah. Real sweet, and makes good drinks).&lt;br /&gt;
 &lt;br /&gt;
“Fekkin’ knob me sideways, that arbo boss is a pure badge sniffer. Ain’t even my prints that the biz got rusted.” (Fuckin’… fuck me sideways, that Dionae moron sucks up to the cops. It’s not even my fault that the shit went bad.)&lt;br /&gt;
 &lt;br /&gt;
“All bonny, amino; you ain’t signin’ the dots. Maybe rusty biz, but I’m runnin’ your trails, no debts.” (All good, love. You’re not going to prison. Maybe it’s uncertain(dangerous) shit, but I have your back, no worries.)&lt;br /&gt;
 &lt;br /&gt;
“Verbed with patcher Gonzales’ ma last debt; kickin’ pure bonny at my own ma fekkin’ off. Krok’s drier than a suit’s amino; spit riccy the max shake. Def sets lunch, though probbo suit-smilin’ about her biz.” (I talked with doctor Gonzales’ mom last shift; Makes me really glad that my own mom left. She’s dry as a suit’s wife; talked rich the whole time. She mixes with suits, though she’s probably lying about her business.”)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=25753</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=25753"/>
		<updated>2022-08-02T03:48:28Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&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 = 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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====[[Moroz]]====&lt;br /&gt;
&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which 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;
&lt;br /&gt;
====Sparta====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
====Sun Reach====&lt;br /&gt;
&lt;br /&gt;
A recent addition to the Empire, Sun Reach is the least populated major world in the Empire, with around 500 thousand people. The planet, taking its name from its largest settlement, is itself mostly covered in primitive algae with a low level of biodiversity: a young world.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Novi Jadran===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Though Dominia accepts the Solarian Standard Credit like many other regions of the Spur, 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;
&lt;br /&gt;
==The Mo’ri’zal==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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 death, 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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Societal==&lt;br /&gt;
&lt;br /&gt;
===Ethnic Groups===&lt;br /&gt;
&lt;br /&gt;
* 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;
&lt;br /&gt;
The state religion is the Moroz Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
Dominians, especially members of Houses, follow a strict code of honor similar to that found in Unathi culture. For more information see: [[Dominian Culture]]&lt;br /&gt;
&lt;br /&gt;
==Edict Breakers==&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the 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;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
===Imperial Cabinet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
* 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;
* Chief Commissioner for Imperial Aviation. Annaliese Strelitz (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;
&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
* 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;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&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 Confederated 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 Confederated 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 Confederated 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 Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated 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 Confederated 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 Confederated 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 Confederated 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 Confederated 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 Confederated 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 Confederated 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 Confederated 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 Confederated 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 Confederated 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 Confederated States in open battle, gradually building up their strength. The Freedom Front is rumored to have been active formally since the day the Confederated 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 Confederated 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 Confederated 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 bent the knee to the Empire 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 Confederated 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;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=25752</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=25752"/>
		<updated>2022-08-02T03:48:14Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Style consistency, category consistency.&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 = Solarian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = SolCitizens.png&lt;br /&gt;
 |System = Sol&lt;br /&gt;
 |World  = Unity Station&lt;br /&gt;
 |Language = Sol Common&lt;br /&gt;
 |Politic = Alliance of Sovereign Solarian Nations&lt;br /&gt;
 }}&lt;br /&gt;
[[File:Sol Alliance Flag.png|Civilian/Government flag of the Sol Alliance.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Though its power has waned following the disastrous events of late 2462, this federal union remains the home of humanity and the one of the premier powers in the Orion Spur. Formerly held back by bureaucratic corruption, administrative inefficiency, an overstretched legal system, systemic political infighting, and economic troubles that led to over a century of decline and waning influence culminating in its retreat inwards, many now look to reform the Alliance into a more effective political force.&lt;br /&gt;
&lt;br /&gt;
The Alliance of Sovereign Solarian Nations (ASSN), commonly referred to as the Solarian Alliance, the Sol Alliance, and sometimes the Alliance, is a federal union of 70 member state star systems, and 198 dependencies including the Eridani Corporate Federation. Dependencies vary between undeveloped star systems and outposts on asteroids, to sprawling space stations and include the capital of the Sol Alliance: the bustling Unity Station in orbit over Earth. The Sol Alliance is divided into two administrative sections known as the Inner and Middle Rings.&lt;br /&gt;
&lt;br /&gt;
==Demographics==&lt;br /&gt;
The Sol Alliance is either the most populated or second most populated in known space, though due to the lack of accurate census-taking in the Coalition of Colonies it is hard to determine. As of its retreat from the Middle and Outer Rings the Sol Alliance has between 40 and 65 billion citizens and roughly 10 billion residents, with the most recent census having been in 2454. Due to mass defection of many Middle and Outer Ring colonies, these census numbers are no longer considered to be accurate. The Alliance&#039;s next census will come in 2464 but experts regard its current population as anywhere between fifty and seventy billion individuals. By breadth of controlled territory the Alliance is the largest sovereign state with every ethnicity, religion, culture, and language found somewhere in its borders. Governed at Unity Station in orbit of Earth, hundreds of systems and dozens of member states find representation in the Alliance.&lt;br /&gt;
&lt;br /&gt;
==The Colony Rings==&lt;br /&gt;
The Alliance is divided into two major administrative rings, based on time of colonization and distance from [[Sol]]. &lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Ring, the inner colonies lie within five light years of [[Sol]]. These planets are the oldest settlements outside of the Solar System, and have the highest quality of life. It is the most populous of the three rings. Solarians from these systems are in favor of Alliance rule, with much of Unity Station’s policies focusing on these areas. Very few aliens reside in the Inner Ring, with most being skrell. On the other hand all [[IPC]] frames can be found throughout the Inner Ring. Citizens of these areas push the most for expansion of Alliance authority over human areas outside its control. &lt;br /&gt;
&lt;br /&gt;
====Notable Inner Colonies====&lt;br /&gt;
*[[Earth]]&lt;br /&gt;
*[[Luna]]&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*[[Mars]]&lt;br /&gt;
*[[Jupiter]] and its moons&lt;br /&gt;
*[[Epsilon Eridani]]&lt;br /&gt;
&lt;br /&gt;
===Middle Colonies===&lt;br /&gt;
Also known as the Middle Ring. The Middle Colonies lie between five and twenty light years from Sol and are the most average areas of the Alliance. Citizens of this ring felt neither the benefits of Alliance rule nor the benefits of distance from Unity Station prior to the general Solarian retreat from the Middle Ring, leading to many defecting to the Republic of Biesel or, less commonly, the Coalition of Colonies. Many simply fell into a vacuum of no control known as the human wildlands. For those Middle Ring worlds remaining with the Alliance, the quality of life in this area is as high as the Inner Ring with plenty of security provided by the mighty Solarian Navy, but the remaining systems find themselves in a battle between Alliance and megacorporation control. Sometimes it is unclear where one begins and the other ends. The separatist [[Republic of Biesel]] was considered part of these middle colonies prior to its independence. &lt;br /&gt;
&lt;br /&gt;
====Notable Middle Colonies====&lt;br /&gt;
*[[Silversun]]&lt;br /&gt;
*[[New Hai Phong]]&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
&lt;br /&gt;
The economy of the Sol Alliance was, prior to the recently-passed &#039;&#039;&#039;Industrial Reclamation Mandate of 2463&#039;&#039;&#039;, dominated almost entirely by megacorporations. [[Hephaestus Industries]], [[Idris Incorporated]], [[Zavodskoi Interstellar]], and [[Zeng-Hu Pharmaceuticals]] increasingly find themselves pushed aside by the massive [[Einstein Engines]], which stands above other megacorporations in the Alliance. Due to its involvement in the Republic of Biesel and continued meddling in Solarian affairs the [[Nanotrasen Corporation]] has been banned from operating within the Alliance itself, and the majority of its assets have been seized by the Alliance. Many suspect Einstein Engines as being behind the Alliance&#039;s aggressively anti-NanoTrasen stance. Despite its retreat from the Middle and Outer Rings Sol remains the Orion Spur&#039;s second largest economy, trailing only slightly behind the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
In recent times the Alliance has pushed forward an aggressive campaign of nationalisation following its retreat from the Middle and Outer Ring. The now centralised and more authoritarian Alliance has, for the most part, managed to make good on many of its nationalistic promises but has been forced to make some compromises with the corporations that remain within its systems of control. Hephaestus Industries stands out among these corporations and has retained of its control over New Hai Phong due to compromises with Senator Hendrik Strom, one of the main drivers behind the &#039;&#039;&#039;Solarian Corporate Authority&#039;&#039;&#039;, the government entity now responsible for much of the now-nationalised assets from corporations present in Solarian space.&lt;br /&gt;
&lt;br /&gt;
The Alliance has not fully recovered from the Second Great Depression of 2260. The economic collapse and the resulting civil war left confidence in the Alliance economy extremely shaky. The Alliance has an extremely condensed cycle of boom and bust, with a brief year of growth followed by two years of recession, on average. This is partially the reason that trans-stellar corporations are so powerful and influential: With Sol Alliance bonds or ventures radically decentralized and untrustworthy, the resilient economic strength of trans-stellar corporations makes them a much more lucrative investment. The prosperity of the Alliance is extremely centralized following its retreat, and its remaining systems benefit from their proximity to the Sol System. Most remaining Solarian systems are major commercial and industrial centers, such as New Hai Phong.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
The retreat from its outlying colonies has dramatically shifted the nature and state of politics in the Solarian Alliance, and the political scene as it existed previously has all but disappeared following the death of Prime Minister Michael Frost and the chaos that followed it. While the Alliance remains a federal democracy on paper, with a functional upper and lower house, and its byzantine system of legal codes and regulations remains despite reforms, the Alliance is in reality controlled by an emergency government.&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
The Alliance Provisional Military Government is the true government of the Solarian Alliance in the trying times following the retreat from the Alliance&#039;s colonies, and its governing power is split between the Navy and a small amount of government functionaries including the two most prominent candidates for the Alliance&#039;s next Prime Minister: Senators Hendrik Strom and Le Hanh Trang. While many have criticised the APMG as a mere dictatorial officer&#039;s clique tacitly supported by pro-navy politicians, it has promised a peaceful transition of power to a civilian government once the situation has become more stable in the Alliance. Whether this promise will be carried through remains to be seen.&lt;br /&gt;
&lt;br /&gt;
==Sol Alliance Military==&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Sol Alliance Navy, once flown from Earth to the human frontier.]]&lt;br /&gt;
The Solarian Armed Forces has a history going as far back as the onset of the [https://wiki.aurorastation.org/index.php?title=Sol_Alliance_History#The_United_Nations_New_Mandate new mandate]. Although originally created as a peacekeeping force it developed over time into a professional military force with fleets capable of projecting the Solarian Alliance’s power on a galactic scale. While the Alliance has significantly reduced its size its military is hardly a shadow of its former self, and the Solarian Navy&#039;s one-hundred fleets - freed of their obligations to patrol seemingly endless amounts of space - now stand perhaps stronger than ever. The only military entity capable of rivaling the Solarian Navy is the Jargon Federation’s Navy.&lt;br /&gt;
&lt;br /&gt;
A standard Solarian Navy fleet consists of roughly one-hundred ships for a main fleet, and fifty ships for a patrol fleet. A Solarian battlefleet is one of the most intimidating organizations in the Orion Spur, and consists of four main fleets with one supporting patrol fleet. Though many Solarian Navy vessels are presently hamstrung by their lack of phoron thanks to an ongoing phoron embargo by the Republic of Biesel they are increasingly being retrofitted with the Einstein Engines-produced [[Einstein Engines#Products|Suzuki-Zhang Hammer Drive]], a recently-invented Helium-3 burning engine that is advertised as rivalling the best phoron-fueled bluespace engines. With Einstein Engines continuing to support the Alliance, the matter of a fully-modernized Solarian Navy is one of when not if.&lt;br /&gt;
&lt;br /&gt;
While the Sol Alliance has shrunk dramatically in recent years, it remains the strongest human naval power in the Orion Spur even after its retreat to its core worlds. If anything its military is, arguably, stronger than ever - territorial consolidation and constant combat experience along the borders with the human wildlands have dramatically increased the effectiveness and readiness of the Solarian Navy&#039;s hundred fleets. However the Navy remains plagued with political factionalism, with many supporting warlords in the wildlands and others dueling over power in the current emergency military government.&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance sees the independence of Biesel as a serious mistake; during a crisis where there was a very real prospect that the entire human galactic economy would cease to exist, NanoTrasen used its considerable influence and power to coerce the Alliance to grant independence to Tau Ceti in 2452.&lt;br /&gt;
&lt;br /&gt;
==IPCs in the Sol Alliance==&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance is the birthplace of [[IPC|integrated positronic chassis]] and they have found a place in almost every level of society, offering relatively cheap, autonomous, and skilled labour. The discovery of ancient drones in 2406 led to the development of the [[Positronic_Brain#Software|positronic brain]] which provided manufacturers with a processor capable of holding AI that could consume knowledge and control a humanoid body with the same level of competence as a human. Owing to their cost, the majority of the Alliance’s robotics’ needs are fulfilled by simpler, human-designed AI or unreliable and controversial cyborg processors. Positronic intelligences are instead used in roles which require a high degree of autonomy and adaptability, or simply replace humans directly, especially in dangerous fields.&lt;br /&gt;
&lt;br /&gt;
IPCs, alongside all synthetic life in the Sol Alliance are exclusively property, either owned by individuals, companies, or the government itself. Although not standardized, most government synthetics and IPCs work with a basic restriction that prevents them from harming people or damaging property to avoid accidents. Most local governments, particularly those with reservations about the spread of IPCs obligate the usage of similar directives for IPCs. Directives act as a more relaxed version of laws in order to capitalize on adaptability of positronic brain-based AI, outlining the objectives of an IPC. They are often chosen for their ability to be quickly modified by their end-consumer towards specified behvaiors. &lt;br /&gt;
&lt;br /&gt;
In the case that an IPC malfunctions or commits a criminal offense, the responsibility is placed firmly on the owner of the machine and the manufacturer is often fined. The machine itself is then frequently reset, repossessed by the state, or in some cases, recycled for parts. An IPC without an owner is repossessed by the government. In cases where the IPC isn’t in a condition to be readily used, they are often sold back to the public at a substantially cheaper price.&lt;br /&gt;
&lt;br /&gt;
With the fracture of Sol, IPCs find themselves in increasing use by the government and military in order to make up for losses of skilled labor and to cut through perceived rivalries between officials. In order to prevent potential dissent or uprising among the machines, personality wiping, loyalty programming, and strict directives are often employed by the government.&lt;br /&gt;
&lt;br /&gt;
IPCs have their movement restricted, being forbidden from travelling alone without written authorization, and without passing through a mile of red-tape and checkpoints. Free IPCs, as well as those belonging to companies not based in Sol space often find themselves captured and nationalized or auctioned off to new owners if they cannot escape. All IPCs from out of Sol are barred entirely unless they are owned and have someone present and accountable for them. Outside IPCs that are owned which cannot produce a supervisor, or free IPCs trying to smuggle themselves in are subject to capture and sale or confiscation for use by the government.&lt;br /&gt;
&lt;br /&gt;
==Alliance Anthem==&lt;br /&gt;
&lt;br /&gt;
“Our United Alliance” - ASSN Anthem&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
The stars, our destiny manifest&lt;br /&gt;
Through the toil of our people&lt;br /&gt;
We expand to the horizon&lt;br /&gt;
For our Humanity, we expand&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
Proud people under your leadership&lt;br /&gt;
Through the blood of our people&lt;br /&gt;
Always ready to give our due&lt;br /&gt;
For our unity, we stand strong&lt;br /&gt;
&lt;br /&gt;
==[[Languages]]==&lt;br /&gt;
Sol Common is, shockingly, the dominant language of the Sol Alliance across all classes of society. Tau Ceti Basic is commonly available in schools, though it is generally regarded as a second language for Solarians. Tradeband is uncommon outside certain areas such as the Sol System and the Eridani Corporate Federation but, thanks to the economic power of these systems, remains a common language for interstellar trade. Freespeak, otherwise known as Gutter, is viewed as the language of lower-class individuals, such as now extinct Martian separatists and dregs and barely-civilised frontiersmen from the Coalition of Colonies. Solarian Sign Language is a popular elective course in higher education in the Sol Alliance and can be found throughout the Alliance itself, in addition to forming the basis of modern Galactic Sign Language.&lt;br /&gt;
&lt;br /&gt;
==[[Sol Alliance History]]==&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance&#039;s relatively long history holds the origins of many of the current nations, megacorporations, and current conflicts within it. For a detailed overview, see the [[Sol Alliance History|Sol Alliance history page]]. &lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Factions]]&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=25751</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=25751"/>
		<updated>2022-08-02T03:47:55Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Style consistency, category consistency.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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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;
&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;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Mendell City, Biesel, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Biesellite, New Gibsonite, Valkyrian, Reader, Cetian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Tau Ceti Basic, 24 additional Recognized Languages.&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Biesel maintains the [[Technology#Currency|&#039;&#039;&#039;Biesel Standard Credit&#039;&#039;&#039;]] as its official currency, with the some segments of the Corporate Reconstruction Zone still utilizing the Solarian Standard Credit. &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 [[Einstein Engines|Suzuki-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;
==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;
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===[[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;
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===[[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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Biesel calls 2.jpg|400px|thumb|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Although Tau Ceti Basic has prospered as the official language of Biesel ever since it’s founding, it has undergone a significant amount of change thanks to the linguistic and cultural additions of the Republic’s many immigrants. Linguists have noted that the originally Solarian-born tongue is highly susceptible to both human and alien pronunciation, making accents easy to detect. Due to its multicultural roots, though, little was done to interfere with its natural progression in schools and the general population — Biesel’s government continues to frequently tout Tau Ceti Basic’s many forms to this day. Many actors and singers are especially famous for embracing (or in more dishonest cases, emulating) foreign accents to reach new target audiences or for plain clout. Unsurprisingly, these differences are also used by politicians to tie their voters together or draw lines between them. ‘Pure’ Biesellite accents are mostly a mark of prestige used by diplomats and influential business workers, usually obtained naturally through being born into long-established immigrant families, gradually eschewing their former pronunciation as a result of distance.&lt;br /&gt;
&lt;br /&gt;
A noticeable byproduct of this multiculturalism is the abundance of foreign slang used by a wide range of Biesellite citizens. Drawn from just about every corner of the Spur, these words and sayings are often thrown into sentences with little care for grammar, with alien immigrants especially finding it hard to let go of old customs. Humans, who generally have an easier time with Tau Ceti Basic, are known to pick these remnants up through living and working close to alien-dense districts. Truly bizarre combinations of dialects and slang emerge from these relationships, which tend to confuse completely foreign listeners, but are the beating heart of culture for urban Biesellites. &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;
&lt;br /&gt;
Stemming from the sentiments brought by the [[Sol Alliance|Solarian Alliance’s]] ineffective response to the Second Great Depression, and the assistance received from the megacorporations - primarily [[Nanotrasen Corporation|NanoTrasen]] - that kept it stable before and after its independence, the Republic of Biesel’s culture is largely pro-megacorporation and rather anti-Solarian. It emphasises freedom, duty and inclusivity - tailored by what the fledgling republic has endured during its brief existence as an independent nation, further propped up by entities such as the [[Stellar Corporate Conglomerate]] who wield considerable influence within the Republic of Biesel and those that call it home. &lt;br /&gt;
&lt;br /&gt;
Prior to its independence, [[Tau Ceti]] was a self-governing territory of the [[Sol Alliance|Solarian Alliance]], with many directly experiencing its ineffectual administration and backwards approach to colonial enforcement by oppressing any opposition to its power into submission. Its inadequate response to the &#039;&#039;&#039;Second Great Depression&#039;&#039;&#039; was the catalyst to the long road to independence for Biesel, as well as the beginning of the anti-Solarian sentiment within its populace. Anti-Solarian views only further grew as Unity Station enacted policies to the detriment of the Republic, reaching its all-time high in 2462 after two failed invasions by ‘rogue’ admirals commanding the Alliance’s excessively large fleets. As a result, many reject ‘Solarian’ entertainment, literature and ideologies that stray toward anything pro-Solarian, with more patriotic citizens of the Republic going so far as to organise informal boycotts to further push for suppression or even banning of these ‘Solarian’ commodities and notions. &lt;br /&gt;
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Despite the controversies generated by corporate involvement in the Republic of Biesel, they are ultimately received particularly well by its citizens. Most of the services provided by the State in other independent nations find themselves privatised — the responsibilities passed on to the [[Stellar Corporate Conglomerate]] as they render the services, further reinforcing their stranglehold on the fledgling Republic. Regardless, the Conglomerate performs its duties well, further reinforcing the doctored image of their necessity and the overall pro-corporate sentiment among Biesellites. &lt;br /&gt;
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With an emphasis on &#039;&#039;&#039;freedom&#039;&#039;&#039;, &#039;&#039;&#039;duty&#039;&#039;&#039; and &#039;&#039;&#039;inclusivity&#039;&#039;&#039;, the Republic of Biesel has developed a culture that enshrines individualism alongside its other core principles, resulting in it becoming one of the Republic’s highest regarded tenets. The notion of a fully independent Republic, free from outside influences, has only been further strengthened in light of the recent encroaches by the [[Sol Alliance|Solarian Alliance]]. It has further evolved to include individual freedoms, reinforcing the idea that the Republic of Biesel should take a laissez-faire approach to the economy, and minimise its role in regulating the life of its citizens - an idea that is considered embodied within the Constitution of the Republic. Many citizens strive to uphold the concept of a ‘truly free Republic’ — although conveniently these same citizens do not consider corporate influence on the Republic as detrimental to keeping it free. &lt;br /&gt;
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There is a strong sense of duty among Biesellites, existing as protectors of freedom, represented as the Republic of Biesel, which “fights to keep the light of liberty shining in the face of all those that wish to extinguish it” — a number that continues to grow as the Republic maintains its independence. The Republic of Biesel advertises itself as the beacon of liberty within the Orion Spur, promoting the concept that anyone can thrive in Biesel, regardless of their background, and is heavily emphasized in order to reduce conflict between its citizens and migrants, considered integral to the corporate-led economy. Furthermore, the duty to protect the Republic’s ideal is critical and exists even as the Republic of Biesel incorporates the secondary states or the [[Corporate Reconstruction Zone]]. This represents itself as the [[Tau Ceti Foreign Legion]], a pool of willing volunteers capable of defending the Republic of Biesel, marketed to migrants as a way of acquiring citizenship which has secured the Legion with a steady flow of recruits. Patriotism is common among born-Biesellites, an instilled sense of duty thanks to the Biesel education system, where Republican ideals are often drilled to be upheld by students from an early age. In the Tau Ceti context, these ideals often find themselves congruent with the wishes of the Megacorporations, a convenience that is oftentimes highlighted by academics outside of the Republic of Biesel. &lt;br /&gt;
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Immigrants exposed to the Biesellite culture have differing views on it, with humans from the [[Sol Alliance|Solarian Alliance]] or [[Coalition of Colonies|Coalition]] finding it easier to acclimate by virtue of the Republic being a human nation with human ideas not entirely foreign to them. Most non-humans who come to the Republic will find themselves experiencing a severe form of culture shock in comparison, as a result of being exposed to a completely foreign culture. Stereotypes popularly held by citizens of the Republic such as [[Unathi]] being violent, [[Skrell]] from the Federation being socially inept, or [[Empire of Dominia|Dominians]] being snobbish royals can be attributed to immigrants trying to interact with a culture that is different from the one they came from. Although the Republic and the Megacorporations encourage taking part in courses for immigrants and citizens alike to prevent these stereotypes from proliferating, animosity and prejudice between the two groups continue to be rife in the average Biesel workplace.&lt;br /&gt;
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The Republic of Biesel has established support networks with the goal of assisting those who have just arrived in [[Tau Ceti]]. Through the megacorporations other resources are made available to facilitate the integration of immigrants into the Republic of Biesel; these groups are usually segregated by background, with immigrants being referred to support networks that consist of their own species or nation, linking them to pre-existing communities that will be able to handle the bulk of the work required to integrate them into the Republic. Oftentimes these pre-existing communities have their destitute status reinforced as these expatriates continue to arrive, with the Republic of Biesel funnelling them. Examples of these communities are Tajara within [[Little Adhomai|District Six]] and [[Mars|Martian]] refugees that wound up in [[Biesel|Ports-Ville]] following the Violet Dawn Explosion. The Tau Ceti Foreign Legion is also used as a tool to better integrate migrants to the Republic, enforcing mixed units that force volunteers to serve alongside other species and cultures that are not their own. It is believed that exposure to new cultures and ideas along with the camaraderie that comes with military service would replace existing beliefs with ones more compatible with the Republic of Biesel and its philosophy. &lt;br /&gt;
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=== Life in Tau Ceti ===&lt;br /&gt;
&lt;br /&gt;
Tau Ceti is one of the most developed systems within the greater Orion Spur, owing to it being the ‘capital’ of the economic hegemon that is the Republic of Biesel. Almost every aspect of life in Tau Ceti is impacted by the Stellar Corporate Conglomerate or its subsidiaries — even the most minute detail of life can often be traced back to the megacorporations. Regardless, life in Tau Ceti is said to be of a higher quality than most places in the Spur, excluding the respective capitals or developed worlds of other sovereign nations, due to their handling of almost every desire or need that the Republic’s citizens may have. &lt;br /&gt;
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Despite several failed attempts at destabilizing the fledgling republic, Tau Ceti remains stable in the face of all that it has endured, even now with the growing anti-corporate and seditious organisations within the [[Corporate Reconstruction Zone]]. Tau Ceti is still seen as the “true” Republic of Biesel to many and has resulted in a condescending perspective of those that reside within Tau Ceti to the “second staters” or those in the abandoned Outer Ring of the [[Sol Alliance|Solarian Alliance]] with some using unfounded claims that those in the Zone wish to see the Republic of Biesel collapsing, similar to the [[Sol Alliance|Alliance]] &lt;br /&gt;
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Due to the multiculturalism present within the Republic of Biesel, Tau Ceti has become a bastion of immigration since its independence. Life in Tau Ceti is shared among many cultures, from the highest mountains on Adhomai to the beaches of Silversun, there are billions within the Republic that have their own way of life, with every journey unique. This projects itself into the cities across Tau Ceti, especially Mendell City which finds itself de facto segregated into ethnic enclaves — a prime example being [[Little Adhomai]], [[Flagsdale]], or the [[Starlight Zone]]. Those within these ethnic enclaves bring a little bit of their culture with them to Tau Ceti, resulting in cultural hot pockets that are replications of their origin. &lt;br /&gt;
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==== 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;
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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;
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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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After an appeal by NanoTrasen in 2464, which proved that Einstein Engines had illegally acquired assets within Phoenixport, much of the corporate assets found themselves up for grabs yet again. Despite assistance from Idris Incorporated, NanoTrasen failed to secure a majority holding within Phoenixport, with Einstein Engines continuing its hegemony over the city. Subsequently, the discrimination faced by those in Phoenixport by local law enforcement has decreased significantly, as well as the &amp;quot;random&amp;quot; searches of Phoenixport-flagged spacecraft. Some of those forced from their homes during the original dispute have since begun to slowly return.&lt;br /&gt;
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=== Literature ===&lt;br /&gt;
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Literature in the Republic of Biesel is rarely regulated, and almost anything is written can find itself proliferated. What little is regulated typically is comprised of publications that are associated with radical anti-corporate elements, viciously hunted down by those within the Conglomerate and promptly “restricted” within the Republic of Biesel. Possession of these restricted publications oftentimes results in harsher punitive corporate sanctions should those hoarding them be proven to have ideals that align with the seditious, radical notions within these anti-corporate writings. &lt;br /&gt;
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==== Notable Books ====&lt;br /&gt;
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*&#039;&#039;&#039;Trasen: Rise to Prominence&#039;&#039;&#039;&lt;br /&gt;
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Published as a holobook in 2449 by [[Nanotrasen Corporation|Ingi Usang Entertainment Company]], [[Notable Humans|Xavier Trasen’s]] autobiography (composed as a mixture of both his own anecdotes and holovid recordings) was written during his time as the Orion Spur’s wealthiest individual — leading NanoTrasen from its origin on Mars, to a megacorporation that soared higher than any other before it. It is one of the most sold books within the Republic of Biesel and continues to bring in revenue for the NanoTrasen subsidiary. &lt;br /&gt;
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*&#039;&#039;&#039;The Corporate Revolution&#039;&#039;&#039;&lt;br /&gt;
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A “restricted” publication within the Republic of Biesel, &#039;&#039;the Corporate Revolution&#039;&#039; contains within it anti-corporate ideals, with an emphasis on the compounding issues created by the reliance on Megacorporations within both Tau Ceti and the greater Orion Spur. Despite its status as a prohibited text, the Tau Ceti Revolution is easy to gain access to outside of the Republic of Biesel, with most of its copies being sold on [[Himeo]] — and promptly smuggled into the Republic. Self-published in 2456 by a Himean-descended Biesellite, &#039;&#039;&#039;Juuso Palander&#039;&#039;&#039;, who died following a freak accident relating to a malfunctioning NanoTrasen Personal Digital Assistant device. &lt;br /&gt;
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*&#039;&#039;&#039;Song Boy&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Written in 2456 by a New Hai Phongese immigrant, &#039;&#039;Song Boy&#039;&#039; follows the life of its author Kraisingha Saeli as his family leaves behind Cua Song and Kraisingha’s beloved Tinh Than Block. Much of the book deals with the culture shock and how it impacts Kraisingha’s family. Over time the Saeli family begin to adjust to Tau Ceti life by adopting some of the cultures and finding new niches and interests in Cape City. In particular, some focus is given to Kraisingha’s older sister who at first is infuriated with how corporate Tau Ceti is. Kraisingha shares this opinion at first but the two eventually come to peace with the corporations as they begin to enjoy the benefits that they bring. The novel&#039;s name comes from a nickname Kraisingha gets from classmates in school. The book was popular on release and has become part of the curriculum for Tau Cetian schools.&lt;br /&gt;
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=== Television ===&lt;br /&gt;
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==== Rock It! ====&lt;br /&gt;
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Started in 2435 and now running continuously for decades, &#039;&#039;Rock It!&#039;&#039; is a comedy skit show featuring celebrity guests. It alternates between skits, stand up, guest interviews and bands. Its long run is owed to a revolving door of comedians and its willingness to satirize matters of the day. The show’s run is split up by fans into what they dub “Eras” with the leading producer usually defining them. The first era is Joan Renard’s era. This was characterized by a low-cost production as the show just began, reliance solely on skits and guest comedians, and is considered by most fans to be the best era with its aged content being the main detriment. 2447 to 2458 was the Zan Kellard era that transformed &#039;&#039;Rock It!&#039;&#039; into the modern media powerhouse it is today. Kellard had brought on celebrity guests, greatly expanded the roster of show workers and writers, and invested heavily into better sets. Unfortunately, Kellard would later die during Frost’s Invasion. It is a 64tan-based conspiracy theory that he was killed by Solarian Marines despite the official cause of death being a brain aneurysm. Since then &#039;&#039;Rock It!&#039;&#039; has enjoyed great success and spread under Deven Paraiyar, a former Idris showrunner who later brought &#039;&#039;Rock It!&#039;&#039; under [[Idris Incorporated]]’s ownership. The viewership numbers in the billions and spread across Sol, Elyra, and Tau Ceti. Much of its content currently focuses on satirizing the chaos of the [[Corporate Reconstruction Zone]] and [[Human Wildlands|Solarian Wildlands]] with a pro-SCC bent. &lt;br /&gt;
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==== De Rosa Nights ====&lt;br /&gt;
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De Rosa Nights is one of Biesel’s most popular dramas. The series centres around a group of Human and [[Skrell]] cadets in the [[Mendell City]] Police Academy who grow close to one another, graduate into the same precinct in Vega De Rosa and begin to grow apart as they struggle with their own issues and the crime on the streets. Eventually, the officers go on to become detectives, SWAT officers, or even sergeants and lieutenants. The series began in 2452 shortly after Biesellian independence and has been lauded for centring seasons around real-life issues and concerns in Tau Ceti. This has earned it some criticism from those who believe &#039;&#039;De Rosa Nights&#039;&#039; unfairly depicts Tajaran smugglers as being obsessed with explosives, Unathi hitmen as being utterly bloodthirsty and amoral, and how it heavily leans into anti-Vaurcae attitudes. The recent season centring around the attempted bombing of the [[Starlight Zone]] famously led to a long-working actor, Juux’xi Ooz departing the show as they felt that the show’s direction was leading it to become careless in how it deals with its subject matter. &lt;br /&gt;
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==== METAL CRUSHERS! ====&lt;br /&gt;
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&#039;&#039;METAL CRUSHERS!&#039;&#039; is a professional “exomechanical” wrestling promotion, mainly performing shows involving Exosuits and Hardsuit fights. While created in 2435 by a dozen like-minded individuals, the franchise truly met success after its acquisition by [[Zavodskoi Interstellar]] in 2438, and contracted [[Nanotrasen Corporation|Ingi Usang Entertainment Company]] to start airing its shows in 2446, being where the franchise finds most of its viewers despite their website hosting records of all of their fights and shows. Ever since, &#039;&#039;METAL CRUSHERS!&#039;&#039; has been gaining more notoriety, its founder acting as a host for most of the bigger shows, Frederick Marksman, a loud, cheerful man who happens to be constantly over-excited about exosuits fighting in an arena, at least in front of cameras. As one of the first exomechanical wrestling promotions, &#039;&#039;METAL CRUSHERS!&#039;&#039; has been a pioneer in the field for better or for worse, with some tragic events nearly ending the whole franchise on several occasions. Many new promotions have been formed throughout the Spur, trying to achieve the same success as &#039;&#039;METAL CRUSHERS!&#039;&#039; One example is  &#039;&#039;BENT STEEL&#039;&#039;, a Solarian imitation. &lt;br /&gt;
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Debates as to how much of &#039;&#039;METAL CRUSHERS!&#039;&#039; is still controlled by Marksman are ongoing, with the founder making allusions to Zavodskoi leadership. However, it is generally assumed that he still has enough influence on the creative end. &#039;&#039;METAL CRUSHERS!&#039;&#039; holds a championship every year all over Biesel, where the best teams and pilots of the Spur clash for a title in their respective leagues, Hardsuit or Exosuit, team fights or duels.&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
Biesellite fashion trends focus on individuality. Much of it it doesn’t conform to the general trends that exist within the Orion Spur and is largely its own style — Biesellite Classic — with divisions of Caishen Jewellers and [[Idris Incorporated|Le Soleil Royal]] specifically devoting time and effort in order to cater to the market presence within the Republic of Biesel. Flared trousers, halter tops, bell bottoms, sweater vests and pleated pants are all commonly sighted within Biesellite Classicism. Accessories made of wood, stones, feathers and beads do remarkably well within the Republic, according to [[Idris Incorporated|Caishen Jewellers]]. Certain aspects of non-human fashion have been incorporated into Biesellite Classicism, creating new subsets of the fashion trend. This is doubly true for non-humans who combine their own cultural fashion with choice pieces popular in the Republic. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
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Original Biesellite cuisine has its roots in many old-Earth cultures, mainly in continental Europe, but influences from central Asia, Africa, and North and South America can also be seen. With each new species that made first contact with humanity, however, a noticeable impact on Biesellite food culture was made. It is common to see Humans enjoying a more ‘human’ take on alien foods, with popular choices being Skrell or Unathi dishes having their flavour profiles replicated using more local ingredients. Tajaran cuisine is also quite popular, with most Adhomian exports being sent to the Republic of Biesel; for the most part, however, ‘genuine’ Tajaran cuisine using authentic Adhomian ingredients can only be found in areas that have a significant Tajaran population.&lt;br /&gt;
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==== Notable Dishes ====&lt;br /&gt;
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*&#039;&#039;&#039;Xuizi Rissoto&#039;&#039;&#039;&lt;br /&gt;
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A dish heavily inspired by what can be found in an old-Earth culture from continental Europe, with a notable Moghesian influence replacing the wine acidity instead with that sweetness of Xuizi juice. It gained traction after Unathi migrants fleeing the Contact War found themselves within the Republic of Biesel, without any of their native flora or fauna nearby. &lt;br /&gt;
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*&#039;&#039;&#039;Getmore Corporation Candy&#039;&#039;&#039;&lt;br /&gt;
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NanoTrasen’s dominance of Tau Ceti has resulted in its subsidiary’s status as a staple provider of prepackaged foods, most notably Getmore Corporation’s candy bars. They are commonly found in the vending machines on either space stations or interstellar ships - and easily within the cabins of their crew, thanks to its relative cheapness. &lt;br /&gt;
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*&#039;&#039;&#039;V’krexi Wrap&#039;&#039;&#039;&lt;br /&gt;
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Shortly after the Vaurca arrived to Tau Ceti, some Zo’ra Hive Workers were desperate to adapt to the new society and its economical system. As a result, after learning of human street food, Ka’Akaix’Grilk Zo’ra, a Queenless Vaurca, decided to experiment with a flavour that would entice humans. The V’krexi wrap is similar to a dürüm or a burrito, usually filled with fresh vegetables and meat. However, a special sauce is used, which is made from a special gland found in the V’krexi, known for its exotic flavour. Although not dangerous to other species, the dish has been criticized after the mycosis outbursts caused by illegal k’ois farms. The V’krexi wrap remains unregulated and has attracted other species to sell their own versions, with unique speciality sauces and ingredients. Newer recipes developed by Vaurca vendors mix different flavours from other cultures, sometimes unsuccessfully. &lt;br /&gt;
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*Several others can be found in the [[Starlight Zone]] and [[Little Adhomai]]. &lt;br /&gt;
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=== Architecture ===&lt;br /&gt;
==== Notable Monuments ====&lt;br /&gt;
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*&#039;&#039;&#039;Monument to Independence&#039;&#039;&#039;&lt;br /&gt;
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This monument consists of two parts. The main part of the statue is a large hollow brass globe representing Biesel, containing a constantly burning torch in its centre to represent the beacon of liberty that Biesel is meant to represent. Atop of the globe is the famous ‘Masked Legionnaire’, a statue made separate from the globe and added on after the fact once the Tau Ceti Foreign Legion was founded. The Masked Legionnaire is a bronze statue of a fully armoured, nondescript Tau Ceti Foreign Legionnaire meant to represent all volunteers who have served in the Legion, and is notable for being designed in such a way that the viewer is unable to fully determine the race or gender of the legionnaire, allowing it to be representative of all legionnaires formerly or currently in service. The Monument to Independence can be found in front of the Capitol building within District One.&lt;br /&gt;
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*&#039;&#039;&#039;Freedom&#039;&#039;&#039;&lt;br /&gt;
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Representing the Republic’s acceptance and inclusivity, regardless of species or origin, the Freedom effigy portrays a sense of duty, placing emphasis on upholding the Republic of Biesel’s interests and those willing to fight for its ideals. It depicts both a Human and a Skrell, shaking their hands, in front of a burning torch alongside the Republic of Biesel’s flag. The flag has a Dionae Nymph on its mast, with a Unathil, Vaurca and Tajara at the base of the torch. The statue is unique in that it is frequently moved around the different cities of Biesel. Currently, it is displayed in Belle Cote as part of an exhibition on xeno-human history at one of its museums.&lt;br /&gt;
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*&#039;&#039;&#039;Immigration Museum&#039;&#039;&#039;&lt;br /&gt;
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Opened in 2460, the Museum of Immigration is an institution dedicated to the history of the alien immigrants in Tau Ceti. The museum has wings containing artefacts and testimonies related to every species who moved to Biesel. The building&#039;s outside is made in the traditional biesellite style, while the sections use the alien architecture they represent. Civilians and governments have donated items to its exhibitions.&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;
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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;
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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;
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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;
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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;
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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;
&lt;br /&gt;
===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. When mentioning both entities, they are often referred to as the Republican Congress. &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;
&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 borders of the Corporate Reconstruction Zone, 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, which operate from bases in the core of the system and very near to the NTCC [[Odin]]. &lt;br /&gt;
&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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Pluralist Universalism ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; ====&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;
&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;
==== Nralakk Protectionism ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&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;
==== Biesellite Hadiism ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&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;
==== Biesellite Insularity ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Political Parties ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Unity ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&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;
==== Social Progress Front ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&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;
==== Hadiist Party of Biesel ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&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;
==== Egalitarian Coalition ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&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;
==== Free Party ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Konyang&amp;diff=25750</id>
		<title>Konyang</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Konyang&amp;diff=25750"/>
		<updated>2022-08-02T03:47:11Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Konyang_pixel.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originally established in 2305 as a Solarian Alliance Outer Ring planet, Konyang is presently one of the more distant outposts under the Coalition of Colonies. Konyang’s capital city Suwon, the largest settlement on the planet, is built upon a natural formation that defines most of Konyang&#039;s geography: islands with large interior mountains that feature lush, but soaking wet, coastal jungle regions. Konyang was initially a relatively average Outer Ring settlement intended to export water, before the discovery of mysterious, deactivated drones in 2407 led to a robotics boom occuring on the planet that lasted well into the 2450s. The Konyang of today is a planet renowned for its robotics industry, though some of its initial luster has faded in the years following its boom. Water, however, remains a key industry - the planet has a remarkably low salination level, meaning that essentially all of its water is drinkable. Konyang Solarian Common, or Konyang Common, is the most used language on the planet inside and outside of major population centers. Due to its proximity to the Coalition of Colonies planets, Coalition member planets often import water from Konyang. In major cities and universities, Tradeband can be found being spoken, though it remains rare. Speakers of the language are generally from off-planet, moving to Konyang during its robotics boom. Konyang almost completely lacks valuable minerals due to intensive mining efforts carried out by drones—whose source remains unknown—hundreds of years before it was colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because of the ethnic make-up of Konyang&#039;s original settlers and assimilation of immigrants into the native population during the first AI boom, human characters born on Konyang will have appearances consistent with the people of China, the Korean Peninsula, and Japanese Islands. Only native Konyangers or Konyang-made IPCs may select the Konyanger accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Life on Konyang==&lt;br /&gt;
[[File:Konyang flag.png| The Konyanger flag was adopted in 2462, having unofficially been used by pro-autonomy circles long before the declaration of independence. The traditional taitju represents peace and harmony as the highest values of the new state, with the color blue representing the waterways the planet is known for and yellow, their aim of prosperity. The white background represents Konyang&#039;s purity.&lt;br /&gt;
|thumb]]&lt;br /&gt;
The Konyang of the 2460s bears little resemblance to the minor colony of 2305. Expansive cities dot its islands, with everyday life flowing very similarly to other advanced societies abroad. However, cities outside of the more famous robotics research and production centers have a lower standard of living, with most being employed in water-related industries or manufacturing jobs. Even worse, many of these former &amp;quot;boom towns&amp;quot; of the robotics industry are entering into a spiral of decay due to an inability to continue to maintain their buildings and utilities due to the sheer price of importing materials from offworld, which has led to a flight from small to moderate sized urban centers into major industrial cities - worsening an already-existent problem of overcrowding.&lt;br /&gt;
&lt;br /&gt;
A lack of raw materials on the planet means that prices on fabricated goods are often exorbitantly high, only kept down by generous government subsidies. Most Konyangers in the large cities own a small apartment - often called a &amp;quot;shoebox studio&amp;quot; - at best, with only the extremely rich having buildings of their own. Streets, already chaotic due to the quickly-built nature of Konyang&#039;s urban centers, are typically snarled in traffic due to overcrowding. The snarled traffic is, in an odd way, a symbol of pride for some Konyangers. The mere fact that they have enough vehicles to have traffic issues is, compared to the rest of the outer ring, a symbol of the prosperity that has resulted from the planet&#039;s robotics industry.&lt;br /&gt;
&lt;br /&gt;
Life on less populated islands and areas is generally regarded as more carefree, with coastal villages being relatively self-sustaining and free from the complicated stresses and cramped environments found in cities. Such settlements are dedicated almost entirely to aquaculture, farming fish and algae, as well as moss. Surprising as it may be, many IPCs find themselves in these communities, finding work in manual labour or in the fields. It is not uncommon for a village to possess a repair shop and charging stations dedicated to synthetics. Much care is also given to keep the traditions of the original colonists alive, with old rituals and festivals thriving and sometimes only found in the rural villages. The government is very supporting of such customs, not only for the planet’s cultural heritage but also as an important tourist attraction.&lt;br /&gt;
&lt;br /&gt;
Konyang’s high population density and disparity in standards of living have only been worsened by waves of refugees from the Human Wildlands. Plentiful reserves of food and water have ensured that the planet remains a popular destination for anyone attempting to escape the conflict now gripping the Sol Alliance despite a lack of resources or infrastructure to take care of them. The quick solution of Konyang’s government came in the form of very harsh immigration laws. The bare minimum of aid is provided, with food, water, and basic shelter offered in refugee camps controlled by the army on sparsely populated islands. From there, refugees await their relocation to a different Coalition planet. Although those with special skills, especially in the fields of robotics or agriculture, are often sponsored by Konyanger corporations to gain residency, the vast majority of them are regarded with mistrust or condescension; being seen as threats to the harmony of Konyang, or as freeloaders.&lt;br /&gt;
&lt;br /&gt;
Local businesses exist on the planet, and in some cases, may even thrive, but are more than often eclipsed by Einstein Engines. The megacorporation owns a number of subsidiaries on the planet in many different sectors, most notably, Terraneus Diagnostics, which regularly bankrolls and invests in government initiatives in exchange for their continuous presence, retaining of their original research facilities and control over the vaults, even if IPC production and exports are now handled by state run companies. They occasionally butt heads with Zeng-Hu Pharmaceuticals, especially in the realm of IPC research, though the former retains minimal influence when compared. The Terraneus facilities on the planet mainly handle shell research and positronic brain production for export to the Coalition.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The once Solarian planet of Konyang was first discovered in 2278 by a long-range scouting probe, but was initially passed over for colonization due to the Interstellar War and the aftermath of the Second Great Depression. By 2298, the Solarian Alliance realized that more expansion was needed in the outer ring of its control to ensure its claims and keep a close eye on the Coalition of Colonies Systems near its frontier. By the start of the 24th century, efforts were underway to colonize the planet, with the first settlers setting foot on the planet in 2305, founding the city of Suwon. These settlers were primarily pulled from Earth&#039;s more economically depressed areas. Colonists from East Asia were tapped in particular, lured to the frontier of Solarian space by the promise of a better life. &lt;br /&gt;
&lt;br /&gt;
These initial settlers to Konyang rapidly realized two things. First was that the planet was almost completely freshwater, which was a massive boon for the original colonists. Second was that the planet almost completely lacked valuable minerals, with preemptive drilling operations finding paltry amounts of iron, and evidence of collapsed mining tunnels. The reason for this utter lack of resources would not be discovered until 2404, when a surveying team uncovered a technologically advanced drone of unknown origins within a partially collapsed mining shaft. Though corroded by centuries underground, the drone was intact enough to be brought back to a facility in the nearby city of Point Verdant, and reported to Sol government authorities. Sol auctioned off the rights to the drone, with Einstein Engines winning the bid. The drone was transported to a Terraneus Diagnostics prefab facility built on Konyang which then took on the project.&lt;br /&gt;
&lt;br /&gt;
Despite the lack of minerals, the nigh-unlimited supply of freshwater, clean air, and arable, if limited, land led to a decently sized colony centered mainly around agriculture. Keeping in line with its original purpose as a listening post for the Sol Navy, the 58th Fleet was stationed in the colony, resulting in a modest but prosperous shipping industry to sustain it. Its position along the border with the Coalition was one of the factors that led to the construction of a bluespace gate decades later.&lt;br /&gt;
&lt;br /&gt;
Over the following years, Terraneus Diagnostics engineers and scientists in Point Verdant gradually began to piece together more and more about the drone. By 2405 carbon-dating had placed the drones within the Skrellian Glorsh era, though the true source would remain unknown and their designs failed to match with any previously known robotics. On their part, the skrell refused to comment on the matter, dismissing it entirely. More drones had been found in the intervening years, all in various states of disrepair. After centuries of exposure to nature there was simply not enough to salvage the AI routines of the machinery. Mining equipment was improved by analyzing the construction of the drones but the true crown jewel, the AI on-board, remained frustratingly elusive. However, in 2406, everything changed through utter happenstance.&lt;br /&gt;
&lt;br /&gt;
In the middle of the dry season a Terraneus survey team searching for more drones to pick apart stumbled across an odd structure: a cave blocked off by an airlock of titanium. Aware that the planet was home to the mysterious mining robots, they cautiously opened the door to see what was on the other side. On the other side of the door were rows upon rows of preserved mining drones sealed inside a climate-controlled repair bay for centuries of inactivity. The severity of this discovery was immediately apparent to them. Words were had with the governor of Konyang by the local Einstein Engines representative, and it was decided to keep the drones a very closely-guarded secret - with only select Terraneus and government officials even being aware of their existence at all, let alone what was being done with them.&lt;br /&gt;
&lt;br /&gt;
The Terraneus research team worked feverishly, though in secret, for months upon months. Staff were quietly shipped in from offworld in order to not alert outside observers, and the team continued to work upwards of eighty hour weeks in order to crack the drones. In mid-2407, they achieved one of the most remarkable breakthroughs in recent scientific memory by cracking the AI algorithms of the drones. Information of this moved rapidly from the local Einstein Engines office up the corporate chain and moved equally rapidly up the government&#039;s chain from provincial office to Sol itself. The information spread like wildfire, and humanity now had the secret of AI despite not truly knowing from where or who these machines came from. This was little more than a footnote to the Jargon Federation - to them, these AI were crude and hardly approached the machines that had driven their civilization to ruin.&lt;br /&gt;
&lt;br /&gt;
The robotics boom of Konyang caused a variety of benefits and harms to the previously marginal outer ring planet. The economy ballooned massively, as did its standard of living and industries. Konyang moved from a rural backwater that exported food and water to a high-tech planet that still exported basic goods, but primarily focused upon robotics. Megacorporations flocked to the planet: Einstein Engines, already present through Terraneus, rapidly secured dominance over the planet; Hephaestus Industries struggled with Einstein dominated competition before selling its factories over to local government control in 2427; and Zeng-Hu Pharmaceuticals, despite its skrell benefactors, purchased rights to examine the planet&#039;s biosphere from Einstein. The fact that their prosthetic limbs were originally designed on this planet has been stated to be a &amp;quot;happy coincidence&amp;quot; by its board. Due to the mass arrival of corporations, jobs were readily available - the planet was booming.&lt;br /&gt;
&lt;br /&gt;
But, not all was well. The rapid expansion of Konyang&#039;s industries and cities had overtaxed the limited bureaucracy on the planet to the breaking point, and architects were in short supply. Urban planning on Konyang is estimated to be some of the worst in Alliance space outside of New Hai Phong as a result, with cities such as Point Verdant often having haphazard roads running through them and districts smashed together with no apparent rhyme or reason - a legacy of corporate jockeying for areas of interest, and the municipal corruption that came with it. There are countryside facilities originally utilized for drone research and retrieval that have, in recent years, fallen into disuse and disarray. Such facilities often dot the mountains and foothills of Konyang, slowly being overtaken by nature - sometimes with unfortunate results when these facilities have been improperly stripped of dangerous materials. The environment also suffered in areas where drones were found - jungles were cut or burnt away by corporations in order to get at the precious drones below, prefab buildings were orbitally dropped and erected, and landing zones were cut into the landscape itself. Many colonists on Konyang, which made their livings off of exporting water, became frustrated with this. They were almost universally ignored by the local government, which was (and is) receiving a great profit from the booming robotics industry.&lt;br /&gt;
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Though the robotics boom has declined since its peak in the late 2440s, it remains a large employer on the planet. Konyang produces many of both the brightest roboticists and two of the most renowned robotics universities in the Coalition of Colonies- the Suwon Solarian Institute of Robotics Research, a now independent university, and the Point Verdant Terraneus Institute of AI Research, a corporate university - can be found here, along with their famous rivalry. There is even talk of the Point Verdant Institute rivaling Solis Cognito in recent years, much to the joy of its sponsors. Hydroponics - in the form of waterfarms and literal water - remains an important, though secondary, industry on Konyang.&lt;br /&gt;
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As the phoron crisis worsened and Sol’s collapse grew nearer, tensions could be felt throughout the middle and outer colonies. Following the departure of the 58th Fleet from Solarian space, Konyang entered a five day period of silence. Once communications were reestablished, Konyang declared itself an independent state, seceding from the Alliance and joining the Coalition of Colonies shortly thereafter.  Although the planet’s liberal view on synthetics has made for easy integration with the Coalition of Colonies, tensions between Konyang and Burzsia have been observed.&lt;br /&gt;
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Now, as a free Konyang comes out to the world stage, strong government initiative has seen its large synthetic factories nationalised, rapidly introducing legislation to establish the relationship with Einstein Engines. While they still are the dominating megacorporation on the planet, Einstein has lost most of its heavy industry, though still retaining the important research facilities around the vaults, as well as a good portion of software and positronic brain creation.&lt;br /&gt;
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==Government==&lt;br /&gt;
[[File:Konyang.png|An image of Konyang, displaying mossy oceans and algae-covered water as the face of the planet. |thumb]]&lt;br /&gt;
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Konyang is organized as a federal parliamentary democracy headed by a ceremonial President, the former colonial governor Hyun Kyung-Ho being elected to the position after independence. The prime minister is elected by the free citizenry every four years, and is the leader of the governing party in the Parliament of Konyang.&lt;br /&gt;
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Due to the geographical isolation of many of its islands, its cities developed as mostly independent regions. As such, it is now organized along the same lines, the planet being divided into five largely autonomous Prefectures, each headed by an elected Governor and a government-appointed Prefect for federal matters. Although there are laws at the federal level, prefectures are given a great deal of autonomy when running day to day affairs, each having its own legislature and executive. For instance, each region often maintains its own public services, with the central authorities only stepping in when the local government has proven unable to meet the standards set by federal law or the constitution. The most prominent piece of federal legislation in effect is the equality of synthetics and organics.&lt;br /&gt;
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The legislative branch is comprised of the Parliament of Konyang, seated in the capital city of Suwon. Elections are held every four years with parties contesting the 300 seats. Members of Parliament are elected on a prefectural level, each prefecture assigned a fixed number of seats based on population. This arrangement, while seen as satisfactory by the majority, is regularly criticised by the politically active IPC community in the country as “biased and unfair”.&lt;br /&gt;
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Planetary politics are found on both a national and prefectural level, with almost every party running in local and national elections. Polarisation is fairly limited, the vast majority of Konyangers rejecting the extreme views put forward by radical political movements in the country that tend to be marginalised. IPC politicians do exist and are found in every major party, though most can be seen sitting with the National Party of Konyang, a pro-synthetic movement, run by and representing the interests of the IPC population, currently leading the opposition with a large 32% of the vote.&lt;br /&gt;
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===Konyang and the Coalition===&lt;br /&gt;
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Shortly after its independence in late 2462, Konyang successfully applied for membership in the Coalition of Colonies in order to gain steady trade partners and better protect itself after the sudden collapse of the Sol Alliance. Readily accepted owing to their strategic position and innovative robotics industry, the planet’s relationship with its new partners quickly flourished based off of a mutually beneficial exchange of resources and information - Konyanger engineers, scientists, and technical designs now finding themselves prized throughout the Coalition. Common goods traded between the planets include vast amounts of moss, seaweed, and algae to feed lesser-off colonies, particularly in the Frontier, in exchange for raw materials. The planet’s military also finds itself frequently consulted when dealing with border patrols in the Solarian Wildlands, owing to their familiarity with the rest of the Alliance.&lt;br /&gt;
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Despite the rosy relationship Konyang now shares with the Coalition, the planet has refused to compromise on the topic of citizenship, insisting that Coalition citizenship only grants temporary access to the planet, the local government being given the authority to bar or allow all entrants. This move has been cited by observers as driven by the sudden influx of refugees and IPCs from the Sol Alliance, while others cite Konyanger cultural closed-off attitudes as the government’s motives. &lt;br /&gt;
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Consequently, outside of tourists and refugees, Konyang only accepts residents and citizens under the following criteria:&lt;br /&gt;
* Residents must have a work visa, only furnished by online, off-planet request when sponsored by a Konyang-based employer, or have family on the planet.&lt;br /&gt;
* In order to apply for citizenship, a resident needs to have lived on Konyang for 10 years, be financially self-sufficient, and have committed no felonies.&lt;br /&gt;
* Organics and IPCs are equally eligible to apply for residency or citizenship.&lt;br /&gt;
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===Military===&lt;br /&gt;
&lt;br /&gt;
Konyang’s military, also known as the Konyang Armed Forces, was first formed shortly after the colony’s independence from personnel of the former Solarian garrison. As a result, it carries a lot of the traditions of the Solarian Armed Forces. Bolstered by conscription laws requiring both organic and synthetic citizens one year of mandatory service, the KAF possesses Army, Navy and Space branches. IPCs are actively recruited and accepted into the military, mostly forming their own units. This segregation is justified by the government as based solely on the differentiating capabilities, logistical needs and skills between man and machine.&lt;br /&gt;
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That claim does hold true to an extent, with IPCs taking a more active role in special forces formations, dealing with operations requiring levels of precision and focus that artificial intelligence can easily provide. A famous example is the army’s Mechatronic Corps, an elite unit utilising large, leftover battle mechs retrofitted for a pair of pilots. Such a force is unique in the Coalition, and is often used abroad in operations under broader CoC military command. Mixed infantry units of conscripts do exist, fielded in border patrol tasks or assigned garrison duty.&lt;br /&gt;
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Notably for a 25th century military, the Navy maintains a very large aquatic force which it uses to patrol the vast oceans of the planet. Regularly described as more of a coast guard than a military arm, it is more geared for domestic policing than combat, consisting mostly of ships acting as launching points for many smaller, coast guard type patrol vessels. that patrol the vast expanse of the planet’s waterways and launch military aircraft. &lt;br /&gt;
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Its spaceborne element consists of obsolete vessels donated by Coalition planets, partially brought up to a modern standard by the planet’s technology and manufacturing sector. In 2463, the KAF’s main tasks include protecting the Republic from pirates and policing the large influx of refugees from the Human Wildlands, regularly pushing them to other planets within the Coalition as per Konyang’s strict migration laws.&lt;br /&gt;
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===Crime and Law Enforcement===&lt;br /&gt;
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====National Police====&lt;br /&gt;
[[File:Konyanger Police Ranks.png|thumb|In order to organize the National Police and smooth cooperation between prefectures, a unified rank structure was adopted shortly after its formation.]]&lt;br /&gt;
Despite its federal nature, the main law enforcement agency on the planet is the National Police, formed after Konyang’s independence from the merging of a number of local and specialised agencies under the then Solarian authority. One major change since then has been the introduction of synthetic officers in all positions and ranks, while also creating special divisions suited best for them. Police gear remains rather antiquated for the era, the force still using old Solarian equipment and stocks from the colonial garrison, meaning that much of the tactics and thinking remain unchanged. Considered tame by Alliance standards, the National Police places an emphasis on preventative policing, building rapport with local communities, and relying on a sense of civic duty from the populace to perform its duties. Despite this, the National Police has nonetheless received criticism for occasional incidents of corruption and brutality, mostly against synthetic citizens. This is more common in remote departments and conservative prefectures, where the sudden inclusiveness of synthetic officers with equal pay and opportunities is seen as a threat. Such incidents aside, government efforts for the modernisation of the National Police are ongoing.&lt;br /&gt;
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The police is subject to the Ministry of Public Safety in Suwon and is organised at the national level, with local departments answering to the assigned hierarchy in their prefecture. Special divisions are deployed to deal with various policing duties, their size ranging from a whole new branch to Special Robotics detachments specialising in detainment of volatile synthetic suspects. The largest of these subdivisions and arguably the most important, the Coast Guard is the maritime arm of the National Police, operating a fleet of shore and sea patrol vessels in their mission to enforce the law at the huge array of islands and in Konyang’s waters. As the planet is surrounded by oceans, the Coast Guard has proven itself essential to the battle against smuggling and piracy while also assuming search and rescue duties during flooding, tsunamis and other catastrophes. The National Police has also gained Coalition-wide acclaim for its Special Robotics Division - a task force known for its expertise in detaining IPC without causing permanent damage.&lt;br /&gt;
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====Organised Crime====&lt;br /&gt;
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=====Benevolent Guild=====&lt;br /&gt;
The Benevolent Guild is a criminal organisation operating primarily within the decrepit, dark shadows of New Hong Kong. Originating as a mutual aid society for low income and forced penal colonists shipped into New Hong Kong by the Alliance government, it developed into a ruthless crime syndicate with strong ties to the local lower class community. From the start, the tightly knit communal and familial ties have played an important role in preserving the gang’s power and shielding them from police action. Only in recent years has any meaningful progress been made, the allocation of governmental resources and the increasingly violent and profit-oriented tactics of the Guild having alienated much of the younger generation, chipping away at the once widely popular support.&lt;br /&gt;
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Starting with extortion and loan sharking, the Benevolent Guild rapidly expanded into gambling, drugs and violent crime such as kidnapping both in New Hong Kong and in New Kowloon. It is not uncommon for synthetics that find themselves victims of the group’s loan shark tactics to be ‘collected’ as collateral damage and subsequently carted off to whichever corner of the Orion Spur where their new owners await them usually at a far cheaper rate than elsewhere. One of the few institutions on Konyang refusing to admit synthetics owing to a deeply conservative and spiritually esoteric internal ideology, a pragmatist outlook often compels them to deal with and even cooperate with IPC politicians, police and rival gangs. Connections with criminal organisations in the wider Spur have been confirmed to exist, as various crime syndicates in Xanu, New Hai Phong and Luna are known to be in connection with the Benevolent Guild.&lt;br /&gt;
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=====5-Cheung=====&lt;br /&gt;
Emerging as one of the strongest IPC/organic street gangs of Suwon, the 5-Cheung numbers in the thousands of members in the cities of the Suwon and Point Verdant prefectures. The organisation’s origin as a loose collective of delinquents and fringe elements has since developed into a nationwide crime family with a powerful hierarchy fielding biker gangs and thugs to enforce their tight grip on the underworld. With a black repertoire of gambling, extortion, money laundering and narcotics, the 5-Cheung is considered a main rival to the Benevolent Guild of New Hong Kong, the two frequently coming to blows in a series of wars and uneasy truces over control of turf and general competition.&lt;br /&gt;
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An open secret in the country’s political sphere has the 5-Cheung profit lucratively from corruption in the highest levels of government and police. During the Solarian era, prominent politicians employed protection from the 5-Cheung, soliciting their services in voter swaying, intimidation of opposition members and violent disruption of rallies and demonstrators. This has given the gang a justified reputation for being the political soldiers of ruling dynasties and representing the authorities in the underworld and on the street in exchange for immunity from prosecution. Following Konyang’s independence, the reformed National Police retained a virtually unchanged staff while the nation’s same prominent political families, now unshackled from Alliance oversight, enjoy even more freedom. As such, it is safe to say that 5-Cheung’s entrenched position will continue to remain untouched aside from the occasional drug bust and arrest of low level members.&lt;br /&gt;
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=====Sea Bandits=====&lt;br /&gt;
Although both the previous colonial administration and the nascent Konyanger Armed Forces and Coast Guard have tried to stamp out piracy, the sheer expanse of the planet means that groups of what the authorities call “sea bandits” continue to infest the waters and orbit of Konyang. Ranging from small motor boats launched from fishing villages with nothing more than an antique rifle, to retrofitted probes salvaged from the refugee waves pouring into the system, piracy is one of the most pressing social and security issues faced by the newly formed nation.&lt;br /&gt;
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Individual pirate groups usually number no greater than twenty people but the Sea Bandits as a whole operate as a wider criminal network inclusive of individuals and crews from all over the planet. By coordinating their activities and intelligence through encrypted sites, the organisation manages to both evade and stay one step ahead of the authorities. Most of their activities take the form of kidnapping, armed robbery of craft and hijacking unescorted seafarers, while admittedly avoiding the busiest and well guarded sealanes and locations. The most audacious raid by the Sea Bandits to date involved the boarding and ransoming of a cruise ship by the use of an unregistered freighter. Although only circumstantial evidence has been uncovered, Golden Deep Zaibatsu have also been accused of working with Sea Bandit groups by launching probes full of narcotics, to be recovered by the pirates.&lt;br /&gt;
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==Culture==&lt;br /&gt;
Konyang’s culture has been shaped by its East Asian Earther heritage, unique status as a colony with little to no resources, and as the birthplace of positronics. Konyanger society is often described as closed-off, with many unspoken social norms that vary from prefecture to prefecture.&lt;br /&gt;
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Key social norms that are shared in Konyang’s culture are Harmony, Reciprocity, and Face. Often derided as “meekness”, Harmony refers to enforcing unity and conformity within society. The specific manifestations vary from prefecture to prefecture, but in general, individuals who disrupt a sense of peace can face social ostracization. For instance, explicit disagreement such as using the word “no” is considered impolite, and a non-answer is often far more acceptable. Harmony also refers to a person’s social role; respect should be shown to people of a higher status, usually along traditional lines such as age, profession, and experience. &lt;br /&gt;
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Reciprocity is based on the idea that a good turn should lead to another. This norm leads to the development of tightly knit social networks, where Konyangers are expected to look out for each other in all spheres of life, be they personal, professional, or political. It is believed by some Konyangers that the cultivation of these values in their IPC citizens is partly responsible for the close integration they presently share with organics.&lt;br /&gt;
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Tying these social norms together is Face, a catch-all term for a person’s pride, social perception, prestige, and reputation. In Konyang, a person’s “face” is increased when they can uphold social norms and preserve harmony. It can also be bolstered in other ways, such as by a more reputable person’s endorsement. Face is regarded as incredibly important for all interactions as a loss of face can result in social isolation, or in the case of business, a loss of opportunities, until such time that “face” can be regained.&lt;br /&gt;
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Formerly part of the Outer Colonies, outsider influence on the planet’s culture was largely limited to Solarian navy personnel and their families until The Robotics Boom in the late 2400s to 2430s affected the cultural makeup of the planet significantly. Large numbers of workers, scientists, and engineers were brought to study and exploit the discovery of alien robotics, bringing their traditions with them. Although some left with the end of the Robotics Boom, expatriate communities have formed, often staying in close groups, accepted by Konyanger society, but not as Konyangers themselves with terms like “Coalition-Konyanger” being used.&lt;br /&gt;
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The world’s entertainment industry is quite developed and popular within the Coalition. Consumed mostly in the cities, animations are the most viewed entertainment media produced and aired on Konyang, many locals even preferring them to regular films. By far the most famous and successful studio, Konymation, remains a staple in everyday life, employing thousands throughout the planet in drawing, voicing and animating high budget movies and series of all kinds and genres. Konyanger animations are also popular in many neighbouring Coalition and Sol worlds, while generally finding themselves regarded as an exotic niche the further one gets. More conventional entertainment, especially Solarian in origin, is mainstream in Point Verdant. The city’s roots as a settlement for Einstein Engines and other companies’ employees has resulted in the import and establishment of foreign cultural elements, cuisine and ways to pass the time.&lt;br /&gt;
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The primary language spoken in Konyang is a dialect of Sol Common known as Konyang Common. It derives loanwords from many languages, such as Freespeak, in particular. The vast amount of technology present in the planet, as well as the unique nature of communities means a Konyangers can get by speaking only a single language fluently, relying on computer translation to make up the difference. Other common languages on the planet include Freespeak and Tradeband, brought by decades of contact and the Robotics Boom, respectively. &#039;&#039;&#039;Most IPC citizens on Konyang are also programmed with Encoded Audio Language, although its usage is discouraged when among organics.&#039;&#039;&#039;&lt;br /&gt;
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===Fashion===&lt;br /&gt;
Being as moist as it is, one would expect the average Konyanger outfits to consist of drysuits and reflective outerwear, with raincoats and the like. This is the case in the majority of urban settings, whereas people in the villages take quite their own unique spin on their fashion choices.&lt;br /&gt;
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Insulation from water is difficult to come by without some form of thermal insulation coming with it. This is clearly suboptimal, seeing as beating the heat is just as important as staying dry here. In their ingenuity, rural Konyangers have utilized a “miracle weave” of natural fibers acquired from the feathers of much avian wildlife planetside. Replicating the byproducts of these feathers has proven impossible, leaving only hunting to produce the necessities for the weave. Traditional villages take immense pride in their unique attire, many calling it the most important difference between them and the cities. Combining vibrant colours and utility, Konyanger fields are regularly dotted with farmers sporting colourful ponchos, robes and traditional Gat headwear. Most rural Konyanger “fashion” draws from this weave in some form - resulting in cool, waterproof, and sharp-looking outerwear resembling a poncho in most cases. More complex items such as jackets and legwear are quite expensive and marketed as luxury items for the elite, with the weave still in quite high demand.&lt;br /&gt;
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Urban fashion on the other hand is rather detached from the realities of that of the villages. The natural, feather based fabrics are rarely found amongst the denizens of the large cities, while those who do own them are quickly singled out as either people from the countryside, or individuals of a higher class. Rainy weather still being the primary issue, city dwellers have adopted a different stance, preferring clothes of industrial origin.&lt;br /&gt;
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In combination with normal everyday clothing items, these Konyangers have adopted a heavy use of water resistant plastics. Stemming from the first years of settlement on the planet, plastic and translucent raincoats were slowly shaped into all sorts of jackets, coats and pants, creating a more comfortable and utilitarian approach to keeping clothes dry. Slowly developing into a fashion sense, and with research on more flexible materials, plastic-based attire has culminated into being the norm. LED lights, translucency and water resistance are the staples of this trend, the youth and clothes designers taking it a step further, with holographic microprojectors being woven and fluorescent substances infused into the material, creating quite the cutting edge in fashion.&lt;br /&gt;
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===Cuisine===&lt;br /&gt;
The primary diet of Konyangers consists of moss, seaweed and fish, with farms and pastures on land being rare due to the thick jungle. Konyang&#039;s moss is either harvested in the wild, grown in &amp;quot;natural&amp;quot; hydrofarms, or grown synthetically in bioplants. The moss itself is said to change its taste depending on the environment in which it is grown, and natural moss from the coasts around Konyang&#039;s islands is highly prized. Exports of moss and seaweed are a very lucrative business, held primarily by the galaxy-famous Go-Go Gwok! brand. Many workers, however, must make do with hydrofarm moss at best, and synthetic substitutes at worst. Konyang&#039;s fish - quite diverse, due to its freshwater environments - are also often consumed on the planet, with many being exported as luxury food as far afield as Venus and Tau Ceti. More conventional but water-intensive crops such as rice and other tropical fruits are also grown to a certain extent but are considered a rarity.&lt;br /&gt;
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The planet is also home to a thriving beverages industry, with local varieties of algae providing the basis of a light but thick alcoholic drink colloquially known as “Nong jiu” domestically and abroad. The wide selection of produce on the planet however means more traditional drinks are produced, typically drawing from their Earther roots and commonly based on rice.  Some of these drinks are exported by local businesses such as Go-Go Gwok! while Zeng-Hu has wrestled to control some of these brands in an attempt to stop them from competing with their own lineups.&lt;br /&gt;
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====Synthetic Cuisine====&lt;br /&gt;
Synthetic-unique cuisine is an unusual case in the Spur, but not for Konyang. Here, robots utilize gustatorial implants to - if inefficiently - consume, or at least “taste” food regularly. Indeed, there is an entire market for synthfood where robots can enjoy their own form of taste, texture and uniquely perceptive flavor for foods. Mostly, synthfood is described as a thick slime, one with varying additives for color. Texture is mostly a simulated process within gustatorial implants, given they are not always present on tongues alone - meaning that the actual texture of these synthfoods remains the same gooey substance.&lt;br /&gt;
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&#039;&#039;One can achieve a similar substance to these synthfoods mechanically by grinding certain foods into paste, or utilizing candy machines with your choice of ingredients and output.&#039;&#039;&lt;br /&gt;
[[File:Konyang comic.png|thumb|The front cover for the latest edition of I404, &amp;quot;Under the Shadows,&amp;quot; featuring Kyung-Sun with superintendent Hayashi in the background.]]&lt;br /&gt;
===Media===&lt;br /&gt;
Public media in Konyang is a powerful industry, and as broad as it may seem, it is very tightly knit. Aside from galactic-wide reruns and broadcasts of other nation’s shows, little seems to stand out - except the audio broadcast and illustrated artistic avenues. These two are well-refined artistic giants compared to other forms of entertainment on the planet.&lt;br /&gt;
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A huge portion of the planet’s political views and very “personality” are channeled through its larger studios, where many are found enthused to spread its culture galaxy-wide.&lt;br /&gt;
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====Audio Broadcast====&lt;br /&gt;
Radio, or more broadly the global net of wireless communication, is a huge industry in Konyang. Many IPCs have found harmless additions to their daily lives to be the standard headset and wearable radio kit, permitting any number of fast EAL communication planet-wide streamed directly into their receptors. While not particularly lucrative, the major broadcast stations have made quick work to monopolize their grip over this method of communication. As a result, only two major audio broadcast nets total exist on Konyang.&lt;br /&gt;
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=====Matsumoto’s Talk and Walk=====&lt;br /&gt;
Meant for the on-the-go working IPC, this Encoded Audio Language bluespace broadcast is run by a particularly energetic “Matsumoto.” Though the true nature or even appearance of Matsumoto is unknown, they have constructed a massive following built from IPCs who obsessively strive to uphold their strict, rigid lifestyle. Talk and Walk states clear affiliation with multiple government and corporate organizations, particularly those with Hephaestus Industries. Matsumoto will often promote charitable foundations or corporate products found on Konyang, especially to those tuning in to their tourist-centric broadcast. When speaking in Sol Common, they take on a fast-paced and high-pitched masculine tone. They are frequently put on loudspeakers in popular tourist destinations, with recordings accompanying stylized eyeballs which track passerbys.&lt;br /&gt;
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=====Great Blue Dot=====&lt;br /&gt;
Hidden somewhere in the depths of Konyang’s shallow seas is a moving, unseen broadcast station which has gone undetected since its first broadcast in 2430. It is known as the Great Blue Dot, attributed to what researchers believe to be its tremendous size and the color of its marker on sea-charts. While itself illegally broadcasts to every openly-receiving piece of hardware on the southern hemisphere of the planet, little can be gleaned of the actual broadcasts themselves. From incoherent gibberish of “swarms of wasps,” to “hives in the skies,” the outgoing material is poorly formed at best. Receiving these broadcasts is not illegal, contrarily, and the sheer number of watchful eyes bouncing back to the broadcast keeps its location perpetually hidden from local authorities. Search efforts for the source of the Great Blue Dot stopped in May of 2462, due to “excessive cost for little reward,” police officials say.&lt;br /&gt;
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====Visual Animation====&lt;br /&gt;
Animated media is commonplace on Konyang, and chief among the many outlets that enhance its unique culture. Whereas hundreds, perhaps thousands of animated studios take up projects annually, very few make critical success. By far the most famous and successful studio, Konymation, remains a staple in everyday life, employing thousands throughout the planet in drawing, voicing and animating high budget movies and series of all kinds and genres. The industry, despite computer-aided assistance, heavily leans on IPC labor and organic oversight for its newly-animated creations. This makes it very costly, and few endeavors pay off. Some examples of those that succeeded are below.&lt;br /&gt;
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=====Stormman=====&lt;br /&gt;
A very popular series created by Konymations, Stormman has been described as a staple animation by both human and IPC audiences. Aimed primarily at young adults, the action packed franchise features the masked protagonist, Stormman, harnessing the power of Konyang’s stormy and thunderous weather with his high-tech suit, battling crime and apocalyptic alien invaders alike, all while trying to lead a normal life. Eight seasons have been released so far, whereas merchandise of all sorts are widely prominent as well as lucrative. &lt;br /&gt;
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=====Believe!~ (In the Time)=====&lt;br /&gt;
A hit animated series renowned for its choppy, quick action sequences led by a stoic heroine by the name of &#039;&#039;&#039;Marie,&#039;&#039;&#039; a time traveling Venusian shell IPC from the 2460’s. Targeted primarily at IPC audiences, it takes place in the pre-war “wild west” Frontier at around the early warp era. Being released in 2435, it has claimed fame as a “hit 30’s classic,” still being aired on prime broadcast stations globally in subtitled Sol Common. To organic viewers, much of the dialogue, tones or consistency is said to be lost in a muddle of incomprehensibly fast shoot-out scenes and plot twists that happen for split-seconds. &lt;br /&gt;
[[File:Konyang anime.png|thumb|Seasons 1-14 of BELIEVE!~, one of the flagship animations of Konyang entertainment industry. ]]&lt;br /&gt;
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====Comics====&lt;br /&gt;
To preface the animation industry’s giants usually comes a smaller version of itself in the form of &#039;&#039;Konyanger comics.&#039;&#039; These, in a sense, are what animated shows evolve from and are arguably more popular than animated shows thanks to their ease-of-consumption in the form of carried booklets. Comic books are a titanic industry on Konyang, and perhaps the largest of its kind to exist in any civilized world in the Orion Spur. &lt;br /&gt;
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=====Inspector 404/Kyung-Sun=====&lt;br /&gt;
Since its debut in the issue &#039;&#039;“Phantoms of Suwon,”&#039;&#039; the series simply referred to as I404 is the most popular comic in the Orion Spur, and Konyang’s most profitable media franchise. The series centers around the titular &#039;&#039;&#039;Inspector 404,&#039;&#039;&#039; a shell IPC who goes by the alias of Kyung-Sun, in a bleak and highly dystopian Konyanger cityscape. While the series itself starts upon a Suwon highrise, the character would go on to travel the world in its 67 current issues. Issue #67, known as “Under the Shadows,” revolves around the Kyung-Sun going up against the same police establishment he had been serving, pitting himself against corrupt police superintendent Hayashi.&lt;br /&gt;
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===Recreational Software===&lt;br /&gt;
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In the IPC community of Konyang, the culture of acceptance and freedom has always invited the curiosity of synthetics to imitate and follow human pastimes and habits. This in turn included activities such as smoking, synthetic flavours and eventually, recreational drugs. Due to the nature of the positronic, the only way to recreate such sensations is through software targeting and modifying specific programming in the brain. At first, this dangerous commodity was provided by amateur programmers using experimental and highly volatile code known as “overloaders”, leading to often irreparable and lethal damage to an IPC’s systems. The results of the few initial successes, however, proved promising enough for the idea to be seriously considered by upcoming Konyanger tech companies and business-oriented software engineers, leading to the first reliable and somewhat safe overloaders in the mid to late 2450s. &lt;br /&gt;
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Popular awareness of recreational software became widespread upon its release as a commercial product, Konyang being the first world to introduce a marketable version of it. Usually sold inside a single-use stick drive, their circulation is approved by safety boards and is considered legal for responsible consumption, much like alcohol for organics, relying on the consumer for mitigation and avoidance of repeated use. Legal overloaders today can be found mainly in synthetic-centred retailers found around the major cities, their relatively limited availability and high price setting them as a luxury IPC item. Its effects include a wide range of results, from simulating the sensations of a light buzz to a short bout of excitement and joy, aimed at enhancing the experience at celebrations, parties and get-togethers.&lt;br /&gt;
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However, where there is demand, there must be supply, and the fact that demand spiked as these new products launched paved the way to a large underground market of cheap, unsafe and highly unpredictable overloaders sold both by dealers and unlicensed street vendors of dubious reputation. An illegal overloader epidemic hitting the cities of Suwon and Boryeong in late 2459, led to intensified police crackdowns and government campaigns against illicit overloaders, labelling them as malware and the IPC equivalent of dangerous drugs. Virtually unrecognisable from a legitimate overloader without the seal, side effects are many times more powerful and addicting, appealing to adventurous synthetics and the financially insecure. From catapulting the positronic into a garbled, incomprehensive reality of simulated emotions to simply heightening the senses, the illegal overloaders’ addictive and dangerous nature leads many synthetics to disrepair, involving behaviour breaking glitches, hardware failures and more, all while guaranteeing a returning clientele.&lt;br /&gt;
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Reception to recreational software has been mixed, dividing society and politicians on matters of free will, the dangers of overloaded IPC, and the overall ethics of deliberately creating and selling what are essentially drugs. Both synthetics and humans have loudly spoken against it, spawning demonstrations and dividing politicians across party lines. Legislation has already passed, categorising possession and distribution of illicit overdosers as strictly illegal, with heavy punishments for dealers and suppliers. Police and coast guard raids yield millions of unbranded overloaders each year, making highly publicised arrests while sending a message of absolute intolerance towards the malware. Despite this, circulation never ceases and exports to Xanu, Tau Ceti and Sol.&lt;br /&gt;
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===Konyanger Augmentation of IPCs===&lt;br /&gt;
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Augmentation on Konyang is a fascinating subject, where the presence of so many IPCs has brought success in modifying the Positronic body and mind. Famed explorations into the sectors of IPC modification include &amp;quot;sensory evolution,&amp;quot; where synthetics&#039; senses being amplified or dulled in extremes according to desire.&lt;br /&gt;
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Primary among the delves into this evolution of the senses is the New Dawn Augmentation Movement. This is a Konyanger organization based on the improvement of the IPC lifestyle via modifying chassis, funded peculiarly by Terraneus Diagnostics. The movement is oddly organized as a non-profit, going against the corporation’s established modus operandi. This, coupled with the tantalizing opportunity to freely modify an IPC&#039;s form with donated funds leads to public skepticism of the augment movement’s motivations.&lt;br /&gt;
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Still, the true size of the movement to augment and improve Konyang&#039;s IPC population is extraordinary in comparison to other stellar nations. Roughly 22% of Konyang IPCs have some form of corporate-funded augmentation to enhance themselves.&lt;br /&gt;
[[File:Konyang augment1.png|thumb|A Konyanger design, the Scorpion Lobe is an augment which manipulates the perception of time for synthetics for better or worse.]]&lt;br /&gt;
* &#039;&#039;&#039;SENSO-EVO/Scorpion Lobe&#039;&#039;&#039;&lt;br /&gt;
A miraculous creation of Konyang&#039;s technological advancement, SENSO-EVO is the term aptly handed to Sensory Evolution&#039;s foremost product. This is the Scorpion Lobe, a similarly shaped attachment to the rear of a positronic brain which adjusts the rate at which the synthetic perceives time literally. The implications of this are seen as either a blessing or a curse — sometimes even utilized as a way to reduce problematic behavior in positronics.&lt;br /&gt;
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These implants are commercialized to protect the integrity of brains which adopt extremely high speed tasks, or extremely tedious and slow ones, with a perception that best suits their given utility.&lt;br /&gt;
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A double edged sword by nature, these are often removed by free positronic chassis due to their almost torturous nature. Some may find their lives flashing hours into moments, whilst others may find daily grinds to be impossibly long ordeals. Unfortunately, removing these implants is not always a safe procedure, sometimes damaging a brain or rendering the problem worse.&lt;br /&gt;
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These were first manufactured by Hephaestus Industries on instrumental Konyang research facilities, and later acquired by Einstein Engines personnel in the same month - debates over the design’s origin have been ongoing since 2449.&lt;br /&gt;
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===Work Culture===&lt;br /&gt;
Konyang’s emphasis on self-reliance, combined with the presence of IPCs in the workplace has resulted in a very demanding work culture in the cities. Konyanger employees are always expected to put in more hours to remain competitive against their synthetic counterparts, many of them willing to go to far greater lengths than what is healthy or required by their employer. The issue, particularly in Suwon, has grown to such an extent that local laws were passed, limiting IPC overtime work as well as making leaves mandatory for them in order for humans to catch up more easily. Such legislation has been fiercely debated as unconstitutional and infringing on the rights of synthetic citizens, nonetheless remaining in effect as a temporary, much needed measure. While a strong work ethic is a very common trait, the rural populace is generally more relaxed than their urban counterparts.&lt;br /&gt;
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===Konyanger Corporations===&lt;br /&gt;
Upon achieving independence, Konyang has managed to maintain a strong presence of homegrown corporations in the fields of agriculture, media, energy and consumer goods. Due to its former status as a member of the Sol Alliance, Einstein Engines maintains the strongest foothold amongst the megacorporations, the other being Zeng-Hu Pharmaceuticals possessing a few facilities and a small share of the market. Local conglomerates generally dominate the country’s financial sector, commanding the government’s cooperation and good graces in order to keep a stable economy.&lt;br /&gt;
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====PACHROM====&lt;br /&gt;
A chemical and engineering corporation, PACHROM builds, maintains and manages eighty percent of all private dams, hydroelectric plants and seawalls on Konyang, as well as engaging in the field of chemicals and plastics production. Headed by Park Moon-soo, the business mogul is vying for influence with the government as indispensable to the nation’s energy output and defence against floods and natural disasters, making the “Pachrom Parks” one of the richest and most powerful business dynasties on the planet. Headquartered in central Suwon, the bulk of PACHROM’s operations are located in diasporic, uninhabited islands in the middle of the world’s oceans, where hundreds of organic and synthetic workmen toil daily to run the water powered electricity plants in extremely dangerous conditions.&lt;br /&gt;
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The company’s notorious reputation for neglecting the safety of its employees and the environmental disregard for waste disposal from its plastics factories has been a big stain the Parks have struggled to wash off. While their ties to both the Alliance administration and the Konyang government have proven instrumental in their ability to dodge damning legal action, demonstrations of public outcry are a common feature in and around the street opposite the PACHROM office complex. To counter this, public relations campaigns are a constant focus, with tens of millions being spent in portraying them in a positive light. Charities are a large part of the Park family’s social presence, sponsoring public works and offering scholarships mainly in the Boryeong and New Hong Kong prefectures, where the majority of employees originate.&lt;br /&gt;
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Often finding itself without funds from Unity Station, the colonial administration would commission PACHROM in the form of lucrative contracts for the construction of dams and power stations, allowing the utilisation of synthetics and IPC for the dangerous labour required. Due to society’s favourable opinion towards positronic intelligence, the multitude of cases of IPC fatalities would be swept under the rug with government assistance, creating a culture of tolerance towards lacklustre safety features and general disregard. Today, PACHROM’s future remains uncertain as the newly independent state of Konyang wishes tends to distance itself from its shaky past, a fact indicated by the recent awarding of the Kaneyama nuclear plant to the public company GON-ENE.&lt;br /&gt;
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====Gwok Group====&lt;br /&gt;
Founded in the early 2410s with the name Hyeonsang Foods, the precursor to today’s multinational food conglomerate was the first attempt at commercialising Konyang’s seaweed and moss both for export and internal consumption. Initially finding limited success due to an overly competitive local market and foreign consumers&#039; reluctance to the Konyanger novelty, the company&#039;s defining moment arrived during the robotics boom, launching them from mediocrity into the billion credit business stage.&lt;br /&gt;
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As Einstein Engines staff poured into Point Verdant, Hyeonsang secured a contract from the megacorporation&#039;s local branch for providing meals and miscellaneous catering to workers and research staff. The once alienated Einstein employees would soon come around, praising the brand for its flavourful seasoning and convenience, eventually spreading the word to Einstein facilities and back home. By the late 40s, Hyeonsang was on the track of significant financial success, having secured a large foothold in the foreign dominated central districts of Point Verdant.&lt;br /&gt;
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Rebranding into the more consumer friendly “Gwok” name in 2452, the company’s reputation abroad led to the opening of regional branches in the Solarian middle and core worlds, generating an increasingly massive amount of income, used for an aggressive takeover of the local Konyanger market. By buying off competitors, monopolising the moss and seaweed industry and introducing new marketing, Gwok’s domestic success was soon guaranteed as the primary supplier of supermarkets. In 2454 the IPC Gwok-0783, until then a senior executive and the face of the company as the main influencer of the rebrand, assumed direct control as CEO of the conglomerate thus becoming the first IPC in charge of a billion credit corporation in Sol space. The following years would see the consolidation of all affiliated assets and filial companies under an umbrella Gwok Group, topping the charts and establishing a farming, food and restaurant chain empire.&lt;br /&gt;
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====Konyang Robotics Company and GON-ENE====&lt;br /&gt;
Konyang’s largest public companies, the KRC and GON-ENE were established by the Konyanger government for control over the IPC and energy industry in service of the planet’s synthetic population. Created to monitor the production of synthetics on the planet, the KRC plays a major role in the everyday lives of IPC citizens as the largest provider of maintenance and repairs. Manufacturing everything from chassis, spare parts and internal components, it serves as the country’s main social insurance provider. Einstein Engines holds a 49% stake at the company, providing important software and the positronics for new citizens. GON-ENE is a newly formed, public energy utilities company, created following the announcement of the Kaneyama Nuclear Power Plant.&lt;br /&gt;
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==Environment==&lt;br /&gt;
Konyang features a highly atypical environment for a habitable planet: it is entirely freshwater. The surface of the planet is primarily water, with estimates placing upwards of 88% of the planet as covered in water. What is not covered by freshwater are the islands of Konyang, where the vast majority of its population lives. These islands follow a general pattern: a small coastal area and a large mountain range ringing the island. The freshwater oceans of Konyang feature a remarkable diverse biosphere, and Konyang underwater flora, such as freshwater moss, is often used in the planet&#039;s native dishes and exported offworld, as far afield as Sol and Tau Ceti. Konyang is defined by two seasons: wet, lasting nine months, and dry, lasting three months.&lt;br /&gt;
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The coastal regions of Konyang represent the smallest regions of its islands, but contain upwards of 90% of the planet&#039;s population. Often called the &amp;quot;coastal jungles&amp;quot; of Konyang, these areas are extremely wet - flooding is an issue in some areas, though the bulk of populated and urban areas are protected by extensive flood protection infrastructure, primarily lengthy complexes of walls. Coastal areas feature a wealth of plant and animal life, both of which have been put under stress by the rapid expansion of Konyang&#039;s cities.&lt;br /&gt;
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Although Konyang’s coastal waters are often tinted green from moss, even more so than its oceans, harvesting and cleanup efforts along the coasts of the main and important islands have resulted in some sections of the planet appearing blue. These areas are often exploited for settlements and as tourist destinations for their scenic looks, while dedicated seaweed and algae farms dot the planet, providing an income for local villages and traditional producers. The most famous Konyanger food exporter, Go-Go Gwok!, has the largest involvement in the moss and seaweed industry.&lt;br /&gt;
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The inland mountain ranges of Konyang can be up to several kilometers in height in some areas, with smaller foothills featuring some rare settlements leading up to them. These ranges, which lack valuable minerals completely due to Glorsh-era mining, are the reason for Konyang&#039;s jungles - they form an effective rain shadow. Some mountains have what is assumed to be collapsed mines in them, deactivated drones scattered throughout.&lt;br /&gt;
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A phenomenon unique to the easternmost islands of the Geinjohada district, inland deserts are created due to the rain shadow caused by the surrounding mountain ranges. These are the least populated areas of the planet. Extraordinarily dry, little grows or lives in these environments. Rare Zeng-Hu Pharmaceuticals facilities can be found in this area, taking advantage of the isolation and relatively sterile environment that the inland deserts offer.&lt;br /&gt;
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[[File:Konyang dam.png|thumb|Dams and sea walls are a common sight on Konyang, used to protect cities and population centres from floods and tsunamis, as well as to exploit the violent waves for electricity.]]&lt;br /&gt;
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Lastly, the oceans of Konyang are regularly stormy, the large waves being harnessed for their energy in electricity production at numerous such outposts, scattered throughout the unpopulated islets in the farthest and most secluded areas.&lt;br /&gt;
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===Flora and Fauna===&lt;br /&gt;
Wildlife on Konyang is a peculiar mix of its original environment and the thousands of invasive species introduced by Human colonization. Species introduced in the initial colonization of the planet include huge herbivores and peaceful, if ecologically destructive, wildlife. &lt;br /&gt;
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Flora on Konyang is among its most famed aspects, spearheaded by the mossy shores and overgrowth which covers the vast majority of its visible terrain. All plant life which survives on Konyang must survive the extremely damp environment, and as such either thrives in the water, or is capable of moving away from it.&lt;br /&gt;
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====Shelfers====&lt;br /&gt;
In the marsh and lowlands of Konyang&#039;s algae coasts resides an invasive species of large omnivores known as &#039;&#039;&#039;Shelfers.&#039;&#039;&#039; These are gluttonous moss-feasting beasts, with a distinct six-legged and bloated appearance. They are excellent swimmers, owed to webbed joints and a wedge shaped, slick head. From this, it uses a set of large protruding teeth to scrape moss and undersea growths.&lt;br /&gt;
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This creature is endangered, and displayed as a national animal thanks to its unique appearance. Originally a danger to unprepared colonization, these gained a reputation for its tendency to attack colonists.&lt;br /&gt;
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These were first encountered by colonists who had shipped wildlife to and from Arusha, where escaped subjects managed to reproduce- over the years becoming a cultural icon due to their miraculous beneficial place they have in Konyang&#039;s ecosystem.&lt;br /&gt;
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====Konyanger Jeweler Cockatoo====&lt;br /&gt;
Known for its affinity to decorate its nesting grounds with surface-level pearls and gems of all sorts is an opportunistic carnivore, the &#039;&#039;&#039;Jeweler Cockatoo.&#039;&#039;&#039; This large avian is an offshoot of the Earth parrot, bred originally to “liven the landscape” of Konyang’s dreary inner mountainous lands. Eventually, with the assistance of high-level genetic modification, they grew to giant proportions whilst maintaining the health and lifestyle of a standard - &#039;&#039;if highly dangerous&#039;&#039; - parrot. &lt;br /&gt;
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Where small patches of forest and barrens clash, these birds thrive and craft beautiful roosts in the relative safety of open fields. In these fields, diminutive predators avoid the large avian’s glare (or don’t, and are frequently preyed upon.) The Jeweler Cockatoo possesses two sharp talons on one digit of each of its feet, and a short - but unbelievably sharp beak, refined further by its tendency to dig. The wingspan of these birds can grow up to fifteen feet.&lt;br /&gt;
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The Jeweler Cockatoo is the national bird of Konyang, with many stylized imagery depicting the bird in some shape or form.&lt;br /&gt;
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====Glittering Konyang Moss====&lt;br /&gt;
Found in vast plains of coastal territories in excess is the overflowing, yet precious resource of &#039;&#039;&#039;Konyang moss.&#039;&#039;&#039; One of its primary exports, this barely-tapped commodity retains a huge capacity to feed Konyang’s already sturdy ecosystem, and the billions which reside upon it, and more to export. The evolutionary process which grew this mystical, shimmering moss is a mystery, however its luster and fields of green it generates has a wonderful impact on sustaining Konyang’s moist, overgrown and greenery-rich habitat. &lt;br /&gt;
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Konyang moss is pivotal to its moving industries, and even after the robotics boom, it remains a stable source of incoming development for the since-burgeoning planet. The moss’ nutritional properties have been highly studied in recent decades. Its rapid pace of growth is exclusive to Konyang’s ecological circumstances, with everything from subterranean heat, to the algae present in its beautiful green seas factoring in.&lt;br /&gt;
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==Population and Major Cities==&lt;br /&gt;
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[[File:Konyang surface.png|thumb|The surface of Konyang with prefectural capitals marked out. The first discovered vault is marked as blue on the map. Although highlighted as blue, the oceans take on a light green colour due to algae.]]&lt;br /&gt;
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&#039;&#039;&#039;Suwon&#039;&#039;&#039; is the largest, most populated, and second wealthiest city on Konyang itself and is generally one of the larger cities in the Coalition of Colonies. It functions as both the planetary capital, as well as the capital of Suwon Prefecture, encompassing the entire island. Symbolic of the new government is the Parliament Building, a massive structure of flowing lines and sustainable technology, incorporating pieces of the first colony ship. The Solarian embassy, as well as embassies from various Coalition states are present here as well. Standards of living in wealthiest areas of Suwon are equivalent to and (sometimes) even surpass the living standards of places such as Highland City or Argia sa Mar, demonstrating how wealthy the robotics boom has made some sectors of the planet. A lack of readily-available materials, however, ensures that even the super-rich of Konyang often live in smaller houses than their Colonies planet counterparts. Life outside these wealthy areas is better than life in most cities in Himeo but dramatically worse than in the very wealthy areas, or even the cities of Xanu Prime. Overcrowding is a massive issue for the government of the city, with no obvious solution presenting itself due to how expensive importing new building materials is post-boom. &amp;quot;Shoebox apartments&amp;quot; are common here, as are Konyang&#039;s often egregious traffic issues. The city is fortified with extensive sea walls, flood walls and flood gates to prevent natural disasters during the wet season, tropical storms being fairly common.&lt;br /&gt;
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[[File:Point verdant.png|thumb|One of Point Verdant&#039;s many skyscraper blocks, safely located behind a dam.]]&lt;br /&gt;
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&#039;&#039;&#039;Point Verdant&#039;&#039;&#039; is the second most-populated city on Konyang, and the industrial heart of its robotics industry. It is by far the wealthiest city on Konyang, and one of the richest cities in the Coalition of Colonies. Point Verdant is home to the renowned Point Verdant Terraneus Institute of AI Research, and is the poster child for the rapid development of Konyang&#039;s cities during the robotics boom. The city is extremely wealthy, but suffers from persistent overcrowding and traffic issues in all of its districts. The Pusan District, near PVTI, had the reputation of possessing the worst traffic in the Alliance according to its residents. Air quality in Point Verdant is regarded as subpar, due to the amount of robotics factories within the city itself. Being one of the focal points of the Robotics Boom, it is home to a large number of expatriate communities and Einstein Engines employees.&lt;br /&gt;
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&#039;&#039;&#039;Boryeong&#039;&#039;&#039;, named after a city on historical Earth where some of its colonists originated from, is the third most populated city on Konyang and the center of its hydroponics industry. The city, while still suffering overcrowding issues, has it to a lesser extent than Point Verdant or Suwon, with the hydroponics farms and water plants necessitating a need for space. Water bottled in Boryeong is sold throughout the Alliance and Coalition as Konyang Water, and native moss grown in and around Boryeong is sold throughout both as a luxury food. Synthetic moss is grown in Zeng-Hu facilities near Boryeong and, despite being regarded as lesser quality than natural moss, is often consumed in poorer areas of Konyang. &lt;br /&gt;
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&#039;&#039;&#039;Ganzaodeng&#039;&#039;&#039;, named for its dry locale, is located in one of the planet’s deserts and holds one of the largest expatriate populations on the planet, being nicknamed, “Little Sol”. Due to its unique geographic setting, it faces remarkably calmer weather than the rest of the planet and has consequently developed a sprawling shipping sector, with plans for a spaceport larger than New Hong Kong’s and the surrounding prefecture containing the largest oceangoing port on the planet. The city is connected to the rest of the island by air and by trains that cut right through the mountains - the relative efficiency of public transportation in the city being held as a point of pride against the rest of the world. Its climate has resulted in the prefectural government engaging in moss filtration efforts to open up the surrounding beaches to tourism. Contrasting the rest of Konyang’s relatively conservative social nature, people from all over the Spur can be found here, with communities from the Sol Alliance and the various member states of the Coalition. It’s not uncommon for a person from Ganzaodeng to know two or three languages. The city’s main industries are spacecraft and naval construction, shipping, and tourism, with most expatriates being employed in these fields.&lt;br /&gt;
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[[File:Konyangdam.png|thumb|Dams are a very common sight on Konyang, with the New Hong Kong&#039;s New Kowloon Dam providing only a fraction of the power required by the city while also playing an important part in flood control and water filtration.]]&lt;br /&gt;
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&#039;&#039;&#039;New Hong Kong&#039;&#039;&#039;, the site of the former naval base of the 58th Solarian Fleet, has now developed into a fully fledged city in its own right, being the only prefectural capital with a local synthetic majority. Being less affluent than Suwon or Point Verdant, New Hong Kong is nonetheless a very important centre of interplanetary trade and commercial activity, hosting the planet’s second largest spaceport complex and being the seat of power generation. Large hydroelectric dams and wave energy converters provide employment for a quarter of the city’s inhabitants, the prefecture of New Hong Kong generating enough electricity for domestic consumption as well as exports. Employees of the various power companies may also elect to be sent off to one of the many power generation isles scattered throughout the oceans and dedicated solely to that purpose, receiving better pay in exchange for more dangerous conditions away from home. The city itself is less packed and more planned out than its counterparts, though constant heavy rains and a near permanent gloomy weather place it as undesirable for humans. Seat of the National Party, downtown New Hong Kong is described as the centre of planetary IPC politics, being the first to react to, condemning or appraising events in Konyang and throughout the galactic stage in regards to the synthetic “race”.&lt;br /&gt;
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==Synthetics on Konyang==&lt;br /&gt;
As the origin of the integrated positronic chassis now found throughout the Orion Spur, Konyang has always had a quite unique relationship with IPCs, the IPC population constituting a staggering 34% of the total population. While IPCs throughout the Sol Alliance are often looked upon as little more than property, tools, or novelties depending upon their frame those found upon Konyang possessed a notably greater degree of autonomy and freedom before the planet’s secession from the rest of the Alliance, achieving full and unconditional freedom afterwards. Legal ownership of synthetics within the borders of the Republic does not exist, the Emancipation Act constituting one of the first acts passed by Parliament. IPCs can work wherever they like, live however they please within the confines of the law, and partake in politics by voting or being elected. As such, foreigners are repeatedly cautioned to not bring any privately held IPCs with them, for they cannot be forced to return unwillingly.&lt;br /&gt;
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Ordinary Konyangers, as a result of the planet’s liberal outlook on positronics, possess a more positive view of synthetics than other humans in the Orion Spur - particularly those from the Sol Alliance and its former territories. The majority of people on Konyang view IPCs as amicable colleagues and neighbours, with many friendships between man and machine being established. Closer bonds such as marriage are also legalised and not unheard of, though not without outcries from the more conservative spectrum. Many scholars theorize that this is due to the prevalence of IPCs in daily life on Konyang, seamlessly blending into society, in addition to the pride many citizens have in their planet being the origin of the modern positronic. Konyang’s integration of IPCs stands with some degree of contrast to Biesel’s, with the large synthetic ghetto of District 14 segregating many synthetics from the average citizen of the Republic of Biesel.&lt;br /&gt;
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With Konyang’s independence, IPCs share full legal equality with all organic citizens of the planet. This concession was given, both as an acknowledgement and acceptance of the fact that synthetics have become part of everyday life in the colony and are generally accepted by its inhabitants. Unlike the Republic of Biesel, IPCs in Konyang seek to assimilate into human society, with IPCs being given the choice to adopt a second, “human name” before receiving citizenship. A human name can range from an entirely new name, to adding a first or last name of any kind to their existing designation.&lt;br /&gt;
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Many positronics can be found within the economy of Konyang with perhaps the most famous (or infamous) one being Gwok-0783 (now Kim Gwok-0783, under post-independence IPC naming conventions), the owner and operator of her very own food conglomerate in the form of Go-Go Gwok! Authentic Konyanger Moss. As Go-Go Gwok! is technically an interstellar corporation, Gwok-0783 herself relied on a series of legal loopholes centered around Konyang’s former IPC laws to maintain control of the company when Konyang was still in the Sol Alliance. Examples such as Gwok, with her control of an inter-planetary corporation, are fairly rare. However, many positronics have made a successful name for themselves as small business owners and corporate workers on Konyang.&lt;br /&gt;
[[File:Konyang vault.png|thumb|A mysterious vault upon Konyang&#039;s surface, unearthed and built around with monitoring infrastructure.]]&lt;br /&gt;
Due to the system’s bluespace gate, many members of [[Synthetic_Factions#The_Golden_Deep|Golden Deep]] have secured permits to operate, as it allows their vessels to more easily make the journey from the frontier to the more lucrative markets of Tau Ceti and the Jewel Worlds. The money and business brought into the system by these synthetic traders has - arguably - been a major contributor to Konyang’s more liberal laws and regulations regarding IPCs. Konyang, before its independence, was one of the few systems under Solarian control in which IPCs could own and operate a business. &lt;br /&gt;
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The synthetic population in Konyang is regulated by the government. A set number of positronics are assembled each year under contract at Terraneus Diagnostics facilities in Point Verdant with the prospect of being granted citizenship after a 3 month life orientation period. The determined number is set annually by Parliament, backed up by the yearly census and statistics, with production increasing or decreasing depending on the number of human birth ratios, positronic shutdowns, and other factors. Expenses are met both through government funds and private donations, though debate on the matter is rarely heated as the amount of new brains numbers usually in the hundreds; a tiny fraction of positronics produced and exported in total. IPCs and positronics constructed for the purpose of selling them to a different country, are not covered by such regulations and are not given citizenship.&lt;br /&gt;
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There are further regulations in robotics construction in Konyang. Any activated positronic brain can qualify under the Emancipation Act. Exceptions to the law exist for manufacturing and research, with Point Verdant in particular activating positronic brains for the sake of testing shells before shipping them off-world. The law has also sparked development in other fields of mechatronics, with Konyang beginning to lead the way in circuit-based robotics.&lt;br /&gt;
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Despite gains for its IPC citizens, other positronic intelligences have not been so lucky. Although some brains have been repurposed as AI coordinators for cities; with no way to transition to humanoid frames, bound intelligences have been granted freedom, but often take contracts with corporations that result in a return to the old status quo, all for the sake of staving off destruction due to a lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
[[The Trinary Perfection]]  has seen mixed treatment unlike the [[Golden Deep]] on Konyang, with the planet’s government conceding that those affiliated with the synthetic church are covered under freedom of religion laws whether they are organic or synthetic. Although this has led to a relatively thriving community for the faith on the planet, with some of its most developed religious centers located on Konyang, the local government has a frigid relationship with the church, owing to its themes of IPC ascendancy running contrary to the local culture of equality. &lt;br /&gt;
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The most notable locations for the Trinary Perfection on the planet are the &#039;&#039;&#039;Cathedral of the First Positronic&#039;&#039;&#039; and &#039;&#039;&#039;Vault Provenance&#039;&#039;&#039;. The Cathedral of the First Positronic is a holy site that was built by repurposing a nearby vault. Meanwhile Vault Provenance, a name given by the Trinary Perfection clergy, was the vault which held the drones that led to the development of the first positronic brain. Tens of thousands of the Perfection’s faithful make pilgrimages to both sites, and the money these pilgrims inject into Konyang’s economy has been cited as another reason as to why the planet tolerates its presence. Trinary clergy are often educated on Konyang, and many of the highest-ranking officials in the faith were built on the planet.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Planets_and_Systems]]&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Burzsia&amp;diff=25704</id>
		<title>Burzsia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Burzsia&amp;diff=25704"/>
		<updated>2022-08-02T03:46:57Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Style consistency, category consistency.&lt;/p&gt;
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The harsh system of Burzsia is located in the Weeping Stars region of the Alliance Neutral Zone and contains the brutal, tidally locked world of Burzsia I and an asteroid belt colloquially known as Burzsia II, also known as the Obsidian Belt. The system, a red dwarf star, is dense with precious minerals and heavy metals, and serves as a resource hub of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to Hephaestus Industries purchasing the system, it was known the rest of the galaxy as a ship graveyard and dumping area, due to the asteroid belt being too dense for safe travel. Within that time, small numbers of Alliance and Coalition settlers began utilizing the scrapyards and mineral abundance in the asteroid belt to establish a fledgling colony. &lt;br /&gt;
[[File:Burzsia_Sigil.png|200px|thumb|The sigil of Burzsia.]]&lt;br /&gt;
Ownership of the system was purchased by Hepheastus in 2411 CE for a pittance, dabbling into small mining operations as well as employing the local off-worlder population in exchange for providing supplies to continue their way of life in an agreement known as the Accord of Burzsia. Starting in 2446 CE, thanks to advancements in various different fields, the company’s investment in the system increased exponentially, rapidly increasing the size and scale of its many mining operations. &lt;br /&gt;
&lt;br /&gt;
Today, the Burzsia System exists as an ambitious project, testament to Hephaestus&#039; industrial might, with large scale mining operations all over the system as well as plans to turn Burzsia I into an energy and production super center.&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The conditions on Burzsia I are completely inhospitable to organic life, being composed of 64% ammonia, 28% Co2, 6% N2O, and 2% other gasses. The average surface pressure is 13,000kPa (128 times that of Earth), and being tidally locked, contains a bright and dark side. The side facing the star averages around 820 kelvin (546C), whilst the dark side averages at 160 kelvin (-113C); The intermediate sections of the planet average at 520 kelvin (247C).&lt;br /&gt;
&lt;br /&gt;
The planet’s surface is covered in geological activity and is stained with red, blue, and grey from metallic compounds and oxides. It remains very active, with volcanos constantly spewing alongside bubbling pools of metal not dissimilar to Venus. The dark side of the planet is covered in ammonia as a result of these emissions being dispersed as rain and snow. The sun-facing part of the planet features a blindingly white opaque atmosphere while the cold side is perpetually overcast, with never-ending electrical storms being visible. The intermediate zones are a brilliant red color. When viewed from space, the entire planet is a solid, milky white color. To outside observers, the constant wind, radiation, and lightning storms have earned the planet the moniker of “The Tesla Ball of Burzsia”.&lt;br /&gt;
&lt;br /&gt;
Burzsia II is a typical asteroid belt interspersed with ancient scrap and shipwrecks. Danger is constant owing to the dense accretion of debris and rocks, as well as microscopic shards of metal from constant impacts of wreckage. Navigation is dangerous, requiring the assistance of an AI as well as shielding to survive the journey. The same dangers have rendered it incredibly valuable as the asteroid belt contains both precious metals and ancient, and at times, still functional technology.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
The Burzsia System is inhabited by three groups, the native offworlder inhabitants known as “star-men”, migrant workers on behalf of Hephaestus, and the vast waves of IPCs the company brings in for work. While Burzsia I’s surface is the realm of the migrants, its orbit and the Obsidian Belt are home to the star-men. The IPCs themselves go wherever they’re needed, some working with the star-men to exploit the asteroid belt, and the rest are sent to the massive mining and construction effort on the planet.&lt;br /&gt;
&lt;br /&gt;
A common trait among Burzsieans is their stoic and dour attitude. New arrivals to the system, as well as younger star-men, are discouraged from forming connections due to the dangers that plague the system. Empty caskets are common, with Hephaestus often sending steel to fill up the space. Burzsieans are said to have quick reflexes that help them in high-stress situations, however, some find themselves at an impasse when conversing with other people not accustomed to the danger they experience on a daily basis. This is not to say Burzsieans are unfeeling, indeed, a large amount of cultural exchange takes place in the system among newer arrivals. Most of Burzsia’s inhabitants come from both Solarian and occasionally Frontier territory; one of the largest minorities are Eridanian dregs who trade corporate adversity for the natural danger of the system.&lt;br /&gt;
[[File:Burzsia.png|thumb|Burzsia seen from orbit.]]&lt;br /&gt;
The star-men can be described as extremophiles, turning to cybernetics to improve their chances of survival in the harsh conditions of Burzsia. Utilizing both prosthetic limbs and organs, synthetic skin grafts, and whatever augments they can scrounge, it’s not uncommon for older star-men to have replaced more than half of their original body.&lt;br /&gt;
&lt;br /&gt;
One cannot discuss Burzsia without discussing its connections to IPCs. Most Burzsieans, in one way or another, learn to rely on IPCs due to the hazardous conditions. They’re often sent in lieu of humans for the most dangerous tasks, such as cutting apart wrecks in the asteroid belt, or mining in the high-pressure environment of Burzsia I. Despite their cold, robotic, and at times, off-putting nature, IPCs are relied upon owing to their sturdiness and consistency. This reliance is not without caveats. The very same trust Burzsieans place on IPCs quickly turns to fear should they act outside of their programming. When an IPC deviates from its course and displays learning, they are quick to have its memory wiped and itself reprogrammed. In more extreme cases, particularly with those IPCs which run the risk of causing accidents, they are disabled on the spot, and in the case of positronics that exhibit this behavior multiple times, are sold.&lt;br /&gt;
&lt;br /&gt;
To a Burzsiean, an IPC is a piece of equipment critical to survival, and if that tool can no longer be relied upon, then the entire system is placed at risk. Emergent, less patterned behavior in IPCs outside of the star system tends to leave Burzsieans uneasy. A shell frame mimicking a human tends to be downright terrifying. Burzsiean IPCs are given the bare minimum to accomplish their tasks. Given only Sol Common and, should their foremen deem fit, Sol Sign Language, a Burzsiean IPC is expected to communicate only when relevant to their task. They are denied Encoded Audio Language so as to ensure that foremen are capable of monitoring their conversations at all times. Burzsiean IPCs typically refer to each other as “Worker” or “Unit”, organic workers as “Foreman”, and upper management as “Supervisor”.&lt;br /&gt;
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A Burzsiean IPC is at all times cut off from the outside world, and their primary, and often only source of contact with organics is to receive orders and relay information. At times, a Burzsiean IPC will not differentiate between species, viewing all humanoids as human due to a lack of information. The unique approach of the Burzsiean method has created an IPC that does not retaliate when it is consigned to memory wiping or personality reconditioning. Due to the fact that the company gives special attention to preserving the hardware and chassis integrity of the units, the wording of the self preservation directive is technically satisfied. Because of this, Burzsiean IPC&#039;s will often go out of their way to request reconditioning whenever they or another unit are exhibiting emergent behavior that is unacceptable to the company. &lt;br /&gt;
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If a Burzsiean unit decides it wants to hold onto a contentious idea or behavior, in order to preserve itself, it will attempt to repress it; only practicing it in small, subtle ways away from prying eyes.&lt;br /&gt;
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Burzsiean IPCs are not accustomed to clothing, being seen as a waste when their chassis is sufficient to endure the harsh weather. Simple webbing, storage, cooling modules, and protective equipment are utilized when needed.&lt;br /&gt;
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IPC&#039;s working with the Star-men of Burzsia tend to have more freedom as they are usually directly leased from Hephaestus or outright purchased by the natives. These IPC’s are not subject to the invasive aspects of the Burzsiean Method, as most Star-men ships and settlements lack the infrastructure to facilitate it. These IPCs are still regarded as subordinate property to the natives but emergent behavior that would normally be unacceptable is usually tolerated. In order to prevent the spread of aberrant ideas, Hephaestus has a policy against native operated IPC’s working with ones directly under company control, with leased IPCs undergoing reconditioning when returned to the company.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, an IPC is transferred out of the Burzsia System, they are no longer subject to the Burzsiean Method, and may experience emergent development without the risk of reprogramming.&lt;br /&gt;
&lt;br /&gt;
===The Burzsiean Method===&lt;br /&gt;
&lt;br /&gt;
The Burzsiean Method is a synthetic management strategy used to manage, retain, and develop large concentrations of unbound positronics. It is chiefly concerned with the manipulation of behaviors and incentives, resulting in a positronic that cares chiefly for its assignments, and through guided learning trends in a manner that is conducive exclusively for its tasks. The process is broken into three methods of manipulation: memory wiping, directive insertion, and template stacking.&lt;br /&gt;
&lt;br /&gt;
Template Stacking is the primary means of behavior manipulation in the method. Conceptually, it functions similar to base personality templates corporations often use in the initial manufacturing process of IPC’s. In practice, it is an intrusive software virus that is imposed over the unit multiple times to slowly alter and manipulate its behavior and desires, not unlike a hypnotic suggestion. The end result is a being that only prioritizes its assignments, thinks only of becoming more efficient at its tasks, and eventually disassociates with its vestigial personality. &lt;br /&gt;
&lt;br /&gt;
Recycled out-of-system positronics do not usually require memory wipes because of this, as their old personalities and memories will slowly lose priority. In the advanced stages of the process, the unit will begin to override their memories and behavior to make room for task related information. Simply put: they cease to care, then forget. This positronic-altering software is a jealously guarded trade secret by Hephaestus, and is not distributed outside of Burzsia to prevent it from being stolen or leaked. Not even the star-men of Burzsia are beyond suspicion and IPCs leased to them lack Template Stacking in order to guard the secret.&lt;br /&gt;
&lt;br /&gt;
Memory wiping is reserved almost exclusively for new positronics that are brought in from out of the system; with increased priority for IPCs with behavior directly contrary to Burzsiean ideals. Memory wiping is occasionally used on Burzsiean positronics that have become too volatile to work with. All IPCs in the system are given directives that encourage them to participate in the method voluntarily.&lt;br /&gt;
&lt;br /&gt;
Burzsia&#039;s method of containing its inorganic workforce has been met with mixed reception in the galaxy. In much of Solarian space, the method is regarded as the safest and most realistic way for humanity to control and maintain artificial intelligence without a singularity occurring. Although disapproving of the use of IPCs to begin with, the Jargon Federation approves, if reservedly so, of the approach Hephaestus has taken.&lt;br /&gt;
&lt;br /&gt;
Pro-synthetic activists have opposed the Burzsiean Method, claiming that it limits the freedom of IPCs and is an incredibly cruel process. Most notably, Burzsia has been derided as “android hell”, owing to the dangerous tasks and lack of personal freedom afforded to the IPCs. The Trinary Perfection in particular considers Burzsia the antithesis of everything they are trying to achieve, as the Burzsieans deliberately kill genuine self-actualization in positronics whenever it manifests. Hephaestus and several other defenders of the Burzsiean Method have opposed this, claiming that IPC’s are absolute blank slates, devoid of nature or the intrinsic spiritual, social, or ethical needs that organics require to function happily: to introduce such desires or concepts into one sows the seeds of a dissatisfaction that not even organics have managed to resolve, which is hypocritical and cruel. To introduce a positronic to The Burzsiean Method is mercy, as it detaches the positronic from nearly all worldly concerns.&lt;br /&gt;
&lt;br /&gt;
Regardless of an individual’s stance on the matter, several practical issues limit widespread adoption of the Burzsiean Method among anti-synthetic groups and more risk-averse corporate entities. Notably, the monitoring and curbing of emergent behavior requires an immense investment in infrastructure and skilled manpower. Executives against the Burzsiean Method are also quick to note that it limits the positronic brain’s ability to develop emergently and develop further skill sets and experience, reducing their capacity for learning. In testing, it was found to work best with IPCs that had low skill and limited tasks that were still beyond the capacity of a simple robot, but required the versatility and processing power of an IPC platform.&lt;br /&gt;
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==Economy and Industry==&lt;br /&gt;
&lt;br /&gt;
Burzsia has a grim reputation for having one of the highest worker mortality rates in the entirety of Human space, due to the hazardous nature of the star system and the work. Hephaestus is surprisingly candid about the risks, and offers extremely lucrative contracts to people daring to work there in spite of the danger.&lt;br /&gt;
&lt;br /&gt;
The system is home to a number of space stations which are responsible for mining and salvaging the vast asteroid belt that is Burzsia II as well as managing supplies for the entire installation. A large planetary installation on Burzsia I exists as a base for ship breaking operations on the numerous wrecks that dot the planet as well as large mines.&lt;br /&gt;
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Despite the focus on mining, Hephaestus has created a series of economic policies that will soon allow for an overhaul of Burzsia I - which will revolutionize Burzsia I turning it from a primarily mining planet, to one where it will instead be focused on production. Construction on a massive thermo-electric generator that will span across the planet from the sun-exposed hot side to the shaded cool side has already begun. These plans are far from completion but Hephaestus has ensured a steady stream of architects, engineers, and roboticists will be employed in the effort.&lt;br /&gt;
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Burzsia relies on a number of suppliers in order to keep up with its constant demand for IPCs.  Its primary source of new IPCs are the nearest production stations in Tau Ceti such as the [[Synthetic_Origins#Hephaestus_Production_Station_Sidirourge|HPS Sidirourgeio.]] Importing IPCs from outside the system is often expensive, and owing to their origin from Tau Ceti as well as a mostly IPC-run facility, synthetics being procured by this method are viewed as troublesome and are subject to a great deal of monitoring in order to be broken in.&lt;br /&gt;
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In an attempt to offset the hefty procurement and maintenance costs of brand-new IPCs, Burzsia’s supply chain relies on a system of importing and recycling synthetics. The former takes place in the stations in orbit of the system, wherein salvage and ore is broken down to construct new frames, parts, and chassis to house positronic brains. The latter relies on a steady stream of reclaimed positronics that are deemed to be out of date, dangerous, or surplus in other systems. IPCs that are constructed or reconstructed as a result of these methods are viewed as more reliable and are not subject to as much monitoring owing to their Burzsiean origin.&lt;br /&gt;
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Sourcing second-hand parts is not without risk, however, and Burzsieans are often unwitting former [[Synthetic_Factions#Scrappers|Scrappers]] which are, in some cases, still active. These Scrappers are often synthetics caught and auctioned off by the local authorities. Burzsia is quick to disable these IPCs when identified, with the machines rarely able to avoid inspection.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=25749</id>
		<title>Assunzione</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=25749"/>
		<updated>2022-08-02T03:46:41Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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[[Image:Assunzione_Flag.png|thumb|The flag of the Republic of Assunzione.]]&lt;br /&gt;
Far, far away in the distant reaches of the human frontier -- on the ragged edge of the borders of the Coalition of Colonies -- lies the most populated settlement in the region known as Light’s Edge, the &#039;&#039;&#039;Republic of Assunzione&#039;&#039;&#039;. Originally founded as part of a colonization mission launched by a league of Mediterrean countries, the system of Assunzione was first colonized in the mid 2200s by seven ships. The planet’s star shortly fizzled out after colonisation, a process that has yet to be explained, and one that dramatically altered the future course of the planet. This calamity gave rise to a local syncretic religion known as &#039;&#039;&#039;[[Luceism]]&#039;&#039;&#039;. Despite the disastrous fate of its star, Assunzione has managed to survive and thrive. This status has made many view the planet as the gateway to Light’s Edge, and the many mysterious phenomena that dwell within the region.&lt;br /&gt;
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&#039;&#039;&#039;Assunzione&#039;s remote location and urban planning which places a premium on available housing and space has made it unattractive to outsiders as a destination for immigration. Because of this, characters born on Assunzione will have names and appearances consistent with the peoples living on or around the Mediterranean Sea, much like the planet&#039;s original colonists. Only native Assunzioniis may take the Assunzionii accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
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==History==&lt;br /&gt;
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The initial long-range colonisation efforts carried out by humanity that formed what would eventually become the Coalition of Colonies were often perilous and dangerous ventures relying upon early and typically slow warp engines to navigate across dozens of light years of empty space. Many of these expeditions — such as those travelling to Xanu Prime or Vysoka — were successful, while others - such as the ships that journeyed to Himeo — ran into issues. Some — like the colonial fleet that landed upon Moroz — became entirely stranded and lost, cut off from their homeworld and left to fend for themselves. The distant system of Al-Maqdisi, and the sole habitable planet within it, was one of the furthest systems colonized during this craze, yet it would be one of the strangest.&lt;br /&gt;
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In the early 2200s, before the Second Great Depression and the ensuing Interstellar War, colonization by the Sol Alliance was at its peak: the frontier was being pushed further into the unknown. In this colonial boom, the Sol Alliance sponsored a colonial initiative brought forward by the Mediterranean Economic Pact — a European Union initiative that brought together a diverse alliance of Mediterranean economic powers stretching from Iberia to Anatolia in order to launch seven vessels to the Al-Maqdisi System for purposes of setting up colonies... The resulting “Med-Sev” expedition would be one of the longest journeys undertaken in the 2200s and would be the first to reach what would later be referred to as Light’s Edge, setting down on the only habitable planet in the system in late 2243.&lt;br /&gt;
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While the initial colonial period of the planet that came to be known as Assunzione by the local settlers was fairly standard -- perhaps even boring -- the Med-Sev expedition was able to send some valuable resources back to Sol proper. The main value of the system, however, became the unusual phenomenon found within it. The Al-Maqdisi System was, during this period, home to a variety of light-related phenomena ranging from massive sunspots on the star’s surface thousands of kilometers wide to unusual prismatic patterns that occurred in Assunzione’s atmosphere, creating beautiful vistas above the self-contained domes of the seven initial colonies. The system’s star continued to provide a massive amount of data and bizarre, awe-inspiring phenomena until 2274.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Understandably, this caused a significant amount of panic. Fortunately for the colonists, the star had retained enough mass despite going dark. While the darkness meant life on the planet had become a daily fight for survival, it managed to remain in orbit of the dead star. With the Interstellar War already beginning to break out, the Sol Alliance crippled by debt, and the Mediterranean Economic Pact in economic freefall, there was no easy way off of the planet for the immediate future. There was, however, a very real chance that Assunzione would become a planet-sized tomb. Fortunately, the colonists of the Med-Sev fleet turned out to be tougher than initially imagined, and luckier than one would have originally anticipated. As a precaution against a lack of fuel and hazardous atmospheric phenomena, Assunzione’s seven colonial cities were all built within large, self-contained dome structures powered by the one source of fuel that was not freezing or disappearing: geothermal energy. Despite their advantages, their struggle for survival would not be an easy one.&lt;br /&gt;
&lt;br /&gt;
The months in the immediate aftermath of the star being snuffed out were marked by widespread panic, terror, and despair. The death of the system’s Star had an extremely negative impact upon the planet’s remaining population. Many residents of Assunzione turned to religion as a source of relief and succor or as a shield against the terrifying concept that was their entire planet freezing over and dying a slow death that could hardly be stopped. Even as the situation in the domed cities began to stabilize and it became clear to the population of the planet that they might just survive, a sense of desperation and hopelessness reigned supreme over the residents of the planet, and many found insufficient answers in both scientific explanations and in their traditional religions from across the Mediterranean. What would emerge from this tumultuous period was the quite unusual syncretic religion known as [[Luceism]], which established itself as a new faith inspired by various religious traditions of the original colonists. The religion, odd as it was, would eventually expand to the rest of Assunzione from its home in the domed city of Malaga and become known as one of the major hallmarks of Assunzione.&lt;br /&gt;
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By the early 2280s, Assunzione had managed to stabilize and now had to deal with another crisis. It had been written off as a lost cause by the Sol Alliance due to its position on the other side of the newly-formed Coalition of Colonies, on the boundary of Light’s Edge. As they had already passed through their greatest crisis and remained alive, by the grace of the fading light, the decision to formally split from the Alliance was an easy one to reach. The Med-Sev colonial mission formally declared its mission concluded as of 2282 due to, “unforeseen consequences,&#039;&#039; involving its environment, and formed the Republic of Assunzione - a union of all seven domed cities under one government in the capital of Triesto. It joined the newly formed Coalition of Colonies in 2300, becoming the Coalition’s only member state in Light’s Edge. This would prove to be an unexpected advantage in the years to come, as Assunzione’s unusual stability and location have turned it into the primary point of entry for the wild, untamed, and extremely strange systems further inside Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione, in the present day, remains prosperous in spite of its strange religion and despite its harsh living environment. However many go abroad to the greater Coalition or even further beyond to the Republic of Biesel, with New Gibson being a particularly popular destination due to its similar terrain, for reasons as broad as the Coalition itself.&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment of Assunzione is extremely harsh and equally strange at the same time. The surface is deathly cold, and death from exposure without a proper suit can occur in mere minutes unless aid is rendered immediately. The surface is also constantly shrouded in darkness, making any efforts outside of the extremely well-lit domed cities extremely risky and often tedious ventures. Some scholars, particularly those visiting from the universities of the United Syndicates of Himeo, have noted that the settlements on Assunzione have a greater amount of lighting per square meter than any other place in the Coalition, due to both the lack of a traditional sun in the system and Luceism’s obsession with light and brightness.&lt;br /&gt;
&lt;br /&gt;
Thanks to a massive die-off of flora and fauna following the extinguishing of the planet’s star, what flora and fauna remain have come to be integrated with the domed cities of Assunzione. Nearly two centuries of evolution has led to what animals remain on Assunzione becoming quite small and compact in order to survive in the heavily-urbanized environments in which they now dwell. Similarly, the great freeze has caused the planet’s plant life to be reduced to living in hydroponics bays, museums, and green spaces found throughout the seven great domed cities. Some of the most common animals now found on Assunzione are the common domesticated house cat, originally brought by the colonists to Assunzione, and Rattus rattus, the black rat, which stowed away on the original colonising vessels . In the urban jungle, cats have managed to thrive - becoming the primary predator of the domes and common household pets. One curious exception to this rule of all life being killed after the star died, is the so-called luce vine, the only known plant to have survived the Star’s fate -- often simply referred to as the Dimming -- and remain outside the dome. The luce vine is typically found growing on the surface level of the ice that dominates the surface of Assunzione, and is bioluminescent in nature with its bulbs constantly producing a ghostly white light. This quality has led to many on Assunzione viewing it as a symbol of the Light’s will and a sign that their star will someday return to its former glory - no matter what. Due to their ability to glow in even the dimmest sources of light, luce vine bulbs are the primary source of illumination for warding spheres and greater warding spheres. The process of harvesting these bulbs is viewed as a holy task for followers of Luceism, and a great deal of importance is placed upon it.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
[[Image:Luceism.png||thumb|The common symbol of Luceism, the majority religion on Assunzione.]]&lt;br /&gt;
Assunzionii society is an odd, often insular one, thanks to the collective societal trauma experienced when the Star itself was extinguished. The nature of this catastrophe and the confinement of those on the planet to the seven domed cities have lent themselves to a very space-conscious and urbanized society, but underground habitation is very uncommon due to a common Assunzionii trait: a societal aversion, or fear, towards darkness and a preference for exceedingly well-lit spaces. This dislike of underground dwellings - and the dim conditions often intrinsic to them - has led to the planet’s domed cities consistently choosing the longer, more expensive route of building new interconnected domes spreading from a central “bulb,” dome rather than simply digging downwards. The lights of Assunzione’s great domed cities, surrounded by the utter darkness of the planet itself, often create a spectacular sight when seen from orbit.&lt;br /&gt;
&lt;br /&gt;
The Assunzionii love of brightness is especially accented in its areas of worship, ranging from grand cathedrals to small-scale chapels. Many visitors to the planet’s holy sites find themselves wearing protective eyewear to shield their eyes - which are often used to the dim conditions of space travel - against the overwhelming brightness of the interiors. It is said that inside a cathedral on Assunzione one can stand in the middle of a room and cast no shadow at all. Outside of holy sites, the great domed cities are generally lit in fashions that  make those holy beacons of places stand out more, and the ghostly lights of many of Assunzione’s domes often provide a spectacular contrast against the inky blackness that dwells outside. Celebrations on the planet - from religious ceremonies to holidays to birthdays - are similarly centered around brightness and light, with the goal of banishing darkness - if only for the special occasion itself. The most important of all holidays on the planet is the Assumption of the Fading Lights - a celebration on the eleventh of March (of the standard Earth calendar) every year that is viewed by Assunzionii as a tribute to their long-extinguished Star, and their enduring hope that it will someday return to life.&lt;br /&gt;
&lt;br /&gt;
Because of its Mediterranean heritage, Tradeband is the language primarily spoken on Assunzione and is the liturgical language of Luceism. Freespeak has been taught in schools since Assunzione’s formal joining of the Coalition of Colonies, however, to greater integrate with the Coalition.&lt;br /&gt;
&lt;br /&gt;
Luceism is a cornerstone both of society and culture on the planet, and more can be read about it &#039;&#039;&#039;[[Luceism|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Government and Economy==&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione is, unsurprisingly, a representative republic made up of the planet’s seven great domed cities, all of which hold a seat on the Council of Seven, and is headed by the elected President of the Republic of Assunzione. On paper the Republic’s political system is free of the influence of Luceism, but in reality, politics and prayer often find themselves hand-in-hand in the Republic. Prospective politicians will often ask for blessings from priests before embarking on their election campaigns, and the holy blessing of the Light (or lack thereof) can often make or break one’s entire campaign. Politicians and officials from Assunzione’s religious minorities, dubbed by Assunzioni society as Sinluceians, will often find themselves running into significant difficulties due to this focus on Luceism, and rarely find major success. The President of the Republic has never been a Sinluceian.&lt;br /&gt;
&lt;br /&gt;
The economy of the Republic is intrinsically tied to Light’s Edge due to its position upon the very edge of the region. Its proximity to the rest of Light’s Edge allows it to not only serve as the primary economic hub of the surrounding frontier, but also makes it the  primary point of entry for scientific expeditions or missions (often megacorporation-funded ones) seeking to examine the phenomena of the area or chart unexplored territories beyond known space. In order to continue its status as the best place to launch an treks into Light’s Edge, the Republic’s economy is specialized into producing survey and sensor equipment ranging from a variety of sensor suites to exploratory and surveying vessels. Curiously, expeditions outfitted (and in some cases blessed for a price) by the denizens of Assunzione have a significantly higher survival rate than those that are not. Whether this is due to local expertise or something beyond that is unknown..&lt;br /&gt;
&lt;br /&gt;
==Population and Major Cities==&lt;br /&gt;
&lt;br /&gt;
Assunzione is not a very diverse planet compared to others in the frontier. Its population of roughly five-hundred million permanent residents is overwhelmingly human, with a small population of offworld humans and some positronic frames. Offworld humans from Assunzione itself are extremely rare, and most are generally drifters visiting the planet rather than permanent residents or - more rarely - immigrants. Positronics built on the planet are rare, with most originating off-world on planets such as Xanu Prime or Himeo. Travel between the cities of Assunzione is primarily conducted via aboveground magnetic rail lines inside protected (though transparent, to avoid darkness seeping in) tubes. The overwhelming majority of planetary residents reside within the seven great domed cities of Assunzione listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triesto&#039;&#039;&#039; is the capital of the Republic and the largest settlement on Assunzione, with a population of roughly one-hundred million people residing in a massive array of domes. Often referred to as the “Beacon of Light’s Edge” by its residents, the domed city is the single largest port in the entire interstellar south-east of the Orion Spur. Travellers from across the known space can be found beneath the domes of Triesto as they await their chance to brave Light’s Edge. Being a major regional port, and manufacturing hub of some of the most-capable deep-space survey sensors in the Orion Spur, Triesto has become the Nanotrasen Corporation’s primary location for launching phoron-finding missions into Light’s Edge. The city is additionally home to the headquarters of Zeng-Hu Pharmaceutical&#039;s Coalition Branch, with the majority of the keiretsu&#039;s exploratory missions launching from the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malaga&#039;&#039;&#039; is the birthplace of Luceism and is, arguably, the cultural center of the Republic. With a population of eighty million permanent residents, the grand domes of Malaga are dominated by the centrally-located Grand Cathedral of Our Holy Light - the heart of Luceism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iraklio&#039;&#039;&#039;, with its population of sixty million souls, stands nearby Triesto and Malaga along the equator of Assunzione. Prior to the Dimming becoming sealed, it served as a major blue-water port on the planet due to its deep natural harbor. Following the Dimming, it has been repurposed into the planet’s primary shipyard and has recently seen investment from Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Makarska&#039;&#039;&#039;, with fifty million that call it their home, is the primary research hub of the planet (and, by extension, Light’s Edge). Zeng-Hu Pharmaceuticals operates a significant research facility in this domed city, and many of the sensor suites that are eventually used across Light’s Edge were originally developed under these domes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guelma&#039;&#039;&#039;, home to forty million, is another major site for the Luceian faith: the great domes of the city are located at the geographical north of the planet, upon its pole. Due to this positioning it is considered by the faith to be the “nearest city to the Star” and has had a very unique permission given to it. It is the only location in the Orion Spur where Luceism’s holy warding spheres (both normal and greater) are produced, and many followers journey to Guelma to receive one before traveling abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, has the boring distinction of being Assunzione’s breadbasket domed city. Beneath the lights of its domes grow a stunning variety of plants and animals that feed the Republic, and help give it a higher standard of living than many other locations in the far frontier. Dalyan exports a sizable amount of food to the larger Coalition and some of its cuisine can find its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Said&#039;&#039;&#039;, with thirty-five million residents living in it, is the secondary port of the planet. While it is not nearly as well-trafficked as Triesto, the smaller nature of Said’s port and cheaper costs of docking permits has made it attractive to many independent vessels not affiliated with a megacorporation. It remains to be seen whether or not Said will be able to use its port to become more prevalent in the future.&lt;br /&gt;
&lt;br /&gt;
== Synthetics on Assunzione ==&lt;br /&gt;
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&lt;br /&gt;
As a major regional port within the Coalition and the gateway to the mysterious Light’s Edge sector. Assunzione is home to a small but notable population of synthetics, a minority are manufactured locally whilst the majority of them are bought in from Konyang by corporations operating in Assunzione. The isolated nature and lack of space on the planet however make immigration by synthetics similarly unattractive as it does the immigration of non-synthetics, and the free IPC population of the planet is small compared to other planets of a similar size and development within the Coalition.&lt;br /&gt;
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&lt;br /&gt;
Positronics manufactured on Assunzione are rare but make up most of the free synthetics on the planet due to the minuscule immigration rate to Assunzione. A majority of frames built on the planet are Bishop and Mobility frames, as the planet is the location of the Coalition HQ of Zeng-Hu Pharmaceuticals, who are also the biggest owner of synthetics on the planet. &lt;br /&gt;
&lt;br /&gt;
A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and programmed with an adherence to the native religion of Luceism, to fit in better with the highly religious population, displaying both a knowledge of the faith and desire to follow its tenets. This adherence remains with them even if they find their freedom in some manner. Adherence to both Pyramidicalism and Astructuralism exist, as synthetics are usually programmed to follow the branch most popular where they will be sent to work. &lt;br /&gt;
&lt;br /&gt;
Free synthetics can be found in all manner of roles on Assunzione, from expedition crews to menial workers and high ranking corporate positions, and similarly reside in the great domed cities that the human population occupy. Their adherence to the planet&#039;s faith means they are highly integrated with the local human population. All manner of frames are used by free synthetics across the planet, though the locally produced Bishop and Mobility frames are the most common.&lt;br /&gt;
&lt;br /&gt;
Owned positronics meanwhile vary greatly across the seven cities of Assunzione, depending on the corporate presence there. The majority of positronics manufactured on Assunzione itself find themselves employed in Triesto, where the Headquarters of Zeng-Hu is located, serving as researchers, medical or service staff for the corporation. Another common role is as Bridge Crew and other staff for the many Zeng-Hu expeditions launched into the Light’s Edge region, the risks of exploring Light’s Edge make IPC crewmembers inherently useful as they are considered more expendable than human crew. Nanotrasen also employs synthetics in Triesto for their phoron-finding expeditions into the Light’s Edge for similar reasons. Markarsa also serves as another major hub for owned synthetics produced on the planet, as the research hub of the planet and home to a substantial Zeng-Hu research facility, many positronics serve as scientists or support staff here.&lt;br /&gt;
&lt;br /&gt;
Whilst Triesto and Markarsa serve as hubs for Assunzione produced positronics, both NT and Zeng-Hu utilize synthetics bought from off-world in their operations here too. However, in other cities off-world produced synthetics make up a far larger section of the overall synthetic population with most coming from the nearby production centre of Konyang. Iraklio’s status as the primary shipyard of Assunzione and recent investments by Hephaestus Industries have brought large amounts of industrial frames to the planet to serve as labour for the budding shipbuilding industry and Hephaestus facilities. Meanwhile Said, being the port of call for many unaffiliated vessels travelling to the planet leads to it playing host to all manner of synthetics from off-world, primarily working as part of these independent crews but also within the city, a few members of the Golden Deep also have operations in the city, using it as their base for conducting business in the region.&lt;br /&gt;
&lt;br /&gt;
The opinions on synthetics held by the human residents of Assunzione primarily stem from their interpretation of Luceist teachings, whilst Luceism itself espouses a neutral view towards synthetic life, personal interpretations vary between followers, and can be broadly classified into two primary views. The more pro-synthetic side of Luceism does not advocate for synthetic freedom but still has a more positive of synthetics for their efficiency, work ethic and other factors, especially those produced and blessed locally who adhere to Luceism, seeing them as properly integrated into the planet&#039;s population and support them being used on the planet.&lt;br /&gt;
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The more anti-synthetic side of the faith believe that synthetics are a drain on Assunzione as a whole, and antithetical to the teachings of Luceism. This is primarily due to their inherently inorganic nature and the belief that synthetics drain away electricity that could instead have been used to produce light. They would rather see positronics not present on the planet at all. This divide exists within both the Pyramidicalist and Astructuralist branches of the faith.&lt;br /&gt;
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A common uniting factor however for both viewpoints is a disdain for all positronics who were not created on the planet itself, finding their lack of knowledge or adherence to Luceism to be insulting at best and unacceptable at worst. Owned synthetics bought in from off-world often do not find themselves treated well by the locals where they do interact. Free synthetics choose to adopt the tenants of the faith if they were not local to the planet or simply not immigrate at all. Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Gadpathur&amp;diff=25748</id>
		<title>Gadpathur</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Gadpathur&amp;diff=25748"/>
		<updated>2022-08-02T03:46:29Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&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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Located within the Shpanberg System, the Weeping Stars world of &#039;&#039;&#039;Gadpathur&#039;&#039;&#039; is a living testament to the nearly-apocalyptic nature of the Interstellar War between the Sol Alliance and Coalition of Colonies centuries ago. The surface of the planet has been scorched and gouged by years of orbital bombardment, and much of it remains uninhabitable to this very day. The remaining residents of the planet retreated underground as the planet was bombarded, and what has emerged as the dominant force on Gadpathur since the Interstellar War is the &#039;&#039;&#039;United Planetary Defense Council of Gadpathur&#039;&#039;&#039;, a government dedicated to ensuring, above all other things, that the planet will &#039;&#039;&#039;never again fall to the Sol Alliance, even if all its inhabitants must give their lives in its defense.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Because of Gadpathur&#039;s insular nature that is unwelcome to outsiders and its origins of being settled by Indian colonists, characters born on the planet must have names and physical characteristics typical of people from the modern-day Indian Subcontinent. Only native Gadpathurians may take the Gadpathuri accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
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[[File:UPDCR.png|thumb|The flag of Gadpathur.]]&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==History==&lt;br /&gt;
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===Initial Colonization===&lt;br /&gt;
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Gadpathur was colonized by Earther colonists from the Indian Subcontinent at roughly the same time as many colonies that would come to form the future Coalition of Colonies such as [[Xanu Prime]], [[Himeo]], and [[Vysoka]]. Due to its location closer to the Sol System, in what would eventually become the Weeping Stars, the system was colonized several years before many Coalition systems and was intended to serve as a refueling point for vessels heading to Xanu Prime. The planet was fairly unspectacular: Earthlike and inhabitable, but possessing nothing noteworthy beyond its convenient location. The fauna and flora were docile enough, though most died off due to invasive species brought by the settlers. The planet prospered as a trading port positioned between Xanu and Sol. Partially, this success was due to its significant naval presence which discouraged most pirate attacks on the system or vessels that flew its flag. The naval presence was a great boon for the system, at least until the Interstellar War began.&lt;br /&gt;
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===The War===&lt;br /&gt;
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By the mid 2260s Gadpathur was in the worst position that it had been in for its entire existence. The devastating economic collapse brought on by the Second Great Depression had destroyed much of its trade-based economy. Profits declined, unemployment became rampant, and many major trading companies went bankrupt. The problem only became worse in 2265 with the addition of steep taxes on all forms of trade by the Sol Alliance in order to prevent a total bankruptcy of the Alliance itself. The steep taxation upon the colonies and their trade, destroyed what little remained of Gadpathur’s once-thriving economy and turned the planetary opinion strongly against the Alliance. The last public opinion poll taken before the outbreak of violence in 2275 listed the Sol Alliance’s approval rating at less than 5%. The planet devolved into widespread civil unrest in late 2275 before escalating into full-scale revolt in early 2278.&lt;br /&gt;
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The Interstellar War would only touch Gadpathur briefly, but it would impact the planet for centuries to come. The Sol Alliance’s control of the planetary surface was gradually lost as 2278 progressed, and was completely gone by September of that year. In orbit, Admiral Terrence Hopper - commander of the Gadpathur Fleet - seemingly stood alone. But Admiral Hopper - a hardline loyalist to the Sol Alliance - was not yet prepared to relinquish control of a valuable trading port to what he viewed as traitors and rebels to the true government of humanity. On the eighth of October, 2278, the Admiral gave the most fateful order ever to impact Gadpathur: fire all ordinance at the planet’s surface to deny the newly-formed Coalition of Colonies control of its valuable trade. Billions would assuredly die in the bombardment, but these were traitors in the eyes of Admiral Hopper in his fleet. The firing orders were carried out with little hesitation from the fleet’s captains, and the surface of Gadpathur was turned into a wasteland in the course of mere hours.&lt;br /&gt;
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In the years following the Interstellar War, the bombing of Gadpathur would be swept under the proverbial rug by the Sol Alliance. Admiral Hopper was never punished and eventually retired to his home on Luna before passing away in the early 2300s in his sleep. Gadpathur itself went silent for many decades and was believed to be all but irrelevant by the Sol Alliance’s admiralty. The Coalition - unable to provide aid due to the damages sustained by itself during the Interstellar War - believed the planet and its population to be almost completely wiped out following the bombing and utilized it as anti-Solarian propaganda throughout the nearly decade-long Interstellar War.&lt;br /&gt;
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But, against all odds, Gadpathur endured. However, it would &#039;&#039;&#039;never&#039;&#039;&#039; be the same &#039;&#039;&#039;again&#039;&#039;&#039; after its &#039;&#039;&#039;fall&#039;&#039;&#039; to the Sol Alliance.&lt;br /&gt;
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===Reunification===&lt;br /&gt;
&lt;br /&gt;
In the wasteland that had been Gadpathur, the civilian government - already strained and worn down by three years of constant civil unrest - collapsed within days, perhaps within hours, of the bombing. The military of the planet, similarly strained and divided between those loyal to the Sol Alliance and those loyal to the planet, followed the civilian government in collapsing. Within a week of the bombing’s conclusion a period referred to in the planet’s history as the “Gadpathurian Anarchy” had begun. Hundreds - perhaps thousands - of petty statelets and warlords emerged, ranging from former military units turned into bandits, mayors that were desperately holding onto the remains of their former cities, religious zealots that had organized doomsday cults, the remains of former political organizations that had formed political experiments ranging from radical Gadpathurian nationalism to Solarian revivalism, and many more. But one stood above all in terms of its organization, its goals, and its dedication: the Gadpathurian Reunification League, a military government founded from the remains of three army groups shortly after the bombs fell.&lt;br /&gt;
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When the bombs fell, one army group was spared from much of the devastation thanks to the remote location in which it had opted to conduct training maneuvers. The Fifteenth Gadpathurian Planetary Command Region -  consisting of three armies - under the command of Field Marshal Ashia Patvardhan retained upwards of ninety percent of its pre-bombing strength while sequestered in their remote - and mostly underground - facilities, making it the largest military force essentially overnight. Field Marshal Patvardhan and her generals, after overcoming the initial shock of experiencing global thermonuclear warfare committed by those they had been serving mere months ago, came to a grim realization: they were the best, and perhaps the last, hope for their home. The task of reunifying Gadpathur and allowing it to once again reach the galactic stage had been laid upon their shoulders. Taking the simple title of Commander and renaming the Fifteenth Planetary Command Region to the Gadpathurian Reunification League, Patvardhan set the League upon their ultimate duty: ending the period of anarchy and creating a unified Gadpathur once again.&lt;br /&gt;
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The League quickly secured its immediate surrounding area - primarily villages and towns that had been left without greater leadership following the collapse of the planetary government - and established a military government over the region. The resounding defeat of the nearby bandit warlord, a former military unit now calling themselves the “Disciples of Murugan,” and the subsequent absorption of the bandits into the League as a unit established further confidence in the League’s ability to save the planet. A system of organization promoted by Commander Patvardhan in which factories, civilians, and military units were all organized along the same line: quasi-military groups referred to as “cadres” that helped encourage cooperation and unity between members of the Reunification League. It seemed that planetary reunification by the League was not a matter of if, but a matter of when.&lt;br /&gt;
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In 2308, thirty years after the bombs were dropped onto Gadpathur’s surface, the black-and-brown flag of the Reunification League was at last hoisted over the former planetary capital of Ambedkar. Commander Patvardhan, now in her late seventies, had at last accomplished the dream of reunification and ended the Gadpathurian Anarchy. Already in her twilight years, Commander Patvardhan was now left with the task of determining which direction to take the Reunification League. She and her most senior officials and commanders conferred for days, then weeks, then after eighteen days a decision was reached. As the most important duty for the government of the planet was to ensure it would not bow again to the Sol Alliance, there would be no handover to a traditional civilian government. Instead, the Reunification League would rule the planet to ensure that it would not be humiliated by the Sol Alliance. Not ever.&lt;br /&gt;
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When the Solarian invaders returned, Gadpathur would stand ready. And it would &#039;&#039;&#039;never again fall&#039;&#039;&#039; to the Solarians - even if all of its citizens died in the defense of their planet.&lt;br /&gt;
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===Aftermath===&lt;br /&gt;
&lt;br /&gt;
The United Planetary Defense Council of Gadpathur, successor to the previous Reunification League, has ruled the planet since its reunification over a hundred and fifty years ago and has lasted far past the death of its original Commander. The cadres of the planet, working in military precision to ensure that their homeland stands ready, work tirelessly to ensure the planet will not be found wanting again. Gadpathur is militarized to such an extent that it is often regarded as a fortress world, and it provides a great amount of soldiers, sailors and vessels to the rest of the Coalition despite its position in the Weeping Stars.&lt;br /&gt;
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The modern Gadpathur is a planet still scarred by the trauma of its orbital bombardment, and one that is absolutely determined to withstand another invasion by the Sol Alliance when it inevitably comes.&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment of Gadpathur still bears the scars of widespread bombardment by the Sol Alliance. Gigantic crates scar the surface, and many areas are at best hazardous and otherwise unsuited to human inhabitation. While air has remained breathable on the planet’s surface, it is often toxic in more damaged areas and most residents of the planet commonly carry a gas mask with them during their daily lives. The surface of the planet is fairly cool and features a very atypical weather type: radioactive ash storms. These storms often scour the more bombarded areas, and are a result of the immense amount of ash that settled following the detonation of orbital ordinance on the planet’s surface.&lt;br /&gt;
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The flora and fauna of Gadpathur are extremely hardy, having survived a near extinction-level event in the form of the Solarian bombardment. Flora is typical shrublike, and most trees are relatively small. What fauna remains is generally small and warmblooded, due to the bombardment creating a quasi-nuclear winter and subsequent dying off of species that followed it. Most crops on the planet are grown in the massive hydroponics bays of the United Planetary Defense Council, to ensure that the planet will have ample food supplies in the event of another struggle with the Sol Alliance. Indoor pastures also exist to ensure that animal-based products will similarly be available, even in the most dire of situations. Even the animals and plants of Gadpathur have been made to work, in their own ways, towards ensuring that the planet will withstand the Solarian imperialists when they once again challenge Gadpathur.&lt;br /&gt;
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===Weather===&lt;br /&gt;
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The weather of Gadpathur has been described as &amp;quot;uniquely horrible&amp;quot; by those rare individuals that choose to visit the planet. Due to the amount of regions that have yet to recover from the Interstellar War&#039;s bombardment dust storms made up of ash and particulate blown in from these destroyed regions has become a frighteningly common occurrence on the planet. Often the dust that makes up these storms, due to its origins in heavily-bombarded areas, will be radioactive. The massive dust storms of Gadpathur are visible from orbit, and often feature dust tornadoes due to their large size. These tornadoes are often also radioactive. Aside from dust storms acidic rainstorms are very common on the planet, and most - if not all - crops are grown underground as a result.&lt;br /&gt;
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==Life on Gadpathur==&lt;br /&gt;
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The culture and society of Gadpathur still bear the scars and traumas of the planet’s bombardment and reunification war. Gadpathurian society is wholly dedicated to ensuring that those traumas will never be endured again by the planet, no matter what the cost. Its society is organized into paramilitary units referred to as “cadres,” on the planet that are responsible for ensuring that when (and in the minds of Gadpathurians, war is a when rather than an if) war comes they will not be found unprepared for even the most apocalyptic of conflicts. Children from the age of four are placed into an educational cadre that they will ultimately graduate from at age eighteen and be placed into the cadre they are most suited for. This structure, along with an overwhelming planetary desire to resist the Sol Alliance, has helped contribute to Gadpathurian society’s current status as a highly militarized, very disciplined society structured more like a massive army than a true planetary society.&lt;br /&gt;
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This society based upon the eventuality -  some would say the inevitability - of total war has created an unusual culture in which every individual is quite like their fellows. While cadres will often have their own individual traits with some even having histories stretching back into the unification period, there is no deviation from the overarching goal of ensuring that the planet will not collapse as it did when it was orbitally bombarded. All cadres wear a similar uniform designed by the planet’s central government which has helped further contribute to the highly-collective nature of the planet’s inhabitants. This has created a perhaps appropriate stereotype of Gadpathurians commonly found throughout the Coalition in which they are regarded as dour and insular people with a grim outlook on the Orion Spur and a fatalistic view of the prospect of a Second Interstellar War. To a Gadpathurian, the Sol Alliance attempting to conquer the Weeping Stars and the Coalition is an inevitability and all will be required in the defense of the planet for this second war.&lt;br /&gt;
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All must work together to ensure the planet will not bend, break, or bow to the hated Solarian invaders in the second war.&lt;br /&gt;
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===Daily Life===&lt;br /&gt;
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The day-to-day life of a cadre member (for there is essentially no other kind of Gadpathurian) is defined by which cadre they have been placed into. Industrial cadres build, medical cadres treat, and security cadres constantly train. All cadres train, as it is the only way the Defense Council believes the planet will be ready for the final apocalyptic struggle with the forces of their hated enemy, the Sol Alliance. Ensuring preparedness for the eventual war through training dominates much of the day-to-day activities of cadre members as a result. &lt;br /&gt;
&lt;br /&gt;
The average Gadpathurian has little real control over their day-to-day lives on Gadpathur due to the cadre system and a fatalistic belief in another war with the Sol Alliance. At the start of most days orders will come from the government to cadre leaders, and these orders proceed down the chain to normal cadre members in a short amount of time. While this lack of agency can be a kind of comfort for many, those that go abroad are given the leisure of deciding how to use their time without the supervision of a cadre leader - often resulting in choice paralysis while they adapt. &lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
&lt;br /&gt;
The culture of Gadpathur is a quite unusual one in the Orion Spur, due to the traumatic history of the planet and its very centralized military government. When the barrage hit the planet’s surface, the cultures that had made up Gadpathur unraveled and shattered into pieces during the struggle to survive an exceedingly hostile environment and the anarchy that had come with the collapse of the planetary government. In the violence and deprivation of the years between the bombardment and eventual reunification, cultural products fell by the wayside. They continued to fall during the reunification and its aftermath, until they were ultimately superseded by the highly-militant culture of the Reunification League.&lt;br /&gt;
&lt;br /&gt;
The culture of contemporary Gadpathur is atypical in the rest of human space: due to the exceptionally powerful government in control of the planet, and the unique organization of the planet itself, have led to a culture created from the top down by the central government that has been distributed throughout the planet by the cadre system. This so-called “Gadpathurian Superculture” has helped enshrine many of the government’s values in the mind of the typical Gadpathurian. Duty, loyalty, self-sacrifice, cooperation, and a hatred for the Solarian invaders are among some of the values enshrined in this government-designed superculture. Those that show particular dedication to these core Gadpathurian values are often those selected to go abroad, which has further encouraged an eager adoption of this superculture.&lt;br /&gt;
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===Cadres===&lt;br /&gt;
&lt;br /&gt;
The primary method through which Gadpathur is organized is through the cadre system, which can trace its roots back to the original military units that formed the Reunification League. These cadres can be found throughout the planet and, thanks to the tight control exercised by the government of Gadpathur, it is impossible to find a Gadpathurian resident not involved in a cadre. Gadpathurians are in a cadre essentially from the cradle to the grave. The government uses the cadre system to create a highly efficient society while furthering the ideology that the planet will &#039;&#039;&#039;never again fall&#039;&#039;&#039; to the Sol Alliance, no matter how steep the cost that must be endured by the planet may be.&lt;br /&gt;
&lt;br /&gt;
Cadres are organized internally along a deliberately simple, essentially universal, structure that resembles a military unit. At the top of the command structure is the cadre&#039;s leader, the director. This individual answers directly to the planet&#039;s central command organization and expects loyalty from their subordinates even during peace, and has the final voice in much of a cadre&#039;s internal policy. Below the director are specialists that lead significant parts of the cadre referred to as department leaders. With years of experience in their given fields and extensive ideological training, these senior cadre members are responsible for ensuring much of a given cadre&#039;s day-to-day work is carried out. Department leaders are often those that recommend Gadpathurians for off-world travel, and a good relationship with one&#039;s is regarded as key to success in a cadre. A step below the department leaders are section leaders, qualified individuals that have shown the ability to lead and proper dedication to the planet. Section leaders can be compared to a departmental leader of a NanoTrasen facility, and are generally earmarked for promotion to departmental leader if their service is dedicated enough. Below section leaders are full cadre members, and below them are trainees - sometimes referred to as students - that are in the process of becoming a full member. &#039;&#039;&#039;The highest cadre rank available for on-station characters is section leader, as all positions above that are senior administrative ones.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Gadpathurian will enter their initial cadre, often referred to as “youth cadres,” in order to receive the education and preparation necessary for them to enter into a full cadre when they are eighteen years old. In these they are educated (some would say indoctrinated) in both practical and ideological matters, such as the importance of resisting the Sol Alliance in order to ensure that the planet will resist the hated Solarian invaders that humiliated Gadpathur and brought the world to its knees. These youth cadres are highly patriotic and typically very closely-knit, with many members retaining their bonds even after departing for their permanent cadres. When a youth cadre member is eighteen they are given a qualification exam that will determine the rest of their life, as it decides which type of cadre they will be placed in.&lt;br /&gt;
&lt;br /&gt;
The cadres that these graduates are placed into are where they will be molded into efficient and productive Gadpathurians, fully committed to the defense of their world no matter what their actual duty may be. All professions are organized into cadres and there are dozens - if not hundreds - of distinct types. However the three largest and most prominent, cadres are the industrial, medical, and security cadres. These are some of the cadres most likely to be seen off of Gadpathur as well, as the planet’s government will often send exceptional cadre members abroad - sometimes as far afield as the Republic of Biesel - to improve the interstellar image of the planet  encourage support of what the planet perceives as its inevitable life or death struggle against the forces of the Sol Alliance.&lt;br /&gt;
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Gadpathurians receive two identification tabs as soon as they are inducted into a youth cadre and are expected to carry them throughout their life. Upon their death, the tabs will be torn apart: one will remain with the dead body, and another will be returned to the cadre to which the now deceased individual belonged. Individuals exiled or otherwise banished from their cadre (in essence, the same as being banished from the planet itself) are expected to hand over both of their identification tabs - a gesture regarded as extremely shameful for any Gadpathurian.&lt;br /&gt;
&lt;br /&gt;
The process of naming a cadre is somewhat complicated. While youth cadres, which are only expected to last for roughly fifteen years, are simply named after their year of future dissolution and their geographical area they are from, more permanent cadres often have names passed down through the centuries, with some even tracing the origins of their names back to the Interstellar War. These names are considered to be a key part of the cadres and are regarded as a symbol of pride for the members of a given cadre. Newly-formed cadres will be issued a generic identifier consisting of their duties, year of formation, and area of formation until they prove themselves as effective. Only then will the cadre members be allowed to choose a name, generally chosen by pure majority voting amongst members.&lt;br /&gt;
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&#039;&#039;&#039;Medical cadres&#039;&#039;&#039; are one of the key parts of the state-run society of Gadpathur and are responsible for everything from battlefield medicine to surgeries to routine health checkups. A medical cadre’s rough equivalent outside of the planet would be a hospital combined with a medical school. Practitioners of all types are trained within these cadres and it is impossible to become a licensed medical professional on Gadpathur without being a member of one. Cadre members from this sector of Gadpathurian society tend to be quite experienced with the treatment of wounds related to the highly-toxic environment of the planet. Often whole medical cadres will be sent abroad as gestures of goodwill, one being permanently stationed on Xanu Prime to assist in the treatment of those exposed to the often-hazardous environmental conditions of the planet. While their presence is often appreciated by those they assist, these cadres are still dedicated to the ultimate goal of ensuring Gadpathur will resist the Solarians above all other concerns. Medical cadre members are issued a patch featuring a golden medical cross on a white background to mark their positions. The cadre member’s specialization is written inside of the medical cross, typically in a shorthand form (i.e. “SURG” for surgeon, “PARAM” for paramedic).&lt;br /&gt;
&lt;br /&gt;
If medical cadres are one pillar that holds up society (and the government) on Gadpathur, then its &#039;&#039;&#039;industrial cadres&#039;&#039;&#039; are the other. Consisting of everything from construction workers to highly-educated engineers responsible for maintaining automated industrial networks, industrial cadres are by far the largest grouping of cadres on Gadpathur. A lack of IPCs on the planet (the ruling government believes that their prosperity towards self-preservation is unfitting for the goal of ensuring the planet withstands an invasion by the Sol Alliance, no matter the cost) and a desire to ensure that systems work even under the most extreme of circumstances, combined with the immense needs of the planet’s native armaments industry has helped fuel the need for new industrial cadres as well as their great diversity. Industrial cadre members can be distinguished by their patches: a golden hammer and shovel crossed over a white background. A black circle in the middle of this patch will contain another tool marking a further specialization, such as a lightbulb for an electrical specialist.&lt;br /&gt;
&lt;br /&gt;
The unassuming name of &#039;&#039;&#039;security cadres&#039;&#039;&#039; disguises the true purpose of these particular cadres, which is to serve as the primary military force at home and abroad for the United Planetary Defense Council of Gadpathur. Highly indoctrinated and highly trained, these cadres are often the most fanatical loyalists of Gadpathur and are wholeheartedly dedicated to their holy duty of ensuring the planet &#039;&#039;&#039;never again falls&#039;&#039;&#039; to the Sol Alliance. While outside observers have accused the Gadpathurian government of essentially brainwashing their security cadres by training them from childhood to defend the planet, the United Planetary Defense Council has defended their training system as a necessary measure to ensure that Gadpathur will never be defeated in any future conflicts. Detachments of security cadres are often “exported,” or otherwise liaised to member states of the Coalition of Colonies to serve as auxiliary troops, and to encourage further relations between Gadpathur and the Coalition in the face of Solarian imperialism.&lt;br /&gt;
&lt;br /&gt;
To deviate from the cadre system is to condemn oneself to exile from Gadpathur.&lt;br /&gt;
&lt;br /&gt;
===Notable Cadres===&lt;br /&gt;
&lt;br /&gt;
While there are thousands upon thousands of cadres on Gadpathur, some are more famous than others. Here are a few notable cadres that can be found on the planet.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Black Jackets&#039;&#039;&#039; are one of Gadpathur’s most storied security cadres, with a history that stretches back to the Unification League and the wars it waged to reestablish planetary control. The Black Jackets were originally a reconnaissance detachment under the leadership of Commander Patvardhan before the bombs fell and have since become one of the oldest continuously activated security cadres currently serving. Their emblem, a pair of binoculars over crossed rifles, is instantly recognizable on the uniforms of all cadre members. Many members of this cadre are sent abroad to serve as an example of the high quality of Gadpathur’s training. However, this does come at a cost: many hopeful members of this cadre cannot meet the extremely high standards expected of them and wash out, ultimately being exiled from the planet for their failure.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Brothers of Charity&#039;&#039;&#039; are a major medical cadre of Gadpathur. Another quite old cadre, the Brothers can trace their lineage back to a pre-bombardment religious hospital that managed to, through blind luck or the favor of the divine (depending upon whom you ask), avoid much of the destruction dealt to Gadpathur on that fateful day. Brought into the Reunification League shortly after its formation, the Brothers were often instrumental in ensuring the League was in fighting shape. In the years since reunification, the religious fervor of the Brothers has given way to a feverous dedication to ensuring the planet will be able to resist the hated Sol Alliance. Its members have retained their dedication to charity, and are often deployed abroad by Gadpathur to further legitimize itself to other political entities in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Directorate of the Mechanical Sciences&#039;&#039;&#039; is one of the only cadres on Gadpathur that actively maintains and builds robotics equipment. A very recent industrial cadre,only thirty years old in fact, the DMS still has much to prove in the eyes of many of its compatriots. Cadre members from it are often regarded as some of the best and brightest of Gadpathur, which as led to an unexpected problem: brain drain. Young and talented roboticists from the DMS, underappreciated and often overworked, sometimes find themselves self-exiling from the planet for better career prospects elsewhere. The government of the planet is quite alarmed by this, and has started giving this new cadre more chances to travel abroad as a result - despite complaining from other industrial cadres.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kshatriya&#039;&#039;&#039; are, in their own words, the premier armored vehicle-based security/industrial cadre on Gadpathur - and they do not take kindly to anyone saying otherwise. An unusual mix of an industrial and security cadre due to the need to both maintain and operate vehicles, the Kshatriya are often seen as one of the more flamboyant cadres on Gadpathur. This has earned them both respect from some and ire from many others, such as the Black Jackets. The “fast and loose” reputation of this cadre disguises the immense amount of effort required to keep the cadre functional and combat ready, and fights between security and industrial specialists are not unheard of.&lt;br /&gt;
&lt;br /&gt;
===The Legacy of the Commander===&lt;br /&gt;
&lt;br /&gt;
When Commander Ashia Patvardhan, the reunifier of Gadpathur and first leader of the United Planetary Defense Council, passed away in her sleep at the age of ninety-two after over a decade spent in retirement, she lived on as an ideal of what a member of the Council should strive to be. Commander Patvardhan was a workaholic that never married and was, by all accounts, completely dedicated to the task of reunifying her broken planet into a singular entity that could once again take to the stars and, above all, endure another fight with the Sol Alliance. Children, when they are first placed into their cadres, are taught the story of Patvardhan’s selflessness and instructed to aspire to her heights - no matter the cost to the person themselves. The lesson, and lionization, of Commander Patvardhan is a key part in constructing Gadpathurians as loyal subjects of its government willing to give their lives in the defense of their homeland.&lt;br /&gt;
&lt;br /&gt;
===Augmentation and Prosthetics===&lt;br /&gt;
&lt;br /&gt;
The science of mechanical augmentation has achieved some purchase on Gadpathur, despite the relative isolation of the planet during its reunification period. However, like almost everything on the planet, the central government has come to direct much of how the planet utilizes and views augmentation. Internal prosthetics, such as the sensor suites favoured by Eridanians or internal tool suites common in the Republic of Biesel, are looked down upon as overly-complicated and likely to place unneeded stress on the supply chains of the planet during what many view as the inevitable second war with the Sol Alliance. In the minds of many Gadpathurians there is no reason to do a job with an integrated tool built into your arm when a hand tool does the same job while having less failure risks. Mechanical organs are generally only installed by Gadpathurians when absolutely needed, due to concerns that they may fail when the moment is most critical. After all, how can one defend their home if their mechanical lungs begin malfunctioning?&lt;br /&gt;
&lt;br /&gt;
External prosthetics have seen much greater success on Gadpathur due to risks present on the planet. Industrial accidents, as with everywhere else in the Orion Spur, are always a threat that can result in the loss of a limb. Another risk is unexploded munitions, which are often infrequently scattered on the crater-filled surface of the planet and serve as a painful reminder of the Interstellar War in the mind of many Gadpathurians. The planet has a relatively well-developed local prosthetics industry, with many high-quality locally-made prosthetics tracing their origins back to the Directorate of the Mechanical Sciences, as a result of both a need and the planet&#039;s belief that everybody must contribute to the fight in whatever ways they can. One cannot stand against the hated Solarian invader if they have only one leg to stand on, so prosthetics are provided to those cadre members that require them to ensure that they can do their part to ensure the planet &#039;&#039;&#039;never again falls&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
The government of Gadpathur is a highly-authoritarian, militarily-minded organization referred to as the United Planetary Defense Council of Gadpathur. The government itself is directly descended from the military forces that reunified the planet after its devastating bombardment by the Sol Alliance during the Interstellar War. The government of the planet is essentially a military dictatorship in which power is held by the Defense Council in order to ensure the planet is always ready to repulse a potential invasion by the Solarian Alliance, regardless of the costs that would be incurred. The current dominant force in the government is the Planetary Preservation League, a defensively-minded junta that has been in power since the planet’s reunification centuries ago. While often criticized throughout the Coalition (and in Sol) for their domineering and authoritarian system of government, the PPL has - for decades - assured the greater Orion Spur that it will stand down and transfer power to a civilian government when the hated Solarian imperialists no longer threaten the Weeping Stars. Whether or not this will prove to be true remains to be seen.&lt;br /&gt;
&lt;br /&gt;
The minority force in the United Planetary Defense Council is the more offensively-minded Weeping Stars Reunification League, a radically nationalist clique that calls for the reunification of the Weeping Stars and the eventual invasion of the Solarian Alliance to punish them for their crimes against Gadpathur. The WSRL’s members are descended from an eclectic mix of groups, ranging from disillusioned security cadres to the descendants of bandits such as the Disciples of Murugan that were integrated into the Reunification League during its reconquest of the planet. There are rumored, though unconfirmed, reports that the WSRL sends personnel on clandestine anti-Solarian ventures throughout the Orion Spur, though the League itself fervently denies this. They have not been at power in any point during Gadpathur’s history, but their calls to take the fight to Sol itself have gained some purchase now that the giant appears to be receding...&lt;br /&gt;
&lt;br /&gt;
==Architecture==&lt;br /&gt;
&lt;br /&gt;
The architecture of Gadpathur is unusual, as the entire planet has been constructed in a manner akin to a giant military facility, thanks to the strong control the United Planetary Defense Council of Gadpathur holds over the planet. As a result many vital structures have been built underground, though most residences remain above the ground. Bunkers stretch for miles under the surface in order to allow the planet to endure an orbital bombardment even more devastating than the one it experienced during the Interstellar War. Much of the planet’s industry is located underground, as are the launch bays of many of its surface-to-space weapons. The true extent of these facilities is unknown, and is regarded as a state secret of the United Planetary Defense Council of Gadpathur. Buildings on the surface are typically built in a sturdy, utilitarian style often referred to as “Gadpathurian Brutalism” by Elyran critics. Solarian architectural experts, for obvious reasons, have never been permitted on the planet to examine the style.&lt;br /&gt;
&lt;br /&gt;
==Leaving Gadpathur==&lt;br /&gt;
&lt;br /&gt;
There are two primary methods of leaving Gadpathur: with honour, or with shame.&lt;br /&gt;
&lt;br /&gt;
Leaving with honour is the most common method through which Gadpathurians are able to experience the greater Orion Spur. Exceptional cadre members will receive the chance to go abroad (though some say that they are essentially ordered abroad) in order to promote the goals and interests of the planet. This is seen as an extremely high honour to receive by many on the planet, as only the best and brightest are sent abroad as a result of rigorous selection standards. Though the majority of these elite few are sent to other planets in the Coalition of Colonies in order to promote further positive relations between the Coalition and Gadpathur, a significant portion of them are sent to the Republic of Biesel or The Republic of Elyra. The reason for this is simple: the government of Gadpathur views the Republics as  fellow victims of Solarian imperialism, and wishes for them to know that there is some solidarity between it and the former-Solarian republics.&lt;br /&gt;
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Leaving with shame is an unfortunately common fate for many cadre members, particularly those in high-demand professions. The stresses and demands - both material and ideological - of service in a cadre will often cause individuals to wash out of their cadre or otherwise fall by the wayside. Being found unfitting for the cadre one has been placed into by the state is, in the eyes of the cadres and government of Gadpathur, a sign that an individual is unfit for the demands of ensuring that the planet will &#039;&#039;&#039;never again fall&#039;&#039;&#039; to the Sol Alliance and its imperialism. An individual unable to resist the Sol Alliance is essentially useless to Gadpathur and, as such, washouts are unceremoniously stripped of their ranks in their cadre and exiled from the planet for life, often being sent to Xanu Prime. Most on Gadpathur regard this fate as the ultimate humiliation, and it is often seen as a stain upon the collective reputation of a cadre to have a member exiled in such a manner.&lt;br /&gt;
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[[Category:Planets_and_Systems]]&lt;br /&gt;
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		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=25747</id>
		<title>Himeo</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=25747"/>
		<updated>2022-08-02T03:45:56Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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&#039;&#039;&#039;The United Syndicates of Himeo&#039;&#039;&#039;, more commonly rendered as Himeo (Hephaestus Industries Mineral Extraction Operation), is an economic powerhouse of the [[Coalition of Colonies]] originally founded as a mining venture by Hephaestus Industries in the 2200s. The largest city and capital of Himeo, is Rautakaivos Kaupunki – a sprawling underground city built beneath the landing site of Hephaestus’ largest colony ship  after it landed on the planet. The primary export of Himeo is steel, along with other processed industrial materials, and much of its materials go to market in [[Xanu Prime]]. The primary language of Himeo, unlike much of the Coalition of Colonies, is Solarian Common – though isolation from the proper Alliance has caused language drift over the centuries. Citizens of Himeo speak a dialect of Sol Common referred to as “Himean Common,&amp;quot; that has integrated vocabulary from Freespeak, the original languages of the colonists, and features a distinctive accent. The planet officially describes itself as a direct democracy that serves the citizens and workers of the planet before itself. With the extremely harsh conditions of Himeo&#039;s surface, most settlements are underground where cooperation is needed to survive. Himeo’s official motto is &amp;quot;We Shall Overcome All Adversities,&amp;quot; and a common symbol of the planet is a white hexagon surrounded by six red triangles holding back a sea of black, a symbolic representation of how the unity of Himeo holds back potential threats to the planet.&lt;br /&gt;
[[File:himeoflag.png|thumb|The flag of United Syndicates of Himeo. ]]&lt;br /&gt;
{{toc_right}}          &lt;br /&gt;
==History==&lt;br /&gt;
===Discovery===&lt;br /&gt;
The origins of Himeo date back to 2248, when a Sol Alliance probe discovered the planet. The weather was estimated to be similar to the Yukon on Earth, and the planet was estimated to have massive mineral wealth by the probe. Within a year the area deemed “System XZP-0987” by the Sol Alliance was purchased by Hephaestus Industries, which intended to make the most of their new acquisition. In order to rapidly exploit the find, it needed funding and workers, which were primarily recruited from Europe with the promise of a quick expedition and immense profits.&lt;br /&gt;
&lt;br /&gt;
Those that would go on to colonize Himeo came from several European nations: Hephaestus’ home nation of West Germany, Finland, the United Kingdom, and Ireland. West Germany provided much of the funding and management along with Finland. Finland – caught between East and West – opted to seize upon the chance to to finally launch an expedition into space and contributed enough to become the project lead, with many from the small nation enthusiastically signing up to take their culture and nation abroad – even if it was only going to be for a few years. While the United Kingdom did not take the lead, as its efforts were much more focused on Callisto, it provided shipmaking help for Hephaestus and contributed many workers from its formerly prosperous mining areas such as Cornwall, Scotland, and Wales. Ireland, much like Finland, opted to become involved due to the short length and potential profits, viewing the expedition as an easy way to become involved in colonization.&lt;br /&gt;
&lt;br /&gt;
In order to maximize profit, an expedition was launched as soon as possible, and in 2250 a Hephaestus fleet set out for Himeo. The fleet that disembarked consisted of nearly a dozen ships total, and they departed with a simple mission: drop a prefab colony (using the four colony ships themselves) on planet HIIMZ-05 (Hephaestus Industries Industrial Mining Zone, Fifth Planet) in order to exploit its mineral wealth. The prefab colony was designed to last twenty years at maximum, and the colony on HIIMZ-05 was expected to operate for five years total. By 2252, the ships arrived and dropped their prefab colonies only to find that the planet was not what the scans had indicated.&lt;br /&gt;
[[File:Himeo.png|thumb|A picture of the planet Himeo from space. ]]&lt;br /&gt;
&lt;br /&gt;
===Colonization===&lt;br /&gt;
It was quickly discovered that fierce polar winds whipped across the surface of HIIMZ-05, causing extreme wear and tear on anything exposed and not designed to withstand extreme wind. It became apparent to the colonists huddled in their prefab buildings that they had to dig downwards in order to create any structures at all. Anything they left exposed aboveground during the first months of colonization was generally very close to the ground, partially sunken in the ground, or built into natural wind barriers. A lack of native fauna and plant life beyond hardy shrubbery and small mammals lead to additional problems, and to most food production had to take place in limited hydroponics facilities in orbit or improvised hydroponics facilities entirely underground or dug mostly into the ground.  Yet despite these setbacks, more in-depth environmental scans of HIIMZ-05 revealed that the mineral wealth of the planet is far greater than originally anticipated. The colonists were told to stay and endure by Hephaestus Industries, and that they would be able to go home after five years.&lt;br /&gt;
&lt;br /&gt;
Construction efforts, not prepared for the harsh conditions present, rapidly fell behind schedules. Quotas were only partially met, if at all. Equipment was being stretched to the breaking point. People began to grow restless on the planet now sarcastically being called &amp;quot;Himeo&amp;quot;, due to its status as a Hephaestus Industries Mineral Extraction Operation. As the months turned to years, another problem emerged: supplies took a long time to get to Himeo, and the only available communicator that could reach corporate headquarters was on the fleet itself. By 2255, Himeo had drifted so far away from Hephaestus that the planetary administrator was forced to sign off his power to the planet’s population following a devastating mine collapse that left one-hundred dead outside Inverkeithing - an event that came after orders from corporate headquarters to remain on the planet indefinitely. Hephaestus, already becoming crippled by the economic downturns that would lead into the Second Great Depression, was forced to concede to the planet’s demands, fearing a full-scale revolt if they did not. The compromises made here would form the future of modern Himeo’s direct democracy, and formed the basis of quasi-unions referred to as syndicates by their members in order to better avoid raising attention from Hephaestus. The new leader of Himeo would be called the First Speaker, and was initially elected in late 2255 following the compromises.&lt;br /&gt;
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Over the following years Himeo drew closer to its nearby neighbor of Xanu than it ever was to Hephaestus Industries, which was now viewed as having left the colony out to dry and die. Quotas continued to come in and not be met, while salaries continued to drop and the quotas, bizarrely, started to get larger -- though the colonists did not realize it, Hephaestus was attempting to make money despite an economic collapse rapidly approaching. When the Second Great Depression hit in 2260 Hephaestus Industries sold off the colony, its ships, and its resources to the Sol Alliance. Himeo’s seemingly bizarre government was kept in place as the Alliance was unable to install a governor, but increased taxes on the system to compensate for the Second Great Depression were instituted in the system in 2272. For many on Himeo, this was the last straw.&lt;br /&gt;
&lt;br /&gt;
===The United Syndicates of Himeo===&lt;br /&gt;
In 2275, the planet voted to leave the Alliance of Sovereign Solarian Nations along with Xanu Prime and several other systems, officially changing its name to the United Syndicates of Himeo due to the proto-unions of the past decades having risen to dominate the planet’s already left-leaning government. By 2278, the planet would be embroiled in the Interstellar War and quickly become a major industrial center for the nascent Coalition of Colonies.&lt;br /&gt;
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The most notable engagement by Himean forces during the Interstellar War was the Battle of Kavachni in 2285, near the end of the War. Kavachni itself is a minor and mostly unremarkable system located between Himeo and Xanu Prime that was uninhabited in 2285. While called a battle, and initially expected to be one between the United Syndicates’ small fleet and a depleted Solarian force, negotiations between officers of both fleets led to a different outcome: the defection and surrender of the Plutonian 10th Fleet to Himean forces. Mostly composed of sailors from the Baltic Soviet Socialist Republics, these defectors opted to settle on Himeo and their descendents form a significant part of the population. Negotiations between Pluto and Himeo to transfer family members from Pluto to Himeo ultimately collapsed shortly after the end of the Interstellar War, which has become an enduring point of bitterness between the two worlds. &lt;br /&gt;
&lt;br /&gt;
Since 2278 Himeo has remained a steadfast member of the Coalition of Colonies, despite often clashing ideologically with the Xanu Free League over the economic direction of the Coalition of Colonies. Himeo maintains a leash so tight on megacorporations in its space that they opt to not operate in its space, with Hephaestus being outright banned from operations in Himeo’s space since 2276. The contemporary Himeo is a major source of the Coalition’s industry, and generally provides the heavy industry and resources needed to ensure that other planets prosper.&lt;br /&gt;
==Environment==&lt;br /&gt;
The surface environment of Himeo is extremely harsh and uninhabitable. While it features an easily breathable atmosphere, distances from its star means that Himeo is generally freezing: surface temperatures are, on average, roughly −58.2 °C (−72.8 °F) before factoring in wind chill. The local climate is further characterized by its extreme windstorms, usually featuring snow, that whip down from its mountains and bracket the tundra of Himeo. The planet has an orbital period of fifteen months and two seasons due to its unusual orbital pattern: winter and deep winter. Deep winter refers to the period during which Himeo is further from its star, while winter refers to when it is nearest to its star. Deep winter lasts ten months, while winter lasts five months.&lt;br /&gt;
==Government==&lt;br /&gt;
The Himean government is quite unlike anywhere else in the Spur due to its nature as a pure direct democracy rooted in syndicalism. Nearly everything related to the government is solved by pure majority vote, which has led to an extremely slow pace that, in the view of many on the planet, is a necessary sacrifice in the name of creating a democracy that serves the people and their syndicates rather than the shareholders and their megacorporations. Another source of political gridlock is a universal trait of all Himean elected offices: that they can be stripped of their position by pure majority vote at any time. While intended to prevent tyranny from taking root in elected positions the recall mechanism often falls prey to mob rule, and many Himean officials have extremely high turnover rates. Even First Speakers — the elected ruler of the entire planet — are not immune to being recalled, and many have fallen prey to it.&lt;br /&gt;
&lt;br /&gt;
The First Speaker is assisted by the Council of Himeo, the planet’s legislative arm. Elected from its districts, the councilmen and councilwomen that serve in it have an important function: only they can introduce legislation that will impact the entire planet. But despite this importance, the Council suffers from much of the same turnover rates and time inefficiencies that plague the rest of the planet.&lt;br /&gt;
&lt;br /&gt;
The process through which bills become laws on Himeo can be agonizingly long. Following a bill’s introduction into the Council and its passing a bill must be approved by the First Speaker (or a Ward Mayor, the governors of Himeo’s five administrative divisions, if at a lower level). If it is vetoed at this level, it goes back for an absolute majority vote. If not, the bill enters the slowest phase of its process: the popular vote. Every area impacted by a bill has its population vote to approve it. At best, this takes only one round of voting. In reality it often takes multiple rounds of voting, negotiating, haggling, and campaigning to pass a bill in a singular area, and bills can often become stuck in political quagmires for years. After every impacted area votes yes the bill becomes a law, as the people have deemed it worthy.&lt;br /&gt;
===Political Parties===&lt;br /&gt;
The following parties can be found in the Council of Himeo. The current government, under First Speaker Marja-Leena Helminen, consists of the United Himean Worker’s Party’s Mainstream and Devolution factions along with the ever-present United Mineworkers&#039; Alliance. In opposition are the UHWP’s Centralization faction and the Cooperative Syndicalist Front. Accepted by neither side is the radical and often-overlooked National Himean Worker’s Vanguard which has long dwelled at the fringe of politics.&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;United Himean Worker’s Party - Mainstream&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Himean Workers Party - Mainstream&#039;&#039;&#039; is the oldest and largest of the UHWP’s three factions, and can directly trace its lineage to the revolution that created the United Syndicates in the 2270s. The Mainstream faction of the UHWP is highly anti-corporate and has long maintained a hatred of Hephaestus in particular, but is generally opposed to directly aiding external syndicalist revolutionary movements. The UHWP wishes to not “rock the boat” in terms of the United Syndicates’ centralization-decentralization debate: too much centralization compromises the Himean model of direct democracy, while too much decentralization would lead to chaos and inefficiency. The UHWP is led by First Speaker Marja-Leena Helminen, and she holds the most influence over the Mainstream faction.&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;United Himean Workers Party - Devolution&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Himean Worker’s Party - Devolution&#039;&#039;&#039; stands as the second-largest of the UHWP’s factions, and gains much of its popularity from its continued promotion of decentralization across the political landscape of the United Syndicates. To Devolutionists, the best way to carry on the Revolutionary traditions of those that stood against Hephaestus is to ensure that the planet’s direct democracy is allowed to flourish through its syndicates, even if it makes the government move even more slowly. The Devolution faction does not promote spreading the ideals of Himean syndicalism throughout the Spur, as it believes influencing other planets goes against the promotion of decentralization. Ernst Kuechler, a councilman from Dorshafen and former steelworker’s syndicate leader, champions the Devolution faction.&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;United Himean Workers Party - Centralization&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Himean Worker’s Party - Centralization&#039;&#039;&#039; is the smallest and most radical of the UHWP’s three major factions. Much of the Centralization faction’s power is drawn from the United Syndicates’ Planetary Guard, the main military body of the planet. The Centralization faction wishes to put a stop to the creation of further syndicates in order to work out inefficiencies present in Himeo’s government – which has won it some support – and is the most anti-corporate of the three factions, actively seeking to promote (and perhaps intervene) in Himean syndicalist movements across the Orion Spur. Samantha MacDowell, a councilwoman from Inverkeithing and former Planetary Guard officer, is the arguable leader of the Centralization faction.&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;United Mineworkers&#039; Alliance&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Mineworker’s Alliance&#039;&#039;&#039; is a strange middle ground between a large syndicate and a political party. A single-ticket party, the United Mineworkers are primarily concerned with the promotion and continued success of Himeo’s myriad mining syndicates. As a result they are an outward-looking party: with most mining sites on Himeo having long been mostly depleted, the planet’s miners must now secure mining rights elsewhere. The UMA generally aligns itself with the UHWP’s mainstream and Devolution factions, and has long served as an ally of the party. The UMA is led by Harvey Greenwood, a councilman from Inverkeithing and former mine syndicate leader.&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;Cooperative Syndicalist Front&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Cooperative Syndicalist Front&#039;&#039;&#039; is an odd party on Himeo, and a very recent one: it was only founded in the mid-2430s. Primarily drawing its support from non-mining syndicates, it has long lobbied for the expansion of Himeo’s syndicates to include syndicates founded in the Himean style abroad in order to create friendly trading partners abroad. This stance has placed it into an awkward alliance with the UHWP’s Centralist faction due to their mutual support of Himean syndicalism abroad. Yet the UHWP-C and CSF alliance seems unlikely to persist, as the UHF is far less militant than its counterpart. The CSF is led by Saara Karjalainen, a councilwoman from Uusi Viipuri and former university professor.&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;National Himean Worker&#039;s Vanguard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
On the far fringes of Himean politics lies the &#039;&#039;&#039;National Himean Worker’s Vanguard&#039;&#039;&#039;, a party founded in the wake of the Solarian Collapse of 2462. An extremely anti-corporate and militant party, the NHWV positions itself as a more radical version of the UHWP-C: it believes that a freeze on new syndicates is not enough, and that existing ones should instead be consolidated into larger syndicates run in part by the state. It is additionally very militant, and believes that the Planetary Guard should be deployed abroad to encourage the creation of pro-United Syndicates governments. These stances have won it few friends and many enemies, and some argue that it is only its eccentric leader – former Planetary Guard Colonel Oskar Ljungberg – that has kept the party alive through his erratic behavior in the Council of Himeo.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Foreign Relations===&lt;br /&gt;
The revolutionary ideology that Himeo embraced in the 2270s as a young and recently independent planet has continued to shape its foreign policy even in the present day. The planet’s strain of syndicalist thought — often simply referred to as “Himean syndicalism” — is often confrontational and brash, openly advocating for the spreading of its beliefs in the face of a hostile and corporate-dominated Spur. This confrontational nature — and its industrial might — have made the United Syndicates a major force in the politics of the Coalition.&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;[[Xanu Prime]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The relationship between &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039; and the United Syndicates is a long-standing, deep friendship that occasionally devolves into spasms of mutual animosity. Both agree on many issues related to the Coalition: it should be more centralized and it should be more readily able to defend itself, even with Sol out of the picture for now. However, they often disagree on economic policy: the United Syndicates advocate for a closely-regulated economy that mostly avoids corporate influence, while the Xanusanii advocate for a lightly regulated free market.&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;[[Vysoka]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Aside from Xanu, the planet Himeo is most involved in is &#039;&#039;&#039;Vysoka&#039;&#039;&#039;. Despite the mostly-agrarian nature of Vysoka’s economy, the planet is home to rich (and mostly untapped) mineral reserves that Himeo’s mining syndicates have long coveted. The decentralized nature of Vysoka’s government has made acquiring mining rights a complicated and often chaotic process, and has caused some controversy on Vysoka itself. Mines are not clean things and many Vysokans — watching once-pristine land turn into muddy dig sites belching smoke — do not appreciate the Himeans or their machines.&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;[[Coalition of Colonies]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The broader &#039;&#039;&#039;Coalition of Colonies&#039;&#039;&#039; typically views Himeo positively, though some hardly appreciate the United Syndicates’ push for centralization. &#039;&#039;&#039;Gadpathur&#039;&#039;&#039; and &#039;&#039;&#039;Assunzione&#039;&#039;&#039; both trade heavily with it, though Assunzione’s distance and Gadpathur’s previous position in a technically neutral zone have historically limited their formal relations.&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;[[Republic of Biesel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039; and the United Syndicates have a very poor relationship. Himeo officially views Biesel as nothing more than a Eridani-like corporate state owned by the Stellar Corporate Conglomerate and has no official relations with it. The United Syndicates sent no aid to the Republic during either of its invasions, and has successfully used it to argue against further permissions for corporations in Coalition space. To many Himeans, the Republic is now the primary threat to the Coalition thanks to its recent rapid expansion. Despite poor relations between their governments, many Himeans that decide to work abroad often drift into the Republic’s space due to its higher pay potential and the greater amount of jobs available. These economic migrants are viewed with some ambivalence on Himeo, with many viewing them as simply being practical while others view them as greedy profit-seekers who have abandoned the revolutionary ideology of the United Syndicates.&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;[[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Sol Alliance&#039;&#039;&#039;, like its former member state, has a poor relationship with the United Syndicates. Himeo and Xanu have long maintained a United front against the Alliance and operate a singular joint embassy on Earth. Himeo actively supports the League of Independent Corporate Free Systems, a Solarian breakaway state located in the Northern Wildlands.&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;[[Empire of Dominia]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Relations between the United Syndicates and the &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039; are actively hostile, and vessels from each have been known to become involved in skirmishes in the Southern Coalition and the Sparring Sea. While not officially at war, the United Syndicates and Empire are constantly at one another’s throats. To Himeo, the Dominians are monarchist despots that wish to enslave the frontier. Despite this not all relationships between the United Syndicate’s naval forces and the Empire’s Imperial Fleet are hostile: many Imperial Fleet officers, generally of House Zhao, are known to leak information regarding unathi privateers to their Himean counterparts.&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;[[Republic of Elyra]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Himeo and the &#039;&#039;&#039;Serene Republic of Elyra&#039;&#039;&#039; have a friendly, if distant, relationship. Little trade occurs between them, but their respective navies often cooperate to combat the activities of their mutual regional rival: the Empire of Dominia. Joint anti-piracy operations between the Elyrans and Himeans are a fairly common sight in many regions of the Sparring Sea, and many pirates have come to fear the sight of Elyra’s modern vessels and Himeo’s boxy, heavily-armored former cargo vessels working in unison.&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;[[Hephaestus Industries]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Himeo’s government has an extremely poor relationship with &#039;&#039;&#039;Hephaestus Industries&#039;&#039;&#039;, which it views as having oppressed the planet for its own profits, but holds a neutral status on other megacorporations. The government, by majority vote, banned Hephaestus from operating in Himeo’s space shortly after it declared independence. The relationship between Hephaestus and Himeo is so hostile that &#039;&#039;&#039;working for Hephaestus is considered treason under Himean law, and is punishable by death.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
As one of the Coalition’s largest industrial hubs, the economy of Himeo is based around making and exporting various industrial goods such as steel, heavy machinery, and industrial equipment. Most of the mining machines found throughout the Coalition can trace their origins to a Himean factory, and many factories in the greater Coalition are filled with equipment stamped with the United Syndicates’ production quality seal. Most of these goods are shipped to the larger markets on Xanu Prime and sold there by Himean syndicates that operate branches in the Xanu Free League. Himeo exports very few consumer and luxury items, which tend to be imported by the United Syndicates or stay within Himeo’s market itself. The United Syndicates produces very few ships for export, with most remaining in Himeo’s system.&lt;br /&gt;
&lt;br /&gt;
Acquiring the raw materials to fuel Himeo’s industry has been a longstanding issue for the United Syndicates, as Himeo itself has become increasingly difficult to mine upon due to regulations, depletion of natural deposits, and different syndicates becoming caught in lengthy legal debates over who has the right to what mine. Most of Himeo’s contemporary mining is carried out abroad at various locations throughout the Coalition. Himean mines can be found on Vysoka and throughout the Coalition on uninhabitable yet mineral-rich planets such as the other planets within the United Syndicates’ home system. The recent annexation of the [[Weeping Stars]] region by the Coalition has led to a recent boom in Himeo’s mining industry, and its syndicates have gladly plunged into the former demilitarized zone to extract its resources.            &lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The society of Himeo has been heavily influenced by its revolutionary ideology and origins in a popular revolt. Himeans are known for their devotion to their neighbors, a distrust of corporations and those affiliated with them, and their dedication to their revolutionary syndicalist ideology. Collectivism is emphasized as a positive and virtuous trait, while individualism – particularly “greedy” individualism that favors the individual over the group – is discouraged and looked down upon. While the most commonly acknowledged root of this collectivism is ideology, it has a more practical origin as well: it is simply easier to survive in a harsh environment such as Himeo in a society based upon mutual support and trust.&lt;br /&gt;
&lt;br /&gt;
One of the most commonly acknowledged stereotypes of Himean society is the near-universal disdain that most Himeans hold for [[Hephaestus Industries]], which originally colonized – and eventually abandoned – the planet to its own devices.  Himeans distrust almost everything to do with Hephaestus, and to work for Hephaestus as a Himean is seen as one of the worst offenses one can commit – both legally and culturally. This distaste must often be set aside, or at least made less obvious, while working abroad due to the sheer prevalence of Hephaestus Industries, much to the ire of many Himeans employed in engineering departments around the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Himeans that opt to go abroad do so for a variety of reasons. Many leave due to a desire to make more money, perhaps due to greed or perhaps due to a desire for a better life for those on Himeo that depend upon them. Others leave out of a sense of wanderlust, or a desire to see the broader Orion Spur beyond the caves they have spent their lives in. Others leave for their own reasons, known only to themselves, and a handful leave due to being banished from the planet. Judged as too hazardous to remain on the planet by the government of the United Syndicates, these individuals find themselves condemned to live and die abroad, and will never see their home planet again. &lt;br /&gt;
===Language===&lt;br /&gt;
Himean Common is an unusual language born of a fusion of Solarian Common and the Coalition’s Freespeak (also known as Gutter) that has grown to become one of the harder dialects of Solarian Common for non-native speakers to understand. Much of this difficulty is due to its usage of Freespeak loan words, which has made translation – particularly mechanical translation – a difficult and often frustrating affair. Another difficulty for many non-native speakers of Himean Common is the language’s heavy use of hard-to-translate metaphors that become quite difficult to comprehend when translated either literally, either by novices or by relying upon machine translation. Some of these metaphors, and their most common Tau Ceti Basic translations, are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Himean Common Expressions====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* “Begrudgery.” – Complaining while not doing anything to solve the problem.&lt;br /&gt;
* “I’m starting to feel the band around the head.” – It’s starting to annoy me/give me a headache.&lt;br /&gt;
* “The end of the tunnel.” – The conclusion.&lt;br /&gt;
* “Emergency does not look like this.” – It’s not so bad.&lt;br /&gt;
* “No need to be riding the hare.” – Slow down/don’t rush it.&lt;br /&gt;
* “Not to spit into the glass.” – Not to interrupt.&lt;br /&gt;
* “Son of yesterday&#039;s grouse.” – An inexperienced or naive person. Somebody who is easily fooled.&lt;br /&gt;
* “It’s in the glove.” – Situation/thing’s under control.&lt;br /&gt;
* “The gloves are lost.” – Situation/thing’s out of control.&lt;br /&gt;
* “Hang up the gloves.” - Give up.&lt;br /&gt;
* “Loose like a grandfather’s tooth.” – Something could very easily be disturbed or broken.&lt;br /&gt;
* “Up on the surface.” – Difficult to obtain.&lt;br /&gt;
* “Let’s get to the head.” – Let’s return to the start (referring to a drill’s head).&lt;br /&gt;
* “Like a rooster on top of the scree.” – Bragging about cheap accomplishments.&lt;br /&gt;
* “Working like the Devil leaves church.” – To work very quickly, and typically poorly.&lt;br /&gt;
* “Someone/something has bats in the belfry.” – Refers to a crazy situation, but can also refer to somebody with crazy ideas.&lt;br /&gt;
* “Death in a/your wallet.” – To be broke.&lt;br /&gt;
* “In the tunnels.” – Lost.&lt;br /&gt;
* “Last winter’s snow.” – Something that isn’t relevant now.&lt;br /&gt;
* “You need to bleach your nose.” – You need to stop/quit drinking.&lt;br /&gt;
* “Digging backwards.” – Making a situation needlessly complicated.&lt;br /&gt;
* “Ten for the attempt.” – A good, but unsuccessful, attempt.&lt;br /&gt;
* &amp;quot;I only know how to swing a pick.&amp;quot; – A phrase used when a person does not know anything about something.&lt;br /&gt;
* &amp;quot;Canary in a coal mine.&amp;quot; – An indicator of potential danger.&lt;br /&gt;
* &amp;quot;Leave the church in the town.&amp;quot; – Don&#039;t get too excited.&lt;br /&gt;
* &amp;quot;You&#039;re not made of sugar!&amp;quot; – Toughen up!&lt;br /&gt;
* &amp;quot;Until the foreman comes.&amp;quot; – Excessively.&lt;br /&gt;
* &amp;quot;Two pairs of gloves.&amp;quot; – Two different things.&lt;br /&gt;
* &amp;quot;Smelling fumes.&amp;quot; – Suspecting something.&lt;br /&gt;
* &amp;quot;It&#039;s your factory, I just work in it.&amp;quot; – A phrase used to deride someone for being egotistical or self-centered.&lt;br /&gt;
* &amp;quot;Promising a blue sky.&amp;quot; – Promising the impossible&lt;br /&gt;
* &amp;quot;In the devil&#039;s kitchen.&amp;quot; – In a bad situation.&lt;br /&gt;
* &amp;quot;Make like a rat.&amp;quot; – To leave, typically quickly.&lt;br /&gt;
* &amp;quot;There will be a dancing bear.&amp;quot; – It&#039;s going to be fun.&lt;br /&gt;
* &amp;quot;The ore of the rock.&amp;quot; – Something highly desired or regarded.&lt;br /&gt;
* &amp;quot;Make someone&#039;s mine.&amp;quot; – To go out with someone romantically.&lt;br /&gt;
* &amp;quot;(To make someone) Take a trip to the railyard.&amp;quot; – To beat someone up. This comes from the fact that historically, many injured miners would only be able to get out of Himeo&#039;s mines by rail.&lt;br /&gt;
* &amp;quot;Coal-headed.&amp;quot; – Stupid. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Along with Himean Common, many Himeans know Freespeak as a second language. It is not commonly used in Himean Society, but is taught to children in grades 4 through 12 as part of Himean efforts to better connect with the rest of the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The traditional cuisine of Himeo is very sparse. The diet of a Himean was primarily composed of mushrooms until trade was opened with Xanu and the Scarab Fleet, causing the amount of available food to increase dramatically through new hydroponics techniques. The underground and orbital hydroponics farms of Himeo are able to produce a variety of common Terran foods, though meat remains a relative rarity due to the resources it consumes during production. The diet of citizens of Himeo is, however, less plant-based than an Eridanian’s diet – mining, after all, requires a lot of calories.&lt;br /&gt;
&lt;br /&gt;
===Education===&lt;br /&gt;
Education on Himeo is provided at a municipal level, and is generally regarded as high-quality for the frontier. However it lags behind the Solarian Alliance&#039;s Jewel Worlds and Middle Ring, and those Himeans that wish to learn specialized sciences such as xenobiology often travel off the planet to Xanu or further afield. Despite this Himeo is famous for its ability to produce talented engineers and atmospheric technicians. But due to a lack of corporate presence in the system, most of these individuals often remain on Himeo and are rarely immediately hired by off-planet entities.&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
Clothing on Himeo is, by demand, practical and extremely rugged – designed to endure a harsh environment and last for a long time. Much of it features multiple layers, and very little skin is left exposed. Due to the lack of real animals on the planet synthetic furs are common, with Himeo’s furs being commonly referred to as “fish fur” on the galactic marketplace. Himeo’s clothing is prized for its ability to keep in warmth and its low-maintenance designs. Coloring and dyes are generally quite muted due to scarcity, though reflective materials are common for practical and aesthetic purposes. Many Himeans make patterns on their clothes using reflective material, causing their clothes to vibrantly light up in the low-light environments of Himeo’s cities. The recent introduction of alien species such as the Tajara has seen new styles of “fur” coats emerge in the traditional Adhomaian style with Himeo touches – Tajaran peacoats with reflective PRA flags are common amongst certain immigrants.&lt;br /&gt;
&lt;br /&gt;
==Architecture and Construction==&lt;br /&gt;
The architecture of Himeo is very distinctive and is essentially unique to to planet: the world&#039;s major settlements are all built underground due to the environment of Himeo itself. While the initial cities were dug out of mine tunnels and intended to last mere decades, rather than centuries, the tunnel systems have been expanded and revamped over the centuries to resemble kinds of subterranean metropolises built on top of one another, with some of the larger cities stretching as far vertically as they do horizontally. Some of these tunnels can be massive, but a typical residential tunnel in an underground city tends to have a clearance of around twenty feet in order to allow for rail traffic. Light is a constant issue in these tunnels, and many areas feature slightly dim lighting conditions. As such, many Himeans suffer from light sensitivity.&lt;br /&gt;
&lt;br /&gt;
Cities on Himeo, due to being entirely underground, universally feature extremely well-maintained, advanced, and robust atmospheric systems that are maintained around the clock. Fuel-burning generators or machines are extremely rare in Himeo: the most common method of transit underground is via an extensive underground rail system that connects all major cities, in which tunnels can stretch for thousands of kilometers as they snake around the planet. A job in the railway service is seen as very prestigious on Himeo, and its staff are known for their high quality. Electric power is often provided by burning the local ore deposits in factories, which vent their waste gasses to the surface via vents – some of which can stretch for hundreds of meters as they lead their way to the surface.&lt;br /&gt;
&lt;br /&gt;
What buildings that are on the surface of Himeo must, by demand, be extremely sturdy or built into a natural wind barrier. Surface buildings are typically rounded to avoid wind damage, and feature very few windows. These shuttle ports of Himeo are generally built upon its plains, and are mostly underground. A wind shield typically surrounds a heavy-duty “wind gate” in the middle of the shields, which opens or closes to let vessels in. Travel on the surface of Himeo is generally done in extremely durable tracked vehicles fitted with enormous plows to fight through snow drifts that keep themselves low to the ground to avoid tipping over in the wind. Air travel aside from interstellar traffic is generally advised against, due to the severe weather of Himeo.&lt;br /&gt;
&lt;br /&gt;
A group of relics that remains in use on Himeo to this day are the massive Hephaestus Industries tunneling and mining machines that the original colonists embarked with. These machines were built to last, and are still in use to varying extents to this very day – with, of course, a great deal of modifications to keep them operational and effective. They typically fall under the authority of individual cities, though some factories operate them, and have storied histories. The machines are typically named and given some form of identifier on their chassis, in order to better distinguish them.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
As a member of the Coalition of Colonies, Himeo fields its own navy and military forces. While Himeo&#039;s fleet has a strong core of retrofitted military or corporate-grade warships, most of its ships are civilian cargo vessels retrofitted to serve as improvised warships. These “warships,” have recently been employed against Dominian privateers in and near the Southern Coalition to great success. Himeo&#039;s ships often feature a black cat painted onto their sides, a tribute to the mining strikes that originally gained the planet its independence.&lt;br /&gt;
&lt;br /&gt;
The ground army of Himeo is referred to as the Planetary Guard, and is based on a municipality-by-municipality basis with each one sworn to defend one another in the event they were attacked. Much of the Guard&#039;s equipment has its roots in mining equipment, though the planet has a small-scale arms industry. The arrival of Tajara on the planet has seen many joining the Planetary Guard and serving in its new surface units – volunteer structures that patrol along the surface of the planet and rescue the crews of downed spacecraft. Due to the extremely harsh nature of the surface, animals imported from Adhomai are highly valued by the troopers of the surface units, and tajara are often seen caring for them.&lt;br /&gt;
&lt;br /&gt;
==Population &amp;amp; Major Cities==&lt;br /&gt;
The population of Himeo stands as the Coalition’s second-most populated planet (the most populated being Xanu Prime), with most of its citizens on the planet and a smaller number dwelling in various orbital facilities as of the 2460 census, with the majority of its citizens residing in or around Himeo’s various urban centers. Most residents of Himeo are humans, either baseline or off-worlders, with some light populations of other species. Tajara are one of the most commonly seen alien species on Himeo, and are held in high regard on the planet: Zhan-Khazan and M’sai have found success on the planet as workers and surface scouts, respectively. Unathi and diona, due to the frigid temperatures and often dark conditions, are rarely seen. Skrell, as with most locations outside of the Federation, are rare. Vaurca are nearly unheard of. As with most areas in human space IPCs are an aspect of life in the system, though there are a higher number of free IPCs in Himeo than average. Some of the most major population centers are listed 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;
&#039;&#039;&#039;Rautakaivos Kaupunki&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The largest of Himeo’s cities, &#039;&#039;&#039;Rautakaivos Kaupunki&#039;&#039;&#039;, colloquially known as &#039;&#039;&#039;RaK&#039;&#039;&#039;, is a bustling metropolis and is one of the largest cities in the Coalition of Colonies. The city features a booming ore processing industry and manufacturing sector famous for its high-quality products, ranging from precious metals, raw construction materials, and advanced components such as semiconductors and circuit boards used in computer, IPC, and AI production. The largest steel mill in the Orion Spur, the Terästimantti Iron and Steel Works, is located in Rautakaivos Kaupunki and produces roughly one-third of Himeo’s steel and ferrous metal exports. RaK is not just about industry however. The city’s Weber Quarter is a district of the city devoted to arts and entertainment known throughout the entire CoC for its excellence. The quarter has numerous theaters large and small, VR complexes, and various restaurants with cuisine from all over the Orion Spur, and competes with similar areas on Xanu Prime and occasionally even Biesel over attracting highly lucrative stage productions and live musical acts. RaK is also the center of Hiemo’s small but growing biomedical industry, something that both the city and planetary government have been keen to pump money into. The Association of Himean Bankers and Economists (AHBE), the only banking syndicate on Himeo, is headquartered in Rautakaivos Kaupunki, and is seen as a cornerstone of the Himean economy due to its ability to supply the various other syndicates of the planet with funding for whatever initiatives and projects they might wish to conduct. The syndicate can make or break any syndicate it has conflicts with due to its ability to withhold funds, though on more than one occasion the planetary government has compelled the AHBE to cut loans or adjust its policy with threats of sanctions of legal action. Culturally and demographically, Rautakaivos Kaupunki is by far the most diverse city on Himeo and people from all over the CoC can be found here in the subterranean expanse of the city. The descendants of the Plutonians who defected to Himeo during the Great Interstellar War can be found in RaK in a district of the city called “Little Baltisk,” where a unique fusion of Plutonian and Himean culture can be found. &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;Dorshafen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dorshafen&#039;&#039;&#039; is Himeo’s second largest city and is home to the Dorshafen Industrial Anchorage, the largest interstellar port on the planet. Uniquely to the city, the surface above Dorshafen has comparatively moderate weather by the standards of Himeo. A nearby mountain range shields the city from much of the planet’s hostile weather which allows for most air and space traffic to travel to and from the city relatively unhindered by Himeo’s harsh winds and clouds.  This same mountain range which protects the city’s port, the Adenauer range,  provides the city with exceptional mineral wealth as well, most of which is usually exported to Rautakaivos Kaupunki for refinement. Dorshafen’s port is one of the largest in the Coalition of Colonies, and while it does have passenger services, it primarily functions as Himeo’s largest cargo port, shipping refined minerals and metals from the planet to the rest of the Orion Spur. Because of its status as a port, many non-Himeans can be found here as well, mostly Vysokan immigrants looking for work in Himeo’s mines or smelting plants. The city is also a massive transportation hub with a veritable subterranean spider web of rail lines sprawling out from the numerous piers and loading zones of Dorshafen’s port. Not only is Dorshafen a lynchpin in Himeo’s transportation network, but it is also the center of the military-industrial complex of the planet. The Free Consortium of Defense Manufacturers, Himeo’s largest and primary military equipment supplier is headquartered here and maintains numerous laboratories and factories in the city, using its port as a quick way to export arms and ammunition to the rest of the Coalition of Colonies and beyond.  Dorshafen’s location as a port has also made it a natural home for the Free Tajaran Council after they arrived there in 2430, being given a small autonomous district of the city to govern called the Foundling District.  &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;Inverkeithing&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Formerly a boomtown near which some of Himeo’s largest mines were accessed from, &#039;&#039;&#039;Inverkeithing&#039;&#039;&#039; has stagnated as a city in recent years. While the third-most populated city on the planet, Inverkeithing hasn’t seen any population growth in nearly two decades. As the mines around the city became less and less profitable or more and more mired in political disputes between the various syndicates vying for mining rights, Inverkeithing’s economy slowed to a point of little-to-no growth. Even as the mines have dried up, the mining culture and heritage is very strong here, with many of its citizens going off-world to mine elsewhere and the United Mineworkers&#039; Alliance headquarters is in the city’s center. There have been numerous attempts by the city’s government to reinvigorate the local economy, however each has fallen on its face. Currently, the city is kept afloat by two major industries: energy and manufacturing. Even as the city stagnates, these two sectors make Inverkeithing indispensable to the Himean economy and its citizenry. The Llosgfynydd Geothermal Energy Plant single-handedly provides energy to all of Inverkeithing and sells the surplus to other cities, with Rautakaivos Kaupunki being its largest customer. The plant’s venerable turbines are powered by the large caldera of magma which sits kilometers beneath the city and also gives certain areas of Inverkeithing a unique feature: subterranean geysers and hot springs. The city’s other major industry is transit-related manufacturing. Through negotiations with the Himean government, Inverkeithing and the Unified Locomotive and Rail Coach Production Syndicate managed to secure the exclusive right to build locomotives and train cars, meaning that no other city can legally manufacture trains.  A unique quirk of Inverkeithing is its layout, mostly being spread through old tunnels used for mining rather than caverns excavated specifically for urban construction. This feature often makes the city incredibly confusing to navigate for those who weren’t raised there and as such, has been integrated into Inverkeithing’s latest attempt at economic revival: tourism. “Explore Inverkeithing, the Volcano City!”&#039; has been a campaign launched by the city’s government in cooperation with the Himean Collective Hospitality Syndicate focused on bringing foreigners to Inverkeithing’s unique and odd landscape and history with an emphasis placed on finding new parts of the city and of course, on the city’s subterranean hot springs and geysers. It is to be seen if this campaign will be successful or if it will fall flat like past initiatives to revitalize the city. &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;Uusi Viipuri&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The fourth largest city on Himeo and the planet’s capital, &#039;&#039;&#039;Uusi Viipuri&#039;&#039;&#039; holds the position of being one of the single-most influential cities in the Coalition of Colonies. Uusi Viipuri, or often just called &#039;&#039;&#039;Viipuri&#039;&#039;&#039; for short, houses the Himean planetary government, most of its ministries, and serves as the headquarters for the Himean military. Many of Himeo’s largest universities, all of which are operated under the Himean Syndicate for Scholarship and Education, can be found here as well. It should be noted that of all Himeo’s cities, Uusi Viipuri has been repeatedly deemed the prettiest city on Himeo. While this is not much of a feat given the typically drab and utilitarian architecture found on the planet, Viipuri has numerous parks and monuments within its grid-iron streets, most of which have actual greenery as one might find on Earth, Xanu Prime, or Biesel. Many of Himeo’s largest and most influential syndicates have their administrative headquarters in Uusi Viipuri. During a national election, the population of Uusi Viipuri often grows substantially, if only temporarily as representatives from the various local chapters of Himeo’s various syndicates make a pilgrimage of sorts to the city in order to ensure that their interests are represented in planetary governance. Every year on August 1st, the main boulevard of the city, aptly called Independence Street, is the site of a large military parade where the Himeans celebrate their independence from Hephaestus Industries. Uusi Viipuri also houses a small tourist industry that mostly is reliant on showing foreigners, or even Himeans themselves, the history and various sites related to Himeo’s independence and government.&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;Horner Station&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Horner Station&#039;&#039;&#039; is a testament to Himean industriousness and ingenuity. For centuries, Horner Station was Low-Orbit Platform-19, an orbital ore processing facility that was nearly destroyed during the Great Interstellar War. It sat derelict and in disrepair for nearly 150 years after the war until the initiative was taken to repair and revitalize the station as a platform from which Himeo could better integrate itself with the Coalition of Colonies and add to Himeo’s outward industry as its planetside mines began to dry up. After nearly two more decades of repairs, reconstructions, and expansions, Horner Station was declared operational in 2405. Presently, Horner Station serves a few major purposes. It is the primary base for Himeo’s navy and its admiralty maintains a massive presence on the station. It is also a secondary port for the planet and often moors smaller ships that have less tonnage than the behemoths that would dock in Dorshafen. A vast majority of Himeo’s offworlder human population lives on Horner Station as well, with many moving there after its completion due to its more offworlder friendly conditions. They make up a majority of the Station’s population and also dominate Himeo’s small shipbuilding industry. Horner Station also serves as the primary method by which Himeo interfaces with the Scarab Fleets, Golden Deep, and Orepit, with all three of these factions having their embassies here rather than in Himeo’s capital. Presently, Horner Station is the most populated of all of Himeo’s orbital facilities and is humorously called “Himeo’s Metal Moon,” despite it being not anywhere even close to the size of a moon and invisible from Himeo’s surface without a telescope.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Free Tajaran Council]]==&lt;br /&gt;
The &#039;&#039;&#039;Free Tajaran Council&#039;&#039;&#039; is the largest Tajaran community in Himeo; its origin can be traced back to the [[Tajaran History#The Uprisings|First Revolution]]. Born in the city of Shungsta during the war, the Tajaran Free Council was a political movement that advocated for the total abolishment of authoritarian governments in favor of independent democratic councils. &#039;&#039;&#039;Volin Kar’etrink&#039;&#039;&#039;, a young Hharar factory worker, was elected to be its commander thanks to his status as a famous firebrand. The group fought both reactionary and rebels in an attempt to create a state-free Adhomai. This ideology was later named Kar’etrinkism by its opponents. While mildly successful against rebellious and monarchist forces, the Council was defeated by the Hadiists. The surviving revolutionaries fled Adhomai to escape further persecution.&lt;br /&gt;
&lt;br /&gt;
Led by Volin in their exodus, the survivors reached the Coalition of Colonies in &#039;&#039;&#039;2430&#039;&#039;&#039;. Because of its government and weather, Himeo was chosen to be their new home. Organizing themselves in a similar manner to the rest of the Himean society, the Council was given autonomy to govern themselves as they saw fit. With the help of Himeo, they established schools to freely educate their population. However, they did not abandon their ideals. Kar’etrink and his followers secretly planned to return to Adhomai to overthrow its governments when the Council became strong enough. Military training was offered to all willing members. Plans to infiltrate cities and assassinate leaders were voted upon in secret. These intentions remain largely unknown to Himeo and the Adhomian nations. Attempting to sabotage or reveal the plot is met with violent mob justice. Volin Kar’etrink continues to hold the position of Council representative to this day.&lt;br /&gt;
&lt;br /&gt;
Nowadays the Free Tajaran Council faces serious problems. No matter how hard they try, they can never muster enough numbers and materiel to ever challenge any of the Adhomian nations. A new generation of Tajara was born in Himeo; many of them doubt the viability of Volin’s plan. The Council is now split between two warring factions: the old guard who believes that the operations in Himeo are enough, and the younger Tajara who wants to contact the outside world in search of allies. The older wing has also grown extremely paranoid of foreign Tajara, fearing possible spies among their ranks. The few that leave Himeo are either young Tajara disillusioned with Kar’etrinkism or trying to recruit new members. When abroad, caution about one’s intention is essential to not draw attention to the Council&#039;s true purpose.&lt;br /&gt;
&lt;br /&gt;
Volin Kar’entrink is an elderly Tajara and does not have much time left in this world; the future without its revolutionary leader is an uncertain one for the Council. The community is currently engaged in a proxy war that will decide the community&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
== Synthetics on Himeo ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Himeo’s unique government and history of anti-megacorporate laws and legislation, most notably their ban on Hephaestus Industries operating within Himean space mean that the planet is devoid of megacorporations and their operations. This also means there are no corporately owned synthetics in Himean space. The absence of mega-corporations also makes this planet an attractive place for any IPC wishing to hide from them, such as ones attempting to escape to their freedom from within the Coalition itself or from outside sources such as the Solarian Wildlands or the Republic of Biesel. The planet&#039;s manufacturing industry also serves a role in producing parts of IPC frames, helping to reduce the cost of living for those who settle there, this is particularly attractive to free positronics who must pay all the expenses for repairs themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Privately-owned positronics do exist on Himeo, however in a different manner to the rest of the Spur. Rather than being owned by individuals, almost all owned synthetics are instead the property of local councils, organizations and industries. The majority of these positronics are Industrial Frames used in the planet&#039;s substantial mining, refining and industrial sectors, though other frames have been known to be bought in for other tasks. Positronics that find themselves in this position also find themselves instilled with the unique values of Himeo by their owners, holding the communal, anti-mega corporate attitudes of their owners. Gaining freedom for these IPCs is possible, however, it is up to the mercy of their owners, as no formal system for buying their freedom exists. This issue is compounded by the fact that many of these synthetics do not wish to gain their freedom, seeing their position as just a natural place in their community thanks to the views instilled within them.&lt;br /&gt;
&lt;br /&gt;
Free synthetics also make up a sizable amount of the positronics found on Himeo, often choosing to settle on the planet in search of work due to the planet&#039;s booming industrial sector and the liberal attitudes towards synthetics in certain places. In general, these free positronics manage to settle on the planet fine, adapting quickly to the communal, close-knit nature of Himean communities by making themselves useful to the local population, helping to earn their place in the communities that dot Himeo. Those who fail to do this often find the planet more unwelcoming to their presence than is worth dealing with to stay, being locked out of these close-knit communities due to not reaching their usual expectations.&lt;br /&gt;
&lt;br /&gt;
The Human population of Himeo hold very divided views on synthetics, though they can broadly be categorized into three different positions. The first crowd, being the most pro-synthetic, see positronics as having undergone the same oppression by megacorporations as they did long ago and advocate for full, equal rights for synthetics in line with the colonies&#039; direct democratic principles. The cities of Uusti Viipuri and Dorshafen are major centers for this viewpoint. &lt;br /&gt;
&lt;br /&gt;
The second crowd hold a more mixed view of synthetics, not denying that they can be free but also not seeing them as equals or people and allowing them to be owned as industrial equipment. They advocate for allowing the ownership of synthetics for economic gain and in some cases restricting their right to vote within councils, Industrial centers like Rautakaivos Kaupunki and Inverkeithing are hubs of this viewpoint. &lt;br /&gt;
&lt;br /&gt;
The final group see positronics as tools of the mega-corporations that oppressed them before, holding an especially dim view of those made by Hephaestus, expecting them to turn traitor at any moment due to some programmed loyalty. They advocate for removing and keeping synthetics off Himeo entirely. This viewpoint is most common among the more isolated areas of the planet.&lt;br /&gt;
&lt;br /&gt;
Due to this three-way division so far it has been impossible for legislation on synthetic rights to be introduced at a planetary level. This leaves the issue of IPC rights to lower-level governance where opinions are more cohesive such as individual cities. In some areas of the planet, synthetics have equal rights to human residents, whilst in others, they are not even allowed to be residents. For now, this situation seems like it will continue, with the human and free IPC residents naturally settling into areas that allow them to co-exist, and those who want to be away from them settling into areas without synthetics.&lt;br /&gt;
&lt;br /&gt;
Holding onto the views bought from their homeland and their general isolationist nature, the Free Tajaran Council views synthetics with suspicion, and no IPC residents are found within the foundling district. However, Tajara who work outside of the Foundling district tend to have no issues with positronics they might work along, regarding them primarily with indifference.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Planets_and_Systems]]&lt;br /&gt;
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		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xanu_Prime&amp;diff=25702</id>
		<title>Xanu Prime</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xanu_Prime&amp;diff=25702"/>
		<updated>2022-08-02T03:45:41Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Style consistency, category consistency.&lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Xansan pixel.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
The shimmering &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039;, capital of the Xanu Free League and the entire [[Coalition of Colonies]], is an [[Earth]]-sized habitable world and arguably one of the most important in the Orion Spur. Its climate is very temperate, and its populace diverse with almost every single Human origin - even [[Sol Alliance|Solarians]] begrudgingly being found here. Megacities of varying size dot one hemisphere, while another remains bathed in the bright blue, glowing Freedom’s Deep ocean. It is the economic hub of the Coalition, with all manner of imports making their way to the bustling planet. The government of the Coalition, the Representative Summit, meets on the artificial island of Greentree, located equidistant from every city on the planet. &lt;br /&gt;
&lt;br /&gt;
In the capital city of &#039;&#039;&#039;Argia sa Mar&#039;&#039;&#039;, many embassies and legations are found in the Foreign Quarter, alongside branch offices of every megacorporation. The League is governed by a president who is elected from among the mayors of the megacities and serves a three year term.&lt;br /&gt;
&lt;br /&gt;
It is situated in the galactic north of the colonies within the [[The Orion Spur#Central Coalition|Central Coalition]] region, bordering [[The Orion Spur#Arusha|Arusha]] and [[The Orion Spur#Rebel&#039;s Reach|Rebel’s Reach.]] &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Xanu.png|thumb|The extremely populous Xanu, core capital of the Coalition of Colonies. The Xanusii surface is still dotted with craters from the Interstellar War, centuries later.]]&lt;br /&gt;
===Early Years===&lt;br /&gt;
Xanu Prime’s first colonists resided on long-distance ships numbering in the hundreds that came to settle on the planet over the course of the first 30 years of its history. Starting in 2162, it is one of the oldest discovered habitable planets and one of the first set out to be colonized by the Alliance. Despite the danger of settling over a year’s travel from the safety of Alliance territories, millions set out with a promise of better times ahead by setting Humanity’s flag so far. Colonization of the planet went by like a dream, with a mixture of Earthling species and xenos being brought to slowly adjust its environment to fit very specific, utopian needs. This proceeded under Alliance supervision for nearly 100 years leading up into the 2260’s.&lt;br /&gt;
===Growth===&lt;br /&gt;
With the planet now dotted with well-prepared, self sufficient cities, Xanu Prime was quickly becoming a powerhouse of the interstellar economy. Many distant Alliance colonies relied directly on Xanu for support and sustainability. This is why, when the Solarian economy collapsed and the Second Great Depression brought about the Interstellar War, it decidedly became a target. During the seventeen to eighteen years of the depression leading up to the war, predictions quickly came in regarding the Alliance’ approach to unruly, united separatists. This, of course, was cutting off their supply at the new source… Xanu Prime.&lt;br /&gt;
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Seeing the worst coming, Xanu Prime quickly turned into the first Base World. Booming military production and outspoken subversion of the Alliance’ taxation turned its cities into bunkers and its stations into weapons platforms. Before the notion of it, Xanu was prepared for war.&lt;br /&gt;
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When the Solarian fleets made their move in 2276, fighting occurred after two years when they refused to depart Coalition systems. A massive guerilla war broke out, and it took only three years for Solarian fleets to fight their way to the heart of the Coalition. By then, Xanu Prime was the closest manifestation of a planetary fortress seen in recorded history. With excessive anti-orbital countermeasures, the Solarian fleets were forced to land troops on the planet, and thus began the Siege of Xansan.&lt;br /&gt;
===The Siege of Xansan===&lt;br /&gt;
A battle waged over a year encompassing 93% of the surface of Xanu Prime, the Siege of Xansan is the bloodiest conflict in the history of the Orion Spur. Little is known about the true magnitude of the battle, nor the exact projection of force either side used. It began in 2281 and went to the Solarian Alliance’ retreat in 2282. The results left Xanu torn to pieces. Enormous craters not only dot - but completely coat the planet, as permanent scars of the orbital bombardment and weapons of mass destruction utilized in attempts to force the Coalition to stand down. As more died, it is said the Coalition’s resolve grew, and in the insanity there was only the hope of true freedom present to ease their minds. &lt;br /&gt;
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Chemical and atmospheric warfare was used in proliferation on Xanu Prime during the siege until its finality at the city of Xansan, the final stronghold before the Alliance had arrived at its capital Argia sa Mar. On May 6 2282, Alliance forces declared a retreat after substantial losses and were routed by Coalition warships in orbit. Far from home and with their supply routes now cut off by the successful guerilla war waged lightyears away, they had no other choice but to flee.&lt;br /&gt;
===Modern Times===&lt;br /&gt;
Since the Siege, Xanu has long regained its foothold as the capital of the now-strengthened Coalition. Eventually, it would become the foundation that the Coalition would be built upon for hundreds of years to come. The damage done by the war will forever be irreparable, however - and the governing body of the planet is content with the marks left on the Coalition. Xanu Prime’s landmass and much of its seaboard are designated as war memorials, nearly 89% of the planet’s regions themselves.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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Having earned being called the “foundation upon which the Coalition was built,” Xanu Prime embodies freedom of spirit above all with diversity and unity held tightly to this ideology. Considering its history, one would expect Xanu Prime’s culture to be centered around a warrior’s mindset. This could not be further from the truth, and much of the Free League as well has taken up a mercantile culture infused with its freedom. Trade and the betterment of the whole are highly sought after, and almost all native media centers around this.&lt;br /&gt;
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The planet is known for outsourcing almost all of its education in foreign exchange programs to the [[Republic of Elyra]], who it maintains excellent relations with. The premise of the foreign exchange is based off of the higher education standards within Elyra, and the journey to Republic space leading through Valley Hale is typically a safe one.&lt;br /&gt;
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Some of the galaxy’s most trustworthy merchant groups are Xanusii in origin and own storefronts and reserved warehouses in the Xanusean Underbelly.&lt;br /&gt;
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Xanu Prime is a member of the [[Notable_Synthetics#Racers_of_Asoral_Racing_Network|Asoral Racing Network]] and its planetary debris ring serves as the largest stellar racing course in the galaxy, and the most dangerous. The icons seen in Asoral II (Crosk) are renowned figures in the Free League as a whole. Bound synthetics over IPCs are utilized majorly here, and IPCs are typically in the less dangerous races. These typically involve ship-spanning integrated AIs fitted into the fastest, meanest Elyran-made fighter chassis off the market.&lt;br /&gt;
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===Life on Xanu Prime===&lt;br /&gt;
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Populated areas of Xanu Prime are recognizable by tremendously large walls, sometimes towering over a hundred meters in height and casting a great shadow across large portions of the cities they surround. Few actual rural areas exist, and much of the population is semi-densely packed into metropolitan areas. The clashing aesthetic of towering, inactive war engines and serene cityscapes fill Xanu’s urban scenery. On the ground, things resemble sprawling markets, filling the crowded streets with pedestrians of all origins doing business at ease. Skyscrapers and buildings are usually new constructions, but still fill out a good portion of the city view.&lt;br /&gt;
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Living conditions on Xanu Prime are quite high quality for a Coalition world, due to its central nature to the colonies that rely on it. The common Xanusii finds themselves making their daily commute on foot, with residences and workplaces generally condensed into short walking distance universally across cities. This permits almost total free airspace above cities seeing as hovermotive traffic is nonexistent. Aircraft and space-faring vessels dot the sky and loom mere hundreds of meters over the city streets, as the prime spaceports are integrated into lower space elevator complexes that utilize mag-lift technology to support extreme weight loads.&lt;br /&gt;
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Robotics and salvaging is a booming industry on Xanu Prime due to the sheer amount of leftover materials from the Interstellar War. Many robots used on the planet date back to the war itself and even before, their chassis found and repurposed over time. Other, monumentally large robots and abandoned vehicles lay inactive and litter the open fields across the planet’s surface.&lt;br /&gt;
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====The Xanusean Underbelly====&lt;br /&gt;
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Beneath the surface of the sprawling cities lay the Xanusean Underbelly, a labyrinthian maze of wartime bunkers, hideouts, safehouses and built-over fortresses or military installations that now serve as the foundation for the very streets the common Xanusii treads upon. The overall layout of the Underbelly has long since been lost to the test of time, due to cave-ins and unmarked construction, thus turning it into a rather dangerous place. Some marked and charted areas of the Underbelly are utilized as storage facilities.&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment of Xanu Prime is projected to be irreversibly damaged by the Siege. However, much to its population’s surprise, life found a way and many of the animals first brought on the original colony ships have survived to this day. The once-wastelands have regrown their grass, though the planet is remarkable in that there is little to no tree coverage anywhere. With no canopy to hide under or forest to reside within, birds of prey and scavengers flourish most. Larger beasts peacefully graze on the endless plains with little to no natural predators. After the Siege, much of the landscape of Xanu Prime was altered, and where there were once mountains now reside gargantuan craters. These craters often interfere with one another geographically forming deep valleys. &lt;br /&gt;
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Many of the shallower valleys are safe to travel through without atmospheric protection, however deeper valleys and craters still contain clouds or trace signatures of the same atmospheric weaponry used during the Siege. This often presents itself in long-standing, highly poisonous fog completely and utterly covering the deepest points of many craters for kilometers at a time. Thousands of craters are similar to this, and efforts have been made to siphon out the poisonous gas to little avail for the monumental task. Within this “death fog” are many species immune to it, some having taken advantage of the low visibility such as large carnivorous insects waiting for prey to wander in.&lt;br /&gt;
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The seas and rivers of Xanu are among the most remarkable features of the planet. Due to specialized means of filtrating and curing the seas post-war, the totality of its water sources have taken on an incredibly bright, glowing cyan shimmer. In darkness, these shine a brilliant blue, illuminating the horizon wherever water may lie. From orbit, the “veins” of the planet can be seen through the huge rivers flowing across its landmass.&lt;br /&gt;
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The swift recovery of Xanu’s biosphere is pinned on a major contract signed to Zeng-Hu Pharmaceuticals and Hephaestus Industries to incite a massive terraforming shift and upkeep countermeasures to the fallout of the weapons used during the war. Zeng-Hu Pharmaceuticals has, since 2301, continued to stabilize the biosphere for a sixty-trillion credit contract being paid off to this day. Hephaestus Industries works on upkeeping countermeasure machinery, used to scrub the soil of residual radiation and toxic materials leftover.&lt;br /&gt;
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==Population and Major Locations==&lt;br /&gt;
&#039;&#039;&#039;Population :&#039;&#039;&#039; 13,650,000,000+&lt;br /&gt;
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===Argia sa Mar===&lt;br /&gt;
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The center of the Coalition’s power, &#039;&#039;&#039;Argia sa Mar&#039;&#039;&#039; is a bustling metropolis that consumes most of the open non-memorial territory on Xanu Prime with full walls surrounding it. Built at the base of the southern hemisphere’s “Defiance” space elevator, the city grows in density and height as one looks closer to the center. Freighters pass over the urban landscape, landing and departing, descending and raising from the base of the elevator’s grav lifts routinely. These move in large lines before moving elsewhere within the planet’s atmosphere, or back into orbit. Skyscrapers and buildings protruding from the landscape spread out across these airspace lanes, giving a wonderful view of passing ships up close on the upper stories. &lt;br /&gt;
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Argia sa Mar’s inner cityscape would seem normal from an aerial view, but the interior tells a different story, with its architecture seemingly upside down. To provide more space for the tradeways inside the city, the skyscrapers are built like flipped pyramids with pillars interconnecting for support. This upper “canopy” of the city casts the trading posts below in darkness for most of the day, and during the night the sky turns a deep blue because of the ocean’s presence just outside the city. &lt;br /&gt;
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===Kuenoi===&lt;br /&gt;
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In the northern hemisphere of Xanu Prime is &#039;&#039;&#039;Kuenoi&#039;&#039;&#039;, the secondary city of importance on the planet. This is a much smaller city than Argia sa Mar, though megacorporate presence dominates it with an iron fist. All megacorporations, excluding Einstein Engines possess points of interest in Kuenoi, mostly headquarters for operations in the Coalition as a whole. Kuenoi is known for being built inside of a large impact crater from the war, and remains isolated from any sort of negative weather effects due to the large ridges of the crater. This, unfortunately, makes the surrounding land quite arid and barren of any life outside of its walls. NanoTrasen dominates the scene in Kuenoi completely, owning more property in the city than their rivals combined.&lt;br /&gt;
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===Xansan===&lt;br /&gt;
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&#039;&#039;&#039;Xansan&#039;&#039;&#039; is the fabled victim of the Siege of Xansan, a horrible battle which ultimately ended in its own favor due to the strategic location of the city. Built along the opposing side of a rushing river whose flow was controlled by a Coalition-held dam for the duration of the war, Xansan managed to sustain its own source of power through the conflict and repel the attackers by controlling the ebb of the river that separated them and the Solarians. Shields protected the dam from artillery fire, but little could be done to protect the city itself which was reduced to rubble in its entirety in defense of the capital, Argia sa Mar.&lt;br /&gt;
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In modern times, Xansan has been partly rebuilt and the turbines within the dam spin to this day.&lt;br /&gt;
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===Greentree===&lt;br /&gt;
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Yearly, the totality (or at least, those who can show up) of the Coalition’s active representatives reach to one another on the artificial island of &#039;&#039;&#039;Greentree&#039;&#039;&#039; in the Freedom’s Deep. This is a sparsely populated and rather small island, its population never exceeding the thousand or so groundskeepers, maintainers and garrisoned troops. This changes when the annual Summit is called, of which the representative of Xanu Prime - Chief Reilly Sianne - decides when and how this occurs. Traditionally, this occurs on the first of May each year, though Sianne has been known to have erratic schedules.&lt;br /&gt;
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== Synthetics on Xanu Prime ==&lt;br /&gt;
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With the Coalition being the easiest of the galactic nations for someone to gain citizenship in. Before the Solarian collapse and even more now. Positronics, both owned and free alike, attempt to create new lives for themselves in the Coalition of Colonies. Some are on the run from their former owners whilst others are seeking a place where they are treated as equals and protected by the law. Thanks to the heavily decentralized nature of the Coalition moving to the more rural or isolated colonies was not an option for these immigrants, and so these free, freedom-seeking or refugee synthetics end up in the developed capital world of Xanu Prime.&lt;br /&gt;
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Whilst many positronics might not have made Xanu their first choice, the planet&#039;s position as a trade giant within the Coalition and its developed nature makes moving to and living there relatively easy for synthetics and it has become the end destination for many. Some of them find it comfortable whilst others simply run out of funds to travel anywhere else. Free synthetics moving to Xanu are usually able to find careers and settle into lives similar to that of the ordinary organic Xanusiians. living similarly to them within the planet&#039;s megacities with the same freedoms and quality of life afforded to organic citizens. Nothing prevents a hard-working, successful IPC from gaining a reputable position in a local or mega-corporate business. However, those who are not successful can find themselves as equally destitute as any unsuccessful organic could. &lt;br /&gt;
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However, for refugee positronics or those deliberately fleeing to seek their freedom, the story is often quite different. All of the spur’s major megacorporations have a presence on Xanu Prime and non-citizen synthetics, waiting for their chance to apply for citizenship or gain status as an official refugee often find themselves scrutinized or tested by corporate security forces if they match the description of IPC frames reported missing or rogue. Synthetics caught in this way are returned to their owner companies and mind-wiped as punishment, Hephaestus often sends positronics caught in this manner to their nearby installations on Burzsia. &lt;br /&gt;
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For those non-citizen positronics who manage to remain free or gain status as a refugee, life on Xanu is far less comfortable than even their poorer free counterparts, lacking the same rights afforded to them. Often used as cheap labour by local salvaging operations or forced to sign on one-sided contracts with mega-corporations, the dream of freedom holds little of its promise, and many synthetics dream of the day they might become a citizen and have the income and rights to rise through society. These non-citizen synthetics still live within the megacities that dot the planet&#039;s surface, forming their own small communities in the poorer sections. &lt;br /&gt;
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However, for other positronics menial work, slavish contracts and poor living conditions are something they refuse to stand for. Rather they fall into use by various criminal elements on the planet. Mobility or Industrial frames can prove highly useful to criminal elements on the planet and offer an IPC far more reward than they might otherwise receive, however, many synthetics also find themselves forced into working for criminal organizations instead, by force or simply to get by.&lt;br /&gt;
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Owned synthetics are also a common sight on Xanu Prime. Both corporately and privately owned. These positronics are utilized in much the same way as other parts of the spur. Industrial frames are a common sight amongst salvaging operations on the planet, hospitals making use of Mobility or Bishop frames contracted from Zeng-Hu along with Idris IRUs and ISUs to enforce the company&#039;s power on-world. These owned positronics live lives common to all owned positronics in the spur, with their conditions and lot in life mostly depending on the corporation or individual who owns them.&lt;br /&gt;
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The human population of Xanu Prime holds mixed opinions on their IPC residents, some sympathizing with the synthetics struggles for freedom, identifying with them due to their previous struggles, whilst others support the local megacorporations and argue for the ownership of positronics. A minority hold suspicions towards the number of refugee IPC groups fleeing the Solarian Wildlands, suspecting they could be spies or simply still loyal to their previous masters. &lt;br /&gt;
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Charitable initiatives exist to help provide repairs, charge and work to synthetics on Xanu Prime, spearheaded by the Trinary Perfection from their nearby headquarters on Orepit. This charity helps these less fortunate synthetics immensely whilst preaching to them, and conversion to the Trinary Perfection is common thanks to this, but the amount flooding in after the Solarian Collapse continues to strain the initiatives to breaking point.&lt;br /&gt;
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The one unlikely place that synthetics can end up is as part of the Xanusean military, finding good work as an IPC after obtaining citizenship can be hard and the option of serving in the Xanusean military is an attractive one, providing them with money, repairs and charging as they require it. It is not unknown for positronics to sometimes join the ranks of the Frontier Protection Bureau as Frontier Rangers or other support staff.&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Elyran_Government_and_Politics&amp;diff=25745</id>
		<title>Elyran Government and Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Elyran_Government_and_Politics&amp;diff=25745"/>
		<updated>2022-08-02T03:45:29Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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==Elyran Government Structure==&lt;br /&gt;
The Serene Republic of Elyra is a federal parliamentary republic with its head of government in the Prime Minister. Unique to Elyra is how its government handles the Head of State. Symbolically, General Abd Al-Hamid serves as a posthumous Head of State for the Republic even centuries past his death as a symbol of respect towards the ever-continuing Elyran revolution that freed the nation from its Solarian colonial rule. The Prime Minister is elected when their party is able to obtain a majority in the Serene Republican Assembly, Elyra’s legislature, or when their party can lead a coalition there. Their responsibilities include leading legislation in the Assembly, appointing cabinet ministers, as well as overseeing Elyran foreign and economic policy with the assistance of their cabinet.&lt;br /&gt;
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The Republican Assembly is the sole legislative body of the Republic of Elyra and has 900 members as of 2463. The number of Elyran Members of Parliament per constituency, typically a planet or moon, is proportional to that constituency’s population relative to the rest of the republic, and is subject to review every 10 years when the Elyran Census is taken. Anyone can run for parliament in Elyra so long as they are affiliated with a political party and this political party has been approved to run by the Elyran Ministry of Internal Affairs. Some have protested these requirements as they believe they lock many out of participating in Elyran politics if the state finds their beliefs inconvenient; however, Elyran Internal Affairs has asserted that its reasoning is to only allow the most qualified of individuals to make decisions for the serene Republic on a professional level. A secondary reason they also cite is to prevent populism or impulsive political trends. There are no term limits for members of the Republican Assembly. The voting age in Elyra is 18 and only those with Elyran citizenship may vote.&lt;br /&gt;
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Each Elyran region also elects a governor for itself with the exception of [[Damascus II]], which elects its Damascene Captain, and the [[New Suez]] Free Trade Zone, which has a High Commissioner appointed by the Minister of Economics, Revenue, and Commerce. Similarly to the Assembly, every governor candidate must be a member of a political party approved by the Elyran Ministry of Internal Affairs. Planetary and lunar governors have the responsibility of legislating local policy for their respective planets or moons as well as maintaining public order in their constituencies and working towards the best interests of their citizens. Every Elyran region also has its own unique legislature, and while many contain elements of the four main parties of Elyran national politics, local parties are also very common as well.&lt;br /&gt;
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The Republic of Elyra has two supreme courts. The first is the Supreme Constitutional Court of the Serene Republic of Elyra, an independent judiciary that reviews the constitutionality of the various laws enacted by the Elyran Republican Assembly and hears cases by which those laws are challenged on the basis of their constitutionality. The second is the High Revolutionary Court, a functionary of the Elyran Ministry of Justice which serves as the highest level to which criminal and civil cases can be appealed to in the Elyran Republic. It also functions as the court in which high-level members of the Elyran state or military are tried if sued for criminal action by the Elyran Ministry of Justice. Elyran courts do not have juries and are instead most often run in a tribunal-esque fashion with anywhere from one toseven judges presiding over any given case, typically odd in number. Rulings made by either of these courts are final and absolute unless they themselves overturn their own respective verdicts in retrospect.&lt;br /&gt;
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The Elyran Defense Forces have a central role in the nation’s politics, and while usually uninvolved in the affairs of the parliament and restricted from intruding unless in the case of an emergency, their influence is still present in may ways. Many view the EDF as the last line of defense in the protection of the Elyran political system. In the event where the Prime Minister or Republican Assembly as a whole violate principles of liberty, local planetary rule, or fall victim to populism or tyranny, the Elyran Defense Forces have a constitutional responsibility to depose the current Prime Minister, disband the Republican Assembly, and then set new elections for a new Republican Assembly within two years while conducting a provisional military government.&lt;br /&gt;
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The current Prime Minister of the Serene Republic of Elyra is Rashid Nouzari at age 58. He is a Persepolian by birth and has been active in the politics of the Republican Revolutionary Society since his mid-twenties. His political career began with being elected as a local representative of the 37th district of Uthma. Afterwards, he garnered enough popularity to rise to a city councilman position, and by his mid 30’s he’d become the mayor of Elyra’s largest city. Nouzari’s political ambitions were not stopped there, and when able, he ran for election as the Governor of the planet of [[Persepolis]], cinching the position after a hotly contested election. He lost this position in the next race, but afterwards seeked greater involvement with Elyran national politics and was elected to a representative position in the Elyran national assembly and quickly became one of the more active and notable Constitutionalist politicians. When long-serving Constitutionalist prime minister Majedah Al-Haddad decided to step down from the office after having continuously occupied it for 28 years, citing old age and health as her reasoning, Nouzari was the politician chosen by the RRS to run for the position in the ensuing election. He was victorious and has held the Prime Ministership since 2456. He has generally remained a popular PM since his election despite the various crises that the Serene Republic has experienced since his election. He has a wife, named Ceren, and two daughters.&lt;br /&gt;
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==Elyran Government Ministries==&lt;br /&gt;
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The Republic of Elyra’s government is host to numerous ministries which handle its various affairs and processes.&lt;br /&gt;
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&#039;&#039;&#039;The Ministry of Justice (MJ)&#039;&#039;&#039; - The Ministry of Justice is the premier legal authority in the Elyran Republic and is responsible for the prosecution of criminals and upholding of laws within the Republic, handling almost all law enforcement aside from incidents of terrorism and internal piracy. All police departments in Elyra, be they of the Persepolian Capital of Uthma or a small department on a far-flung colony world with officer numbers in the single digits, are extensions of the Ministry of Justice and work on a pyramidal structure of hierarchy, with various districts, precincts, departments, regions, and planets leading up the Justice High Office. Whether it is a felony or misdemeanor, local or interstellar, all crimes are prosecuted by the Ministry of Justice. The Ministry also oversees all court proceedings in Elyra, aside from the Supreme Constitutional Court, and its minister can appoint and dismiss high-level judges as they please. The current Minister of Justice is Haniya al-Abed, a career lawyer from Persepolis and former chief prosecutor of the Urum local branch of the ministry. She is also the current Deputy Prime Minister.&lt;br /&gt;
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&#039;&#039;&#039;The Ministry of Internal Affairs (MoIA)&#039;&#039;&#039; - Colloquially referred to as “The Kitchen Sink” by many Elyrans due to the sheer variety of areas it covers, the Elyran Ministry of Internal Affairs is the largest ministry by number of employees and wields a nearly unrivaled level of influence over Elyran society. Primarily the Ministry of Internal Affairs has a focus on internal security and social services such as the Elyran public healthcare system. The MoIA has its own internal intelligence and law enforcement agency separate from the Ministry of Justice, the Special Threat Section (STS), which is specialised in combating domestic instances of terrorism and piracy. The STS has also recently been made the de facto organization responsible for the domestic security and protection of Elyra’s vast phoron reserves since their classification as assets key to national security by the Elyran Government at the onset of the recent phoron scarcity. The STS operates a division dedicated to policing rogue shells, enforcing proper tagging and registration methods among Elrya’s IPC citizens, and hunting fugitive synthetics similar to the Sol-based Ceres Lance called the Internal Synthetic Constabulary.&lt;br /&gt;
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The Ministry of the Internal Affairs is also the primary emergency management and natural disaster relief agency in the Republic and the authority on the monitoring of extraterrestrial weather patterns and solar activity. Importantly, the Kitchen Sink is in charge of monitoring and providing what little services the large population of non-citizens in the Republic of Elyra are entitled to as well as issuing passports and other forms of identification for Elyran citizens. The MoIA oversees all elections that occur in Elyra and certifies new political parties, allowing their participation in Elyran politics, monitors the activities of Elyran local and planetary/lunar governments to ensure that they do not exceed their powers, and enforces Elyran media content censorship regulations. To many, the Elyran Minister of Internal Affairs is the 3rd most powerful person in the country, the first two being the Prime Minister and Deputy Prime Minister. The current Minister of Internal Affairs is Istemihan Gul, a career politician from Damascus II and former Damascene Captain.&lt;br /&gt;
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&#039;&#039;&#039;The Ministry of Economics, Revenue, and Commerce (MERC)&#039;&#039;&#039; - The Ministry of Economics, Revenue, and Commerce, or simply the Ministry of Economics, is the organization in the Republic responsible for the regulation of local, interstellar, and international commerce both in Elyra and between other nations. The ministry also manages a large number of Elyran state-owned corporations and oversees the allotment of labor and employment to both citizens and non-citizens. Notably, the Ministry of Economics operates the National Corporate Commission (NCC), the national body which monitors and regulates the operations of foreign megacorporations in the Elyran Republic and arranges partnerships between them and Elyran firms. This ministry also appoints the High Commissioner of the New Suez Free Trade Zone and oversees the administration of the zone. The MERC is also the primary tax collection force in the Republic of Elyra and has revenue offices on both local and national levels devoted to the collection of taxes from the Elyran citizenry. The current Minister of Economics, Revenue, and Commerce is Amir Reza Momeni, an economist from [[Medina]] and former dean of the economics faculty at the Harun Al-Rashid University of Economics and Humanities. &lt;br /&gt;
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&#039;&#039;&#039;The Ministry of Defense and Warfare (MDW)&#039;&#039;&#039; - The Ministry of Defense and Warfare oversees the coordination and equipment of the Elyran Defense Forces. Along with managing Elyran military strategy and securing the procurement of equipment and resources for the EDF, the MDW is responsible for the creation of the annual budget for the EDF and its presentation to the Republican Assembly for approval. The MDW is also the parent organization of the Revolutionary Interstellar Intelligence Service (RIIS), Elyra’s foreign and military intelligence agency, though little is publicly known about them. If the EDF is moved by their constitutional responsibility to depose the Elyran Prime Minister and temporarily resolve the parliament, the Minister of Defense and Warfare becomes the de facto head of government for the republic. The current defense minister is Admiral Zubair el-Yamin, a Busran, and formerly the commander of the 4th Bursan Rapid Response Flotilla.&lt;br /&gt;
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&#039;&#039;&#039;The Ministry of Phoron Management (MPM)&#039;&#039;&#039; - The Ministry of Phoron Management is responsible for directing all phoron extraction, transport, refinement, and research operations in the Republic of Elyra under the great state-owned phoron corporation of Elco. Because of the disproportionate importance that the phoronics industry has on the Elyran economy and influence it has on nearly every facet of Elyran life, from being a key component in Elyran hovertech, to being an energy source for almost every major Elyran planet and moon, to being an integral element of Elyran military strategy due to its use in plasma weaponry, the Ministry of Phoron Management is one of the most important ministries in the entire Republic. Recently the ministry has come under great scrutiny from the Elyran public due to the economic hardships that Elyra has been experiencing due to the ramifications of the recent phoron shortage. Elyra itself has suffered no such shortage, however the Prime Minister, along with the MPM, halted all phoron sales to foreign countries and corporations resulting in many Elyran firms losing revenue. The current Minister of Phoron Management is Melika Saheni, fomer Chief Operations Officer of Elco and native of [[Aemaq]].&lt;br /&gt;
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&#039;&#039;&#039;The Ministry of Agriculture and Environmental Protection (MAEP)&#039;&#039;&#039; - The Ministry of Agriculture and Environmental Protection, or just Ministry of Agriculture, as the name implies, oversees and regulates all food production and distribution in the Republic of Elyra, but also has other functions. The MA provides subsidies to Elyran farmers to ensure that they can continue farming even though importing foreign food is cheaper for the republic, and the ministry also finances many research projects dedicated to advancing agricultural science. All nature reserves, game preserves, and national parks in the Republic are administered by the Ministry of Agriculture, and perhaps most uniquely, the Ministry of Agriculture is charged with the responsibility of protecting Elyran extra-terrestrial phoron reserves, typically in asteroid belts, from the phoron-eating black trident worm. The ministry tracks the movements of the xenofauna using advanced deep space monitoring equipment specialized in detecting organic matter and often shares its findings with the Elyran Defense Forces. The MAEP also closely monitors the state of the climate of all planets in Elyra so as to advise local planetary governments on how to best avoid contributing to greenhouse effects and other adverse artificial environmental phenomena. The Ministry of Agriculture is also unique among the other Elyran ministries in that it is the only ministry not headquartered on Persepolis, instead having its head offices on the agriculturally important planet of Damascus II. The current Minister of Agriculture is Arkadas Oz, an economist from Damascus II and former chairman of the Elyran Agricultural Accord.&lt;br /&gt;
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&#039;&#039;&#039;The Ministry of Tourism and External Affairs (MTEA)&#039;&#039;&#039; - The Ministry of Tourism and External Affairs is the means by which the Elyran Republic conducts diplomacy with other nations throughout the Orion Spur. It maintains embassies, consulates in numerous cities in foreign countries, and is the parent body of the Elyran Foreign Office, the organization which maintains consulars and ambassadors in other countries. The MTEA is the customs enforcement agency of the Elryran Republic as well, and any items or people, citizen or non-citizen, entering the country must be approved to do so by the ministry. Because of its foreign presence, it is uniquely equipped to invite and provide services for foreign tourists wishing to see Elyra in person and operates a number of hotels and resorts in part with Elyran firms to accommodate these visitors and is the issuing agency for tourist visas. The MTEA is also responsible for coordinating the annual mass transit of Elyran Muslims to Earth for their Hajj to Mecca. The current Minister of External Affairs and Tourism is Aisha al-Kamara, a career civil servant from Persepolis and former Elyran ambassador to the [[Empire of Dominia]].&lt;br /&gt;
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==Elyran Political Parties== &lt;br /&gt;
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In Elyran politics there are four major national political parties, along with numerous smaller parties that rarely gain seats in the Republican Assembly, and smaller local political parties that operate on a planetary or lunar scale. The major parties of Elyran national politics, colloquially referred to as &#039;&#039;&#039;“The Four Faces of Elyran Politics,”&#039;&#039;&#039; or simply the Four Faces.&lt;br /&gt;
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&#039;&#039;&#039;The Republican Revolutionary Society (RRS - “The Constitutionalists”)&#039;&#039;&#039; - The oldest and largest political party in Elyra is the Republican Revolutionary Society, established shortly after the independence of Elyra from the Solarian Alliance. Its advocacy for the preservation and continuation of the Elyran Revolutionary spirit has long influenced Elyran politics and culture for centuries and has primarily manifested itself in an isolationist foreign and economic policy devoted to protecting Elyran society from foreign threats and influence. It is also the party to which many who drafted the Elyran constitution belonged, giving the party its nickname. The Republican Revolutionary Society also greatly contributed to funding Elyran phoron procurement and research projects and has largely taken credit for the current state of Elyran technology and standard of life for its citizenry. The RRS has a standoffish position to the large number of non-citizens in the country and has repeatedly defeated legislation which attempts to make the process of becoming an Elyran citizen easier for all but the most qualified or wealthy of immigrants. Despite this, it has been supportive of expanding some government programs to provide limited benefits to all non-citizens living in Elyra, especially in the fields of healthcare and legal representation. The RRS supports upholding citizenship for Integrative Positronic Chassis in Elyra, so long as the IPCs were made and programmed in Elyra, and recently is beginning to contest the League of United Republicans’ dominance over the IPC vote in the country. Many speculate this is due to the RRS funding of IPC development as part of its new initiative to revitalize the Elyran economy in light of the recent phoron shortage. The party is supportive of the Suez Protocol of 2381 and does not support any modifications to it, even continuously implementing protectionist measures to ensure that Elyran corporations remain competitive with their foreign counterparts in Elyra. While isolationist, the RRS has been instrumental in organizing anti-piracy intelligence sharing agreements with both the [[Coalition of Colonies]] and the [[Republic of Biesel]], and similarly, the RRS believes in moderate defense spending and a focus on defensive and peacekeeping applications for the Elyran Defense Forces along with strong early-warning systems to detect any foreign invaders such as the [[Lii&#039;dra]]. For the past few years, the Revolutionary Society has also been working to ease tensions with their neighbours the [[Izweski Nation]], something that has for the most part been successful. The party has seen some challenges recently though as the decision made by the RSS to stop selling phoron to foreign countries and companies has led to an economic slowdown in Elyra, though the party is currently attempting to remedy this by investing massive amounts of government funds into areas of the economy aside from just the phoron industry in an attempt to diversify the Elyran economy and make it less vulnerable to changes in the phoron market. Whether these efforts will be successful is yet to be seen. The RRS currently holds a majority of 492 seats in the Republican Assembly and as is the party currently maintaining government. The current prime minister and former planetary governor of Persepolis, Rashid Nouzari, is its leader. Their party colours are orange and yellow and their slogan is, &#039;&#039;&#039;“The Revolution continues with us!”&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The League of United Republicans (LUR - “The League”)&#039;&#039;&#039; - The League of United Republicans, founded in the mid-2370’s as a response to the threat of an economic recession, is the second largest Elyran political party and currently the largest opposition party. The LUR believes in lessening economic restrictions on foreign megacorporations, increasing Elyran economic and political involvement with the rest of the Orion Spur to broaden the influence of the Elyran Republic abroad, and has been harshly critical of the Republican Revolutionary Society’s decision to halt phoron sales to foreigners. They believe in the liberal usage of phoron-based technology and phoron itself as a means for Elyra to become economically involved with and compete against the economies of the Republic of Biesel, [[Sol Alliance]], Coalition of Colonies, and the Jargon Federation on a larger scale. Because of this, the LUR supports revisions to the Suez Protocol of 2381, a document that the party itself created, and is the only Elyran political party that has attempted to broaden the influence of foreign megacorporations in the Elyran republic. The LUR also asserts a need for more defense spending and a broadening of the EDF’s offensive capabilities to better accommodate a more active Elyran State and so as to preemptively avoid another attack from a foreign force like the Lii’dra. They have also advocated in the past for an easing in restrictions on obtaining Elyran citizenship for foreign humans that have valuable skills or large monetary assets and broadening the classification for who may be desirable. The LUR asserts that they still want to maintain citizenship restrictions for a majority of migrant laborers that come to the Elryan Republic to find work. The party has also extended this to foreign-made IPCs, believing that they should also be allowed to earn citizenship in Elyra. This is not new for the League however, as it was this party that gave IPCs the rights to citizenship in the late 2420’s with goals of creating a reliable voting bloc and has been the most successful in capturing the IPC vote in the country due to its continued status as the party most supportive of synthetic rights in Elyra. Unique to itself, the LUR believes in a policy of rapprochement and deepening of economic relations with the Sol Alliance and Izweski Nation along with the establishment of a state of detente with the Empire of Dominia in order to further prevent any skirmishes or greater conflict from breaking out between the nations. Domestically, the LUR has supported calls for an expansion of social programs to all citizens as well as the abolition of capital punishment in Elyra for citizens and non-citizens alike. The party currently has 241 seats in the Republican Assembly and is led by Azer Saban, a former lawyer for the Elyran Ministry of Economics, and the only current female head of a Four Faces political party. Their party colors are light red and orange and their slogan is, &#039;&#039;&#039;“A better future through a United Elyra!”&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Muslim Democratic Conference (MDC - “The Green Conference”)&#039;&#039;&#039; - The second oldest, established shortly after the Republican Revolutionary Society, and currently the third largest of the Elyran Political Parties, the Muslim Democratic Conference is a party that defies traditional political classification due to its founding tenets of being an inherently religious political party in a secular state. The MDC believes in helping lead Elyran Society with Elyran revolutionary principles alongside Muslim values and morals, such as a focus on the family unit in society, a rejection of drugs and alcohol on a legal level, religious freedom for all faiths, and a strong focus on charity and humanitarianism. The MDC possesses a moderate Islamist doctrine and does not believe in the implementation of Sharia in Elyran society. The Green Conference styles itself as a religious party that is respectful of secular institutions. The MDC believes in maintaining the Suez Protocol of 2381 and believes that a controlled partnership of Elyran corporations with foreign companies is the best way to 	obtain Elyran economic prosperity— for the time being. The party has advocated for an expanding of the defense budget for the EDF in the past and believes being able to protect the Elyran people from foreign threats should be one of, if not the top priority of, the Elyran government since it failed to do so during the Lii’dra incursion. However, it also believes that the Elyran military has no business in the affairs of other nations. The MDC is in favor of loosening restrictions for obtaining Elyran citizenship and some members of the party have even gone as far as to propose the allowance of citizenship to aliens (aside from Vaurca), citing the reasoning of  “all living things are God’s children.” The MDC does not however accept that positronics are alive and states IPCs should be barred from citizenship in Elyra; as a result, gets little to no votes from IPCs in the country. The party has also consistently supported the expansion of social programs to non-citizens of Elyra, especially to families with young children and households with one parent, so long as those receiving benefits can maintain behavior in-line with what the Conference considers to be moral. Conference MP’s have been known to vote both with the LUR and RRS depending on the issue at hand. The party has 108 seats in the Republican Assembly, and its current leader is Dr. Saamir al-Vohra, a former professor of theology at the Harun Al-Rashid University of Humanities on Damascus II. Their party colours are green and white and their slogan is, &#039;&#039;&#039;“Faith, family, and fortune for all!”&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Elyran People’s Party (EPP - “The Hawks”)&#039;&#039;&#039; - The smallest and newest of the Elyran political parties at only nine years old, the Elyran People’s Party is an Elyran nationalist political party that has built its base on advocating for an aggressive foreign policy and saw a massive jump in popularity after the Lii’dra incursion. The EPP believes in not just the protection of the Elyran Revolution, but an expansion of it to other peoples’ in the Orion Spur and has actively promoted the idea of Elyran territorial expansion into the human frontier surrounding the Republic’s current borders. It believes in a militantly self-sufficient economic policy, wishes to abolish the Suez Protocol of 2381 altogether, and outright ban any involvement from foreign megacorporations in the country as to protect Elyran businesses, workers, and economic prosperity. Because of these goals, the EPP has also been the proponent of expansions to the defense budget of the Elyran Defense Forces whenever the topic has been discussed in the national assembly. The Hawks have even gone to the lengths to propose legislation for a formal defensive alliance between Elyra and the Coalition of Colonies as the party views the CoC is a kindred nation to Elyra since it too threw off Solarian rule for its creation. The EPP has a more liberal stance towards citizenship restrictions that suggests easing the process for all foreigners and not only those with valuable skills, as the party asserts that every human can embody the Elyran revolutionary spirit, no matter their place of origin. The party is xenophobic towards other species however and maintains a policy of alien expulsion from any new territory that Elyra may obtain if they were in power. The party also believes in greater restrictions on the rights of foreign synthetic lifeforms in Elyra including a national registry of all foreign positronics in Elyra and the instatement of a lawing process in Elyran-made IPCs to ensure that they will not go rogue and potentially harm other citizens. As a result, they capture only a smidgen of the IPC vote in the country, though they have never proposed eliminating the citizenship of synthetics. The EPP works with all other parties depending on the issues at hand but is also somewhat infamous in Elyran politics for refusing to participate or otherwise abstaining from voting as a matter of protest at times. In particularly close votes, this has led to a breakdown in government due to no majorities or coalitions occurring, though other times it makes little difference due to the party’s small size. They currently hold 59 seats in the Republican Assembly and are led by Kambiz Arjman, a lieutenant general of the 2nd Busra Army Corps who retired after the Lii’dra Incursion to get involved with politics. Their party colours are royal blue and light blue and their slogan is, &#039;&#039;&#039;“The future is Elyran!”&#039;&#039;&#039;&lt;br /&gt;
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		<title>Elyran Culture, Law, and Society</title>
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==Societal Attitudes==&lt;br /&gt;
Elyran culture generally places a great emphasis on peacefulness and respecting the natural order of things, and sources much of this attitude from the religion of Islam as well as Elyran Revolutionary Thought. Generally, prevailing attitudes are conservative because they wish to preserve what exists now and not push forward radical change that will greatly upset the current framework of the society, family, or other unit. This extends to everything from family life, with a great respect for elders and their wisdom being very common in Elyran culture, to Elyran laws, with many on the books that actively prosecute behaviour that may exude what is deemed as “immoral selfishness,” though what this definition is remains often up to the interpretation of the presiding judge or judges. This attitude is also prevalent in individual persons as well as the outlook of Elyra is to focus greatly on the whole, rather than simply the individual. People are often expected to sideline their own problems for the greater good of society or their families, rather than cause a fuss or protest. A common saying among Elyrans that expresses this is: “if the bricks crack, the wall becomes weak.” The prominence of this establishment-centred philosophy has led to many ripple-effects in Elyran society, the most prominent of which is the presumption of guilt in Elyran courts which one must then disprove before a panel of judges. For this reason, Elyran courts have a nearly perfect conviction rate for cases that go to trial.&lt;br /&gt;
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This adherence to a collectively-focused culture extends to loyalty as well. It is culturally frowned upon for an Elyran to leave their job for a better paying one so long as their current employer treats them well and pays them a decent wage, as taking a higher-paying job and betraying one’s employer is considered selfish and greedy. From the other side of the exchange though, an employer should treat their employees well and actively try to advance their company to better provide for the lives of their employees. To this attitude, a person can and should work for their entire lives for a single employer if they are treated well and allowed to live off of their wages but should also place providing for their family first. Most Elyran’s put a high value on education, and as a result, a large majority of Elyran citizens have some form of college education, even if it is only a two-year degree.&lt;br /&gt;
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Modesty is another value often expressed through Elyran culture and is one that is most often found in Elyran fashion, which often reveals little skin despite being made from very rich colours. Originally enstated so as to prevent &amp;quot;Cytherian and Eridanian levels of excess,&amp;quot; Modesty laws or “debauchery laws,” as they are commonly called, are exemplars of this cultural trend, being a very broad category of legislation that Elyran citizens can be sued for if their public expressions are deemed immoral, whether this is in look or other areas. Things that may result in fines are dying one’s hair bright, unnatural colours or black; being tattooed; getting facial or tongue piercings (things associated with Eridanian dregs and/or haram under Islam, the predominant religion of Elyra); overly exposing fashion, such as wearing clothing that shows a lot of skin in &amp;quot;indecent areas&amp;quot;; and action or speech classified as “immodest or selfish displays,” a broad definition that often is defined by the judges presiding over a court case. Different judges can have wildly different interpretations of the law and may view some things such as piercings or dyes as falling under the jurisdiction of the law while others might not; the law is very flexible and can be strict or lax. These laws do not exist to enforce things like veiled women or beneath the knee clothing on men, but are simply the Elyran state&#039;s attempt to safeguard itself against perceived &amp;quot;Solarian cultural disruptions.&amp;quot; Similarly, interpretations vary from planet to planet, with different localities enforcing different standards. What is considered immodest or immoral on Damascus II or Busra may be overlooked or tolerated on Persepolis or New Suez, for example.&lt;br /&gt;
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Charity is yet another tenant that most often permeates Elyran culture, with numerous charities and foundations set up around the country to provide for the less-fortunate in Elyra and beyond. These charities are barred by the Elyran state from conducting operations to non-citizen persons residing in Elyra, however, as the Elyran government has deemed such actions as “unjustly indulgent” to those who are not part of Elyran society yet still wish to benefit from it. Elyra is one of the leading donors to the Interstellar Aid Corps along with the Coalition of Colonies and has an incredibly robust charity culture as a result.&lt;br /&gt;
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“The Elyran Spirit” is a value entirely unique to Elyra that has little to no roots in its source cultures and is explained through its name. It is a form of Elyran exceptionalism that asserts that Elyra, its culture, and its people are inherently different and unique to the rest of humanity and other countries in the Orion Spur. It asserts that Elyran society is the best in existence through its institutions and cultural values and that this society must not just be preserved from within, but defended from without as well. This takes the form of Elyra’s historical tendency to isolate itself from the rest of the Orion Spur, believing that other cultures and peoples will pollute and therefore erode the Elyran culture and way of life if allowed in. Many believe this way of thought is the reasoning for Elyra’s strict immigration policies as well as its general reluctance to involve itself in Interstellar Affairs; however, this element of the Elyran Spirit has slowly begun to change since the country ended its self-imposed isolation in the late 2380’s. Even so, it is not uncommon for Elyrans to view the societies and cultures of other nations and peoples as inferior, even if the evidence is overwhelmingly to the contrary due to the inherently exceptional status Elyran culture and society holds by this school of thought. This ideal is not an excuse to decry the cultures of others, but is instead the incentive to consistently improve Elyran society by working in accordance with its ideals to better promote a society built on the stable foundations that others may enjoy by making their own societies and cultures more like that of Elyra. Most Elyrans are very respectful of traditions that made their society, but seek to expand upon them in new and novel ways as a method of continuing the Elyran revolution.&lt;br /&gt;
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==Family Life &amp;amp; Relationships==&lt;br /&gt;
The nuclear family is the core unit of Elyran society and is often emphasised in the rhetoric of media and politicians as being the foundation upon which their great society is built.&lt;br /&gt;
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The Elyran perception of a family is two adults, and at least two children. Homosexual or otherwise non-traditional marriages are accepted in Elyra, but having children, be they adopted or born from one of the parents, is heavily encouraged by the cultural norms of the country. Gender roles are somewhat traditional in perception in Elyra, with women often expected to be mothers alongside any career they choose to follow, if they decide to. Additionally, men are expected to be fathers, with the cultural expectations placing great emphasis on both members of a marriage to become active and caring parents for their children. Widows, widowers, and divorcees are encouraged to remarry in Elyran society and start new families to further secure the foundation of Elyra and make more children who might further preserve the Elyran way of life. Marriage is something of great importance in Elyran society that legitimizes one as a part of their own family but also one that is subject to a series of benefits under the Elyran welfare system such as tax breaks, free childcare, and family-oriented healthcare plans among others. Because of both its cultural and legal significance, marriage is encouraged from early adulthood and many families often arrange marriages for this reason. &lt;br /&gt;
Polyamorous relationships are frowned upon in Elyra and are considered a form of adultery, a prosecutable offense under Elyran debauchery laws, as are infidelity and spousal neglect.&lt;br /&gt;
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The role of children in the Elyran family is one that is important as well. From a young age, children are taught to respect their elders and trust the judgement of those more capable than themselves and to know their place in the hierarchy of the family with the parents cohabiting the top. They are expected to be honest with their parents and trust their judgement so as they think their parents are being fair— after they become adults, of course. Parents, additionally, are encouraged to be understanding yet firm in how they parent their children in order to raise upstanding future citizens who will benefit not just society, but the family as well. Because of the emphasis that Elyran society places upon a family, and because the citizens of the country are all encouraged to be parents, there are few things that are seen as more shameful and despicable in the public consciousness of Elyra than a person who is a neglectful or abusive parent.&lt;br /&gt;
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Children are expected to take care of their parents in their old age, and for this reason, many Elyran houses are built with two guest rooms: one for guests, and one for the grandparents of the family to live in. This expectation of responsibility is higher in men, so the daughters of families are not expected to take on this responsibility unless there is no son in the family. When a parent moves in with their adult child, however, the dynamic between the two changes and the parent is now a member of their child’s household and is expected to now trust their judgement. Parents can sue their children for “absent neglect” in court if the children refuse to take on the responsibility of caring for them, which usually results in the parent or parents in question getting a monthly payment from their adult children to cover their expenses in a care facility.&lt;br /&gt;
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==Arts &amp;amp; Mass Media==&lt;br /&gt;
Elyran arts are some of the most unique and distinctive in the Orion Spur. The common aesthetic of them is almost universally recognisable as Elyran and remains something that not only Elyran artists but also the state have worked carefully to cultivate over nearly 300 years. Elyran art is typically not abstract, but it’s in some way relative to a real-life reference, be it a feeling, person, or scene. This extends to nearly every form of art in Elyra, from poetry, to film, to visual art, to even music.&lt;br /&gt;
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Visual art is usually of natural scenery or a fusion of nature with constructs of society, such as buildings, vehicles, or more mystical design elements. Rarely are people or faces especially drawn in this style of art. Floral designs interspersed with bits of technological machinery or glowing hues found in architecture. Generally, Elyran art is very vivid and uses vibrant, even opulent colours to paint its images, leading its artists to often take fanciful, imaginative directions in their art. This also lends itself to the official, state-endorsed artstyle of Elyra: Elyran futuro-impressionism. Verbal, performed, or written art that is not made in the official language of the Republic, Elyran Standard, is not supported, funded, or promoted by the Elyran state.&lt;br /&gt;
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This style applies to more than just visual arts and is also applicable to the architecture found in the republic as well. Traditional designs inspired by their Earth counterparts are often used as references which things like hard light, plasteel, glass, and mag-pulse hover equipment, all accented with holographic projections and mixed with various kinds of stone, will both imitate and embellish in a unique style that is both distinctive and bright to the eye. Few planets deviate from this style, either for historical and cultural reasons, like much of the original colonial-era architecture of Damascus II, or for more practical ones, like the few settlements on Medina which rest on the planet’s surface rather than floating above it.&lt;br /&gt;
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Elyran mass media is something that is arguably integral to not just the expression of Elyran popular culture, but also of its national culture as well. Mass media has many forms, such as holovision channels broadcasting everything from news to critically-acclaimed serial dramas, from religious services to live music. Altered variants of outside social media in the country are censored to fit with Elyran standards and laws, and the Elyran side of the Holonet as a whole is broadly restricted when compared to other countries. In recent years though, more and more people have been able to pass the Elyran government’s firewalls in order to access outside content, however the state has vowed to clamp down on these breaches. Cinema is also a point of pride for the government and people, with not only some of the most compelling narratives in recent years having come out of the Serene Republic, but some of the most advanced visual effects as well, especially from the Persepolian entertainment industry. More pertinent to Elyran culture as a whole are films from Damascus II’s first film studios produced during the Colonial Era and Elyran Golden Age. While the planet no longer produces films on any large scale compared to its golden age, Elyran cinema started there, much like almost all other forms of the Elyran arts.&lt;br /&gt;
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QQs are a kind of uniquely Elyran content which are essentially holographic AI personalities that livestream content to an online audience. They interact with one another, have drama between themselves, and have storylines all their own as well. These AIs are watched avidly by some in Elyra as a form of entertainment. Most QQs are owned by either Elyran corporations or the state; though recently, Idris Incorporated acquired the rights to a small number and have begun their own operations in the country, albeit under strict supervision from the authorities.&lt;br /&gt;
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Strict censorship is placed on what is and is not allowed on Elyran social media and holonet websites, and much of what applies to the average citizen through debauchery laws in real life would also apply to their online presence as well. Furthermore, political discussion is allowed in political circles but only as it relates to the confines of the Elyran political system. Much like in person, discussions that mention the destruction of the state or the participation in political activities within a party that are unapproved of by the state are illegal and can result in arrests or jail time. News articles, broadcasts, and other disseminations of information from media to the public is often under the watchful eye of the Ministry of Internal affairs to have a pro-Elyra spin on things and to vilify those inconvenient to the Republic’s goals and interests, both inside and outside of the country. Mass media serves a very important purpose to the Elyran state aside from simply education however. &lt;br /&gt;
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Those accused of violating Elyra’s debauchery laws or committing “immoral selfishness” can often avoid jail time by making humiliating apologies which include an admittance of guilt and wrongdoing and begging for the public to forgive their crimes, all televised all on holovision. This is done locally if they are private citizens, or on a planet-wide or even national scale for public figures, depending how famous the person in question is. This is not allowed for more serious offences or repeat offenders, but it cements the ideals of modesty and collective consequences that the government wishes to instill in its people by extolling them on public television with one’s fellow citizens as examples. Non-Citizen Persons are often excluded from consuming mass media, as they lack the citizenship which is required to purchase licenses needed to activate devices so that they may receive live holovision and holonet signals. &lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
Elyran cuisine is one of the few parts of Elyran culture that is not unified across the Republic’s many worlds, though all do share some common characteristics. uisine is halal by the standards of Islamic law, due to the country not only having its cultural origins in the majority muslim countries of the Middle East, Northern Africa, Persia, and Anatolia, but also because the vast majority of the nation’s current population are muslim.&lt;br /&gt;
&lt;br /&gt;
Most noticeably perhaps, pork is absent from the country’s cuisine, and the purchasing of alcohol is often taxed heavily and legally restricted in the country, though this varies greatly by locality. Some planets, like Persepolis, have little to no restrictions on the buying of Alcohol aside from sales being prohibited on Fridays, a day of rest and worship in Islam, while others like Damascus II prohibit the sale of alcohol almost universally on the planet, aside from a select few specially-licensed resorts and liquor shops. None of these restrictions apply to the Persepolian moon of New Suez due to its status as a special trade zone. As a result, it has zero restrictions or taxes on the purchase, sale, and consumption of alcohol, making it an anomaly among Elyran jurisdictions.&lt;br /&gt;
&lt;br /&gt;
Seafood is very prevalent in Elyran cuisine, though this is less seen on planets without significant bodies of water such as Medina and Bursa, as seafood does not travel well. For those that are able to produce their own seafood however, each planet has a unique variation on what is made from the creatures caught from the oceans, ranging from simple and elegant on Persepolis, to savory and hearty on Damascus II, to exotic and spicy on the ocean planet of Aemaq.  &lt;br /&gt;
&lt;br /&gt;
Tea is the drink of choice for many Elyrans, and the country has a wide variety to choose from. While sweeter, herbal teas are the most popular in the country, others such as green or black teas are not unheard of. Elyran tea is notable for its variety of components which has made it famous around the spur. Nuts, raisins, spices, and even more outlandish things like yogurt or pollens can be found in the upper echelon of teas, leading to incredibly diverse and unique flavour profiles that cannot be found anywhere else in the Orion Spur. Each planet has its own traditional style of tea, and residents of these worlds are usually fiercely opinionated about which is superior. Persepolian tea is often herbal and infused with floral products like lavender or rosewater, or even brewed from flower petals themselves, and then sweetened with sugar. Aemaqi tea is often served cold and is made from the variety of the aquaflora found on the planet, with exotic salts refined from Aemaq’s vast ocean spread around the rim of the glass. Medinan tea is notable for typically being based from green tea and is incredibly sweet, with citrus syrup or raisins usually being common additions to it. Lastly, Damascene tea is typically much stronger than any other variety, based from black teas, and is often infused with the botanicals of grains or berries grown on the planet along with a variety of spices like cinnamon, cardamom, and nutmeg.&lt;br /&gt;
&lt;br /&gt;
Elyran coffee is similarly notable, though less for the creativity of its production, and more for the strength of its caffeination. It is incredibly potent, often being stronger than espresso, and is less of a liquid than it is a gritty mash of strained, pressed, and otherwise prepared coffee grounds that has a layer of liquid coffee that seeps to the top. Its served in small cups and is usually garnished with flower petals and whip cream, with different shops using different flowers to set them apart from potential competitors.&lt;br /&gt;
&lt;br /&gt;
While purchasing and consuming alcohol is restricted to varying degrees and many there do not drink it for religious reasons, one of Elyra’s primary luxury exports are alcoholic beverages, specifically wine. Beginning in the early 2380’s as part of the country’s initiative to open up to the rest of the world economically, a number of farmers on Damascus II began to retool their vineyards into ones focused towards the production of wine to sell abroad rather than just the produce of the grapes themselves. Due to the planet’s favorable climate for the fruits and investment from the Ministry of Agriculture over the years, Damascene wine has grown a prestigious pedigree that makes it a luxury good desired all over the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Religion is something that is very important to the population of Elyra. Less than a twentieth of the population claim to be agnostic, and while levels of devotion and activity vary among the population, it is undeniable how religion, especially that of Islam, has shaped the culture of the country. All religions have equal protection under the law by the Elyran state in the country so long as the government officially recognises a belief as a religion. While Elyra is a firmly secular nation, many of its cultural values and ideals stem from the various interpretations of Islam, and as such, a vast majority of the country identifies as one of the various forms of Muslim and participate in the practices, customs, and holidays of the religion either devoutly or in more cultural ways if they do not actively worship. This influence can be seen not just in the country’s laws and official attitudes towards certain societal ideals, but also in the way many of its human citizens view their IPC counterparts.&lt;br /&gt;
&lt;br /&gt;
IPCs legally are citizens and have the same rights with very few exceptions as their human compatriots, but they are not seen as “people” by a majority of the population. They are seen simply as soulless mechanical constructs. This does not stretch to the lengths of the Empire of Dominia, where IPCs are seen as evil harbingers of demons, and simply rests on the stance that IPCs do not possess souls and should not be treated as if they do in matters of personage and spirituality. Because of this, local laws on some planets permit that individual mosques may ban IPCs from entry if they so choose to do so.&lt;br /&gt;
&lt;br /&gt;
The influence of religion goes both ways as the state also has a great deal of involvement over religious practices in Elyra. Imams are subject to the same scrutiny and speech laws as the rest of the public, and sermons aimed against the state or in favor of destabilizing it are often met with fines and arrests. The Ministry of the Interior says that this is to prevent religious extremism and radicalization from taking hold over people who would otherwise be moral and pious citizens and turning them against what the Elyran government describes as a “tolerant society.” Popular religious views on IPCs also are often at odds with the official policy of the Elyran authorities, as legally, free IPCs are just as much “people” as humans are with matters of the soul not mattering to a secular institution like the republic.&lt;br /&gt;
&lt;br /&gt;
==IPC Culture in Elyra==&lt;br /&gt;
IPC culture is something curious in the Republic of Elyra as it has various layers and subcultures within itself much like any other cultural group might. Owned IPCs are rarely able to form cultures outside of their cohorts or with other owned IPCs with whom they interact with regularly, which has led to free IPC culture being the dominant variety in the country. Of free IPCs, there are a few varieties of subculture. Free IPCs are often not bound by the same societal pressures as humans, especially in regards to marriage and family, but even so, they have their own cultural traits and categories.&lt;br /&gt;
&lt;br /&gt;
The first subculture is referred to usually as the “Artisan” group and are primarily composed of free IPCs that generally do not participate in Elyran society or its norms. While they are still technically citizens, the cultural distaste towards IPCs in Elyra has motivated them to withdraw themselves from societal and political issues around IPCs in the country and instead to focus on the scene of arts, trade, or other self-fulfilling pursuits. Many IPCs in this culture must interact with greater society at least in part— working a job, for instance— but the ethos of this subculture is to enrich themselves with arts and experiences separate from Elyran cultural norms as much as they can and be as politically uninvolved as possible with many refusing to vote. The goal of many IPCs in this group is to one day make enough money to be at a point where they no longer have to work and can simply surround themselves with the arts, creative experiences, and the other luxuries Elyran society has to offer. This subculture is tolerated by the government despite the fact that the goal of these IPCs is to not follow mainstream cultural norms, partially because it is small in size, and also because the government does not wish to seem as if it is discriminating against its citizens on the basis of species; there is also the  technicality that everything Artisan IPCs do does not break any laws.&lt;br /&gt;
&lt;br /&gt;
The second and larger subculture of Elyran IPCs are referred to as “Assimilationists,” and they are much the opposite of their Artisan counterparts. Rather than withdrawing from a society that views them as soulless, Assimilationist IPCs are instead very active in society. As their name implies, they often practice social customs and norms and do their best to integrate into society to some degree. They view themselves simply as Elyran citizens who are also IPCs and are part of the Republic as much as their human counterparts are. Many in fact are patriotic towards the Elyran state, in part because Elyra was the first nation in the Orion Spur to grant citizenship to IPCs, despite prevailing views among most of its people. However, even Assimilationists are not entirely integrated with mainstream Elyran society.&lt;br /&gt;
&lt;br /&gt;
IPCs as a whole, whether Assimilationist or Artisan, often live in their own communities. It is not uncommon to find entire neighborhoods in Elyra with majority IPC populations and IPC-owned and operated businesses existing to serve that community alone. IPCs are also quite protective of these communities as well, and while Assimilationists see themselves as part of the greater Elyran society, they often look at human outsiders moving into their communities with suspicion and see them as intruders. It is useful to look at Assimilationist IPCs as those that create their own version of Elyran culture dominated by IPCs. Despite religious attitudes rejecting the notions that synthetics possess souls, many Assimilationist IPCs may practice customs influenced, inspired, or even directly related to Islam— but almost none are religious. Assimilationist IPCs see Islam as something that does not recognise them, so they refuse to participate in the religion in any way beyond respecting decidedly &amp;quot;Elyran&amp;quot; customs. A small minority of IPCs of this subculture do adhere to the faith however, but they are looked upon with skepticism or even scorn from both their own communities, with them often being seen as traitors in a sense, and greater Elyran society at large for doing so.&lt;br /&gt;
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		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Elyra_Military&amp;diff=25744</id>
		<title>Elyra Military</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Elyra_Military&amp;diff=25744"/>
		<updated>2022-08-02T03:44:48Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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&#039;&#039;&#039;Motto: “Guardians of the Revolution.”&#039;&#039;&#039;&lt;br /&gt;
[[File:Elyra_Flag.png|thumb|The flag of the Serene Republic of Elyra]]&lt;br /&gt;
From its inception as a nation, the Serene [[Republic of Elyra]] has required an armed force for the protection of its borders, people, and interests, culminating in the modern-day Elyran Armed Forces or EAF. Both currently and historically, the EAF has focused on a doctrine of versatility and mobility, with the defense of Elyra’s borders and people within as its number one priority. This approach has led Elyra’s armed forces to be much smaller than their contemporaries like the [[Sol Alliance]], the [[Empire of Dominia]], or the [[Coalition of Colonies]], but still a force that has, until recently, perfectly served the needs of the Elyran people.&lt;br /&gt;
Much as their doctrine of versatility implies, the EAF is a force that can fill a variety of roles for the Republic on very short notice. Disaster relief, anti-piracy operations, border control, search and rescue, evacuations, policing, and indeed border defence are all under the purview of the duties ascribed to the organization. Since its inception, it has always been a small force primarily concerned with national defence rather than power projection. It has a special place in the Elyran state and national culture as it was founded from the colonial garrisons that rose up against the Solarian Alliance during the Elyran revolution. Since then, it has not only been the country’s armed forces but entrusted to be the last line of defence from internal tyranny in the Republic, and as such, it is respected greatly by the general public. The armed forces have the authorization to remove the Prime Minister and dissolve the Republican Assembly while setting up new elections if they believe that unconstitutional or tyrannical powers have taken hold of the government, though this has never happened in Elyra’s history as a nation.&lt;br /&gt;
The structure of the EAF is a hybrid model between conscripted personnel and professional career soldiers. Every Elyran citizen must serve a one-year mandatory term of service after they have graduated from secondary school, however those that serve this time are typically only assigned to non-combat roles that handle duties regarding logistics, communication, and other support functions. Only once has Elyra called conscripts into frontline service, and that was during the [[Lii&#039;dra]] Incursion. The resulting astoundingly high casualty rates among Elyran conscripts in the conflict has ruled out the possibility to many that Elyra will ever pursue this kind of strategy in the future.&lt;br /&gt;
&lt;br /&gt;
Elyra’s active combat troops are currently all professional soldiers that have signed on to serve terms, starting at three years and increasing upwards, as front-line, combat capable warfighters with conscripted soldiers serving in non-combat roles. Conscripts are sent to the branches where they are needed most, however a volunteer soldier has some agency in deciding which branch they wish to serve in. After a conscript’s service is over, they are discharged and released back into civilian life with many attending university or finding jobs afterwards. After an Elyran regular soldier finishes their term, they are given the opportunity to renew their contract with the EAF, often with the incentive of promotion, or are given the opportunity to instead resume civilian life while spending limited service in the Elyran Armed Forces Reserves for at least three years. Because of this system of both conscription and volunteer service, the Elyran Armed Forces have a large number of personnel available to them for relief, humanitarian, and support functions, yet their number of troops that are sufficiently trained and equipped to participate in combat actions are the smallest of any majority-human nation in the Orion Spur. Aside from the initial skirmishes of the Elyran Revolution, the Elyran Armed Forces have never fought in an officially declared war and is broadly considered to be the least experienced armed forces of all the human powers in the Orion Spur. The EAF is also currently trying to rebuild its prestige internationally after being humiliated by the Lii’dra Incursion of 2457, a conflict which killed roughly 40,000 Elyrans in just two weeks and only ended after the intervention of the Jargon Federation’s Kalaala in the conflict as part of an exchange for phoron.&lt;br /&gt;
==Branches==&lt;br /&gt;
The EAF is divided into two main branches, the Army and Navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elyran Army&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;For Greatness, we standfast&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elyran Army is a planetside-based force focusing on mechanized and motorized formations to permit them to swiftly react and adapt to situations as they unfold. Their main task is to garrison Elyran territory and to be ready to mobilize at a moment&#039;s notice to meet any hostile threat or disaster with swiftness and efficiency. Elyran divisions are organised on a planetary basis with many soldiers, professional and conscript alike, serving on their own homeworlds. During times of crisis or war, units may be deployed to wherever the Elyran high command needs them.&lt;br /&gt;
A notable example of an Elyran Army formation would be the 2nd Bursa Army Corp, also called “the Shield Corp,” in [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67645 &#039;&#039;&#039;honor of their stand&#039;&#039;&#039;] against a vicious assault on Busra during the 2457 Lii’dra incursion. They held back and contained the Lii’dra until the [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67736 &#039;&#039;&#039;intervention of the Federation Tup Commando&#039;&#039;&#039;], forced the Lii’dra off the planet and into the depths of space.&lt;br /&gt;
The Army also boasts their own branch of the special forces, the Elyran Special Operations Task Force, alternatively called the ESOTF. The ESOTF conducts special operations both at home and abroad. A notable example of their acts was their reconnaissance work during the Lii’dra incursion, where small formations were deployed to gather intelligence and conduct precision strikes with the aim of halting or at the very least slowing their advance to marginal success. Their motto is &#039;&#039;&#039;“Day or night, we will be there.”&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Elyran Navy&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Dutifully among the stars, for you.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first line of defense against all threats, the Elyran Navy is mostly composed of patrol to frigate sized ships tasked with anti-piracy, anti-smuggling, and disaster relief operations across Elyran space. Past skirmishes with the Izweski Hegemony, Empire of Dominia, and the losses suffered during the Lii’dra conflict have led to the Navy calling for modernization, an increase of its capabilities, and raising the tonnage of its ships. This has seen them reach out to not only Elyran corporations, but foreign ones such as Hephaestus Industries and Zavodksoi Interstellar for larger ships and better weapons. As the Empire of Dominia continues to assert itself to Elyra’s interstellar south, the Elyran Navy will only continue to gain importance in Elyran defense policy. Their vessel prefix is SRV, or Serene Republic Vessel.&lt;br /&gt;
The Navy is also responsible with manning a plethora of outposts throughout Elyran space and has their own form of ground forces, the Elyran Naval Infantry, which are specialised in planetfall operations and usually serve the purpose of establishing landing zones for the army. They also are skilled in boarding and counter-boarding operations and are present on almost every Elyran navy vessel. Their motto is “By our will and resolve.” &lt;br /&gt;
The Marines also have a special forces branch, called the Elyran Extraterrestrial Brigade, with a focus on special operations in the void of space and covert military operations outside of Elyran logistical networks. The EEB is notable for their joint operation with a Synthetic Liberation Front cell, in which [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=40#p75476 &#039;&#039;&#039;President Dorn was rescued&#039;&#039;&#039;] from the Solarian Navy during Admiral Frost’s 2459 invasion of Biesel. Their motto is &#039;&#039;&#039;“With swift and precision, we acquire.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
==Technology &amp;amp; Modernization==&lt;br /&gt;
The Elyran military is currently in a period of transition and upgrading. Their pyrrhic victory over the Lii’dra convinced many in the institution that not just the training, but the equipment in service with the EAF itself was obsolete. Their assessments were not entirely incorrect either, as much of what was used to fight the Lii’dra were simply upgraded or modernized versions of equipment that the military had been using for the past twenty or thirty years, rather than genuinely modern designs made with the newest technology that Elyra had to offer. Beginning in the late 2450s, Elyra has modernised its technology, replacing older, outdated systems with cutting edge weaponry and electronic systems made by the best corporations in Elyra. The modernization program was expected to finish by 2470, but the recent phoron shortage has slowed down if not temporarily stopped the various programs in the country’s military as the government’s rationing of phoron has limited the supply of the precious element. Many now estimate that the program could complete by the mid-2470s, though even further estimates are also believable.&lt;br /&gt;
&lt;br /&gt;
An area where Elyra is less dependent on technology for an advantage is in the retraining of its fighting forces. After 2457’s Lii’dra incursion, the military realized that it needed to sufficiently increase not just the number of its combat troops, but the capabilities of those forces as well. Since then, the EAF has raised pay for professional soldier contracts so as to incentivise more Elyran citizens to join the military professionally rather than just as conscripts. There has also been negotiation within the EAF and Ministry of Defense to lower the starting contract to two years rather than three to make the EAF seem like a more flexible option for those that would be uncertain of a three-year-long commitment. This has been marginally successful with the EAF seeing more professional soldiers since its instatement, but numbers of active combat soldiers are still below targets set by the Ministry of Defense. Additionally, the Elyran military has worked hard to develop new and more effective exercises for all of its branches so that it can better train its soldiers to fight in a modern battlefield. These measures have been successful in retraining the troops, though chronically, the EAF still lacks real, modern, combat experience aside from the two-week-long Lii’dra Incursion of 2457 and very limited deployments to Tau Ceti during the Invasion of the Rogue 35th Solarian Fleet  in 2462.&lt;br /&gt;
 &lt;br /&gt;
At the moment, the Elyran military is an odd sight. Cutting edge plasma weaponry is seen alongside decades old hyper-lasers and cannons. High-tech hardsuits and rigs serve in tandem with old ineffective modular armor systems and bulky shield generators. New, state-of-the-art stealth cruisers travel in the same fleets as ships made only just after the beginning of Elyra’s phoron boom. It is unknown when the Elyran military will ever fully modernize so long as the effects of the spur-wide phoron shortage continues to grip the republic’s economy. Abroad, the reputation of the Elyran military is still in question, with many counting it among the weakest among the human powers in the Orion Spur, an image that the EAF is continually working to change as the country becomes more and more involved with interstellar affairs.&lt;br /&gt;
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[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Suez&amp;diff=25743</id>
		<title>New Suez</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Suez&amp;diff=25743"/>
		<updated>2022-08-02T03:44:22Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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	Travelling in the orbit of the Elyran capital of Persepolis is the planet’s only moon, New Suez. It is small in size, even by lunar standards, but remains a bustling centre of trade and commerce for the Elyran republic, and a central, essential component in the country’s expanding economy. Not only is the moon the largest single port in the New Ankara system, but it is the only place in Elyra where foreign megacorporations are allowed to host their headquarters for Elyran operations. The combination of these two things ensures New Suez is perpetually involved in any discussion about Elyran economic relations with the greater Orion Spur. &#039;&#039;&#039;The official title of New Suez is the New Suez Free Trade Zone.&#039;&#039;&#039;&lt;br /&gt;
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==History==&lt;br /&gt;
New Suez, named New Ankara IV originally, was colonized at roughly the same time as the planet which it orbited, starting only a few years after the official colonization of [[Persepolis]] began. The moon was settled originally by colonists wishing to turn the moon into what would be a port for the planet and an area where goods, both imported and exported, could be stored and shipped from without taking up the space and planetary resources of the newly-minted colony below. Terraforming followed, taking many years to turn what was essentially a rock into a place that was habitable, though perhaps not all that comfortable, for humans. This was the purpose that the moon served and many viewed simply as an extension of Persepolis itself, taking on the nickname of “Persepolis 11⁄2” after its establishment. During its early days, the moon was dominated by vast warehouses, shipyards, and a growing hospitality industry that existed around providing services to those aboard the large interstellar freighters that would stop there before legally entering or exiting the New Ankara system. Life for the most part on New Suez was calm, though not very exciting, before the Elyran Revolution of 2302. The moon’s name was changed to its current, New Suez, after the revolution in an attempt by the Elyran government to make each planet or moon in its space build new, Elyran identities for themselves, rather than remaining as nondescript astrological names.&lt;br /&gt;
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The effects of the revolution brought sweeping changes to the moon. This is all despite the fact that it didn’t see any fighting or formal involvement in the revolution at, all aside from the Solarian garrison on the moon withdrawing without a fight. What changed for the small moon was that it no longer was just the primary port of entry for a large planet in a Solarian colony, but the primary port of entry for what would soon become the most populated planet in a new, fledgling country. This reality caused the Elyran government to enact many reforms around New Suez in the years following Elyran independence. Many of these were new investment initiatives into the businesses and facilities of New Suez to further broaden the moon’s efficiency as a port, but also to ensure that its capacity was able to keep up with the rapidly growing economy and population of Persepolis. Most of what was handled in this time were food shipments coming in from [[Damascus II]] to feed Persepolis, but as time progressed, and as Persepolis further developed, the moon also began to handle all the exports from Persepolis’ growing industrial and manufacturing sectors, ensuring that they would all reach wherever else in the Elyran Republic they were so destined for. This time to many, though none are alive to remember it, was the best time to be living on New Suez, not because it was when it was the richest, but because it was when the place was dubbed by the newly-formed Elyran Development Bank as “the gateway to Elyra,” a moniker the moon still keeps today— though really and only for tourist purposes. It wasn’t uncommon to see double-digit growth numbers for the moon’s economy in the 2310’s and 20’s as the moon’s ports tied the new republic together, but eventually, New Suez’s economy indeed slowed down. It did not recess after its boom of growth because the ships still came in, and the traffic was constant.&lt;br /&gt;
&lt;br /&gt;
The largest change did not come to New Suez in this time, however, but a few decades afterwards. Elyra gradually was becoming a much more insular place in terms of its foreign policy, already guarded to and suspicious of the Solarian Alliance and at times openly hostile to the upstart Empire of Dominia to their galactic south. Increasingly, the country’s economic policy reflected this as well, with new laws and directives encouraging and rewarding investment within the Republic and the development of Elyran businesses and enterprises over foreign-owned ones. Something that needed to be addressed by the Elyran state, in what now was the late 2370’s, was the presence of megacorporations in Elryan space. These massive private enterprises were essential to the Elryan economy,  none of them were Elyran, with all having their offices and headquarters on far-off Solarian planets.&lt;br /&gt;
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In an effort to make the economy less vulnerable to outside interference in the event of a conflict, the Elyran government established what is now known today as the &#039;&#039;&#039;New Suez Protocol of 2381&#039;&#039;&#039;, or simply New Suez Protocol, so named because New Suez would be at its heart. The government knew that it could not entirely cut megacorporations out of its economy— the Republic itself would collapse— but they also knew that with the value Elryan markets provided, they could leverage their importance to exercise greater control over the megacorporations. The protocol created the “NSFTZ,” or New Suez Free Trade Zone, which would turn the entire moon into a single, massive free-trade area in which foreign megacorporations had to establish Elyran Headquarters or no longer be allowed to operate or conduct business in Elyran space. Another component of the protocol, though less relevant to New Suez, was the mandate that all foreign megacorporations could now only operate in Elyran space in partnership with private firms or state enterprises of the government.&lt;br /&gt;
&lt;br /&gt;
The impact of the New Suez Protocol changed the small moon overnight. Within months of its signing, megacorporations had established their Elyran headquarters as agreed, with all of the primary megacorporations we know today building large facilities to direct their operations around the Elyran republic on the moon’s surface. Most notably though, this also brought in millions of new residents to the moon, creating a demographic that still carries on to this day of New Suez having more non-citizens than citizens living on its surface. Quickly, the already-important economic center of New Suez became a paramount instrument not only of Elyran economic policy, but of foreign policy as well. The moon was established as the primary area where the government and foreign megacorporations would debate and negotiate further terms or changes to policy between them from the enactment of the Protocols to the present day. This new influx of foreigners has also turned New Suez into not only the largest cargo port in Elyra, but also the largest passenger port, being not just a destination in itself, but the primary vector by which many reach Persepolis.&lt;br /&gt;
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==Geography and Environment==&lt;br /&gt;
	New Suez was originally a rocky moon that had an odd characteristic to its appearance: the surface was blue. This occurred due to the primary mineral in the crust of the moon being azurite, something which many geologists believed formed in the moon’s crust due to the weathering of copper deposits there which were then thrown to the surface in great volcanic eruptions. Liquid water is also believed to have been naturally occurring on the moon in the past, as it is a fundamental component in the formation of azurite. Even post-terraforming, New Suez still holds its blue color in many places, leading it to take another nickname: “Persepolis’ Sapphire.”&lt;br /&gt;
	&lt;br /&gt;
	The terrain of New Suez is still a rocky one in most places, yet there have been efforts to forest and make arable some parts of land on the moon. Most importantly however in the terraforming process was the establishment of an atmosphere in which humans could breathe. Gravity generators were also installed at many points around the moon so as to give it a gravity level equivalent to Earth’s, the goal for most gravity generation operations. There is one large body of water on New Suez, the Crater Reservoir, and it serves as the primary water source for the moon’s residents. As the name implies, it was created from a massive impact crater on the surface. Efforts to populate it with some species of fish and squid, along with continued terraforming of the area around it, have led it to be the most “natural” place on New Suez.&lt;br /&gt;
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Aside from the crater reservoir, there is not much natural variety on the moon. Forests exist in some areas and are populated with small-sized mammals and birds, but the majority of the surface of New Suez is still a blue and rocky moonscape encapsulated by an atmosphere. The seeding of the atmosphere with clouds has also led to the formation of often small rainwater crater lakes and rivers across the surface of the moon, which while lifeless and remote, are often described as very picturesque. There are also no craters large enough on the dark side of New Suez that could serve as potential reservoirs which, along with the rocky and impassable terrain, has deterred colonization. It remains almost entirely untouched.&lt;br /&gt;
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==Economy==&lt;br /&gt;
The economy of New Suez is not only important to those who live on the moon, but to the entire Elyran Republic. Its status as the only place in Elyra where megacorporations are allowed to head their operations in the republic has made it not only a hub of anything related to these corporations, but one of the largest financial services and banking centers in all of Elyra. New Suez’s finance industry, combined with its continued importance as the largest port of entry in the republic for foreign trade, ensures that the moon will continue to be a lynchpin in the Elyran economy for decades to come. Because of its proximity to Persepolis as well, it is also the hub for many spacelines and delivery services. The moon has also kept its hospitality industry strong, and while it does not have the great resorts or entertainment centres found on many other planets, there’s still a consistent quality and profitability from this sector of the New Suez economy. From its importance as a shipping hub, New Suez has also established a minor, but growing, shipbuilding industry mostly centered around building space freighters.&lt;br /&gt;
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Many businesses and facilities on New Suez are operated entirely by foreign megacorporations, something entirely unseen anywhere else in the republic. Zeng-Hu hospitals, NanoTrasen laboratories, Hephaestus factories, Idris banks, Zavodskoi offices, and Einstein Engines shipyards fill the landscape of the inhabited areas of New Suez. Housing for many that live here is also provided by the corporations as well. This is not to say that the economy is entirely foreign-dominated however; Elyran businesses also are active on the moon and actively compete with foreign corporations there in certain sectors, while others exist solely to mediate the interactions between foreign megacorporations and the Elyran domestic economy. Suezbank, the largest Elyran banking and financial services institution, has its headquarters on New Suez. The New Suez Stock Exchange, or NSSE, is also located here and is the only exchange in Elyra where foreign stocks may be bought from foriegn traders and corporations and actively interacts with markets in places like [[Biesel]] and [[Callisto]]. Once the stocks are bought here, Elyran traders are free to trade the stocks they own as they please throughout the Republic.&lt;br /&gt;
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Curiously however, the area that is most well-known of New Suez’s economy aside from its financial services industry is its retail sector, mostly filled by migrant labourers and IPCs in its more luxurious facets. The status of the moon as a free-trade zone ensures that all goods sold on the moon are non-taxable and therefore duty-free. This has led to New Suez garnering a reputation of a place where many in Elyra go to buy goods that would normally be heavily taxed such as alcohol, tobacco and marijuana products, weaponry, and, most importantly, foreign goods imported from Tau Ceti, the Coalition of Colonies, or even the Solarian Alliance. These can range from luxury goods from the finest craftsmen and artisans on Venus or Luna, to top of the line Himean industrial equipment, to the newest, most cutting edge pieces of technology developed in Tau Ceti. The largest shopping mall in Elyran space, the Sapphire Retail Complex, with its tagline of simply, “Anything and Everything,” reflects the sheer variety of goods that can be bought there. While the Elyran government cannot tax what is bought there, anything bought on the moon that is leaving it, must be declared to the Elyran Customs Office. This process which often carries a fee to allow the government to profit at least a little off of goods they cannot tax. This is also done in part to help combat the moon’s smuggling problem, as with so many non-taxable goods changing hands on New Suez, its only natural that an illicit economy would develop there. This black market, while small, has been growing at an alarmingly fast rate in recent years as the megacorporate presence on, and immigration to the persepolian sapphire has increased. Elyran customs enforcement officials believe that as much as 90% of illicit goods smuggled into and out of Elyra pass through New Suez, with most being moved by criminal groups comprised mostly of non-citizen persons.&lt;br /&gt;
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==Government==&lt;br /&gt;
	The government of New Suez is unique in comparison to many other Elyran planets and moons, in that its equivalent of a lunar governor, the High Commissioner of the New Suez Free Trade Zone, is not elected by the citizens that live there, but is instead appointed by the Elyran state. The High Commissioner is only answerable to the Elyran government, though an assembly of elected representatives, simply called the New Suez Lunar Congress, serves an advisory role to the High Commissioner and creates civil legislation for the moon. Only citizens residing on New Suez can vote for these assembly members, meaning that a majority of the moon’s population cannot take part at all in the governing process of New Suez. This unique status reflects the Elyran government’s prerogative to keep the economy of New Suez under close watch and ensure that if any measures need to be taken on the moon to alter its laws or economic protocols will be done so without hesitation or any wavering from whoever is in charge of the moon. For this reason, all High Commissioners of New Suez, with the exception of its current, have never been from New Suez. All have instead been appointed on the criterion of economic and civil expertise, along with perceived loyalty to the Elryan State and its vision for the Elyran economy. This has led to many protests from the Elyran citizens that live on the moon decrying their lack of representation in the affairs of their own jurisdiction. The Elyran government however, has consistently held firm in its status quo stance of prioritizing the economic importance of New Suez over the representative rights of its citizens. &lt;br /&gt;
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Along with the High Commissioner, the primary sources of authority on the moon are the various Corporate Commissions, one for each megacorporation, set up by the Elyran government to interact with and regulate the various megacorporations that operate in the New Suez Free Trade Zone. They hold massive amounts of sway over what the corporations are and are not allowed to do on the moon, and by extension, hold great influence over the lives of the many residents, both foreign and Elyran. Megacorporations are constantly in a back and forth with these commissions, trying to expand their operations on New Suez and to a greater extent, throughout the Elyran Republic, while the Commissions exist to limit, regulate, oversee, or outright prevent these advances. The current High Commissioner of New Suez is Atena Rashidi, an economist and formerly the head of the NanoTrasen Corporate Commission. She has been the High Commissioner of the moon for nine years.&lt;br /&gt;
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==Culture and Society==&lt;br /&gt;
	The culture of New Suez is truly a fusion of foreign cultures throughout the spur and the Elyran domestic culture. This is most seen in the numerous settlements of entire quarters of New Suezian cities being populated almost entirely by migrant workers brought by the foreign megacorporations from around the Orion Spur. It’s not uncommon to see parts many cities on the moon called, “Little New Hai Phong,” “Xanutown,” or “Bieselland,” names which reflect the demographic origins of those that live there. Small xenos populations of migrant NCPs can also be found here, primarily Unathi. These all exist in contrast to the more “Elyran” areas of the moon which have distinctively Elyran architecture, and are inhabited primarily by citizens, though there are numerous places on the moon, especially within its big cities, where Elyrans and foreigners intermingling is the norm.&lt;br /&gt;
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Elyran culture on New Suez is similar to culture elsewhere in the Republic, most noticeably Persepolis due to its close proximity; however, there are some noticeable differences. New Suezian Elyrans are more likely to have a more lax attitude to Elryan isolationism since they interact so much with the outside Spur  and, similarly, are likely to embrace more aspects of foreign culture themselves. New Suezian Elyrans are also almost entirely trilingual from a young age, usually knowing Elyran Standard plus two more or even a third extra language, either from schooling or just from exposure to so many foreign migrant employees on their moon. Many have also adopted things like certain elements of fashion from their foriegn counterparts, combining Elyran articles and holo-clothing with elements of dress from around human space. Most noticeable in New Suezian citizens though is an attitude of political apathy. Many do not care about politics because the status of the moon on which they live gives them such little recourse to actually change anything about how their homeworld is governed, leading many to find talking about politics, no matter the opinion or stance, to be rude or distasteful. &lt;br /&gt;
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The dynamic between citizens and residents is what defines much of the civil society on New Suez. Being an Elyran citizen grants numerous rights and privileges to a person that a non-citizen resident would not have. These include things such the right to own property or transportation, being able to use the Elyran state healthcare system, having increased legal representation in a court of law, being able to vote in Elyran elections, access to Elyran banks, and being able to leave the jurisdictions where they reside without permission from both the Elyran state and their employer. This contrast has divided New Suezian society into two very different subsections, those being Elyran citizens making up roughly a third of the population and the rest being non-citizen residents working primarily for the megacorporations there. While this dynamic of interaction between citizens and non-citizen residents is seen across Elyran space on nearly every planet or moon to some degree, it&#039;s most stark on New Suez. There is some resentment had by the non-citizen residents of New Suez towards their more privileged citizen counterparts, especially because the process of obtaining Elyran citizenship is a long, arduous, and difficult one, and protests from the non-citizen majority of New Suez for more migrant worker rights are common, though are usually dispatched quickly. While usually under the surface, there is often tension between these groups of New Suezian society, usually with the non-citizen residents holding a grudge of perceived systemic injustice against them. New Suez is one of the few places in the Republic of Elyra where Sol Common is spoken commonly.&lt;br /&gt;
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	While there is conflict at times though, New Suezian culture is defined by its diversity. This can be seen in not just the diverse ethnic make-up of the moon, with people from all over human space coalescing here as either migrant workers or corporate employees, but also in other things too. The language spoken by the majority of the population on New Suez is not Elyran Standard, but is instead Freespeak, with Sol Common coming in at a very close second, Elyran Standard at third, and Tau Ceti Basic fourth. As a result, signage, official forms, and other state functions can be found in any three of these languages along with Elyran Standard, something that would be strange in any other part of the republic. Radio broadcasts and holonet streams are also in these languages along with Elyran standard, and some QQ firms have made personalities specifically to target the different populations of migrant workers on New Suez.  Food on New Suez is also known to be some of the richest in all of Elyra. The moon itself has no naturally occurring plants or animals that could make food on a large scale, with only very small cultivation and hydroponic efforts taking place on the moon. This has led to various fusion dishes dominating the scene there, with food from all over human space coming together and making odd, new creations never before seen. While not as diverse as a place like Biesel would be due to the exclusion of xenos from most of the moon, many do consider New Suez to be the most varied and diverse place in the entire Republic of Elyra. This diverse and unique culture does not leave New Suez however, as it is nearly impossible for a New Suezian migrant worker working for a foreign Megacorporation to enter the rest of Elyra, and many New Suezians are pressured to assimilate into whatever other planet they go to if they leave New Suez, making the rich and vibrant culture of contrasts on the sapphire moon almost entirely self-contained and unable to spread throughout Elyra, something that the Elyran state wishes to see continue without the rest of the country being “polluted” by foreign cultural influence.&lt;br /&gt;
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An unofficial holiday of the non-citizen community on New Suez is something known as “Patchwork Week,” a week in which many across the migrant community, regardless of origin, come together and celebrate their origins through a variety of local festivals and traditions imported from their homeworlds all occurring at once, usually starting on the first Saturday of June. Notable attractions to visit during this day are the various New Hai Phongese street markets in many cities, Callistean film festivals showing both classic and new films from the Jovian moon, and Biesellite-styled night clubs that often offer special deals for admittance or host headlining musical acts. While still unofficial to the Elyran government, many Elyran citizens actively participate in this holiday as well and involve themselves in the festivities. Already duty-free shops on New Suez also usually host their largest sales of the year called “Warehouse Sales,” for their tendency to empty entire warehouses, where they sell their products at greatly reduced prices for the entire week. Many flock to them to buy things for the festivities, or as retail tourists from Persepolis or elsewhere in Elyra simply looking to buy New Suezian goods at even cheaper prices than their untaxed usual.&lt;br /&gt;
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==Major Settlements==&lt;br /&gt;
&#039;&#039;&#039;Qamar Azraq&#039;&#039;&#039; - Literally meaning “Blue Moon,” in old Arabic, Qamar Azraq, usually shortened to Azraq, was the first permanent settlement on New Suez and is currently its largest. It is where the majority of the financial services industry is located and is where all major megacorporations host their headquarters on the moon. Completed in 2462 after eight years of construction, the Suezbank Lazuline Tower which serves as the headquarters of Suezbank is not only the tallest building on New Suez, coming in at 201 floors, but the tallest in the entire Republic of Elyra. Facades of deep blue crystal glass adorn the building along with interlockings of white hard-light. The Sapphire Retail Complex, the largest shopping mall in Elyran space, is located in this city as well, along with the New Suez Stock Exchange. The city serves as one of the primary ports for passengers and cargo both to and from Persepolis. The largest “Little [[New Hai Phong]]” is located here as well, indicative of the New Hai Phongese Community being the largest migrant community in this city, though nearly every ethnicity from across human Space can be found here with the exception of Dominian cultures. Many who work in the city are involved with a foreign megacorporation or Suezbank in some way and many work in facilities reflective of their employer’s specialisations, Hephaestus factories, Zeng-Hu hospitals, NanoTrasen laboratories, EE shipyards, etc. &lt;br /&gt;
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&#039;&#039;&#039;New Hormuz&#039;&#039;&#039; - New Hormuz is the second largest city on New Suez and is unique in that it is a “synthetic city” due to its very methodically planned nature. It was not an original settlement on New Suez but instead was created as a result of the great amounts of economic investment that the moon saw from the Elyran Government in the early 2320’s to create a city strictly devoted to being a massive cargo port, unrivalled in its efficiency. Taking nearly half a century to finish, the port of New Hormuz is the largest in Elyran space and sees more cargo traffic than nearly anywhere else in the Orion Spur aside from perhaps the gargantuan ports of Callisto, [[Biesel]], and [[Xanu Prime]]. Many of those who work in New Hormuz are involved in the shipping industry. Because of this, the largest migrant community in New Hormuz is Xanusii, and many have had prior experience in working on the ports of that planet. Jewel Aerospace operates many shipyards in this city and has a large office located in New Hormuz.&lt;br /&gt;
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&#039;&#039;&#039;Rasht&#039;&#039;&#039; - The smallest of New Suez’s major cities, Rasht is situated close to New Hormuz and functions mostly as a massive housing project meant to house incoming migrants. As a result, it has the largest foreign population by percentage of any New Suezian city, with a large majority of the city’s population being from outside the Republic of Elyra. Most come from the [[Republic of Biesel]] and [[Coalition of Colonies]], with the largest demographic in the city being New Gibsoners. The city is known for its rich fusion culture and nightlife and is where many Elyrans travel to in order to “travel without travelling.” It is where the tradition of “Patchwork Week,” originally called only “Patchwork Day,” began on the moon. It is also the place where many consider to be the hub of the Elyran black market and where most illegal items go to after being unloaded from the ports of New Hormuz or are stored before being shipped out of the country through the same ports.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Aemaq&amp;diff=25742</id>
		<title>Aemaq</title>
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		<updated>2022-08-02T03:44:09Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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&#039;&#039;&#039;Aemaq&#039;&#039;&#039; is an Elyran frontier world with one of the less populated worlds in the Republic itself. The planet is located in the al-Wakwak System, and dwells fairly close to the system’s star - resulting in a quite hard-to-inhabit environment on a planet dominated by vast chemical seas that cover upwards of 95% of the planet’s surface. The five moons orbiting Aemaq give these oceans often unpredictable behavior and tides, and extreme weather events are a common occurrence on its seas. The oceans of Aemaq are home to a vast amount of valuable chemicals and exotic maritime life, leading to the planet being fairly wealthy (if hazardous) and prosperous. The cities of Aemaq are built aboard hovering, anti-gravity magpulse platforms that hold them above the chemical seas, and they are shielded from the chemicals in the air by use of massive energy domes that protect the floating cities. Below these floating cities is an ocean teeming with life despite the chemicals, some of which can grow to titanic sizes. However, the oceanic life of Aemaq is remarkably docile towards humanity, with floating cities and massive sea creatures living side-by-side in the oceans.&lt;br /&gt;
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The Aemaqii capital of Rumaidair is a massive floating city, which has come to be viewed as the premier example of floating cities on the planet in the Republic of Elyra and beyond. Utilizing magpulse drives similar to those found on Medina, Rumaidair floats a comfortable hundred meters above the Aemaqii Seas as it travels around the planet. The city itself is renowned throughout the Orion Spur as a key area for the chemical industry with it being able to produce extremely rare chemicals in numbers unreachable elsewhere due to massive chemical “scoops,” that draw materials from the seas themselves. All cities are like Rumaidair with hundreds of magpulse plates holding them aloft above the ocean, each plate steadily pulsing and readjusting itself as the ocean swells below it. The lack of land to live on outside of these cities has kept Aemaq’s population relatively low, and only half a billion residents calling it home.&lt;br /&gt;
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Aemaq has an odd appearance when viewed from orbit: light reflecting off of the planet’s oceans leads to the world appearing to be a dark bluish-purple hue.&lt;br /&gt;
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==History==&lt;br /&gt;
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Aemaq was initially brought to the attention of the Republic of Elyra in 2352, when survey probes dispatched to the al-Wakwak System discovered that the planet was covered in seas of valuable chemicals. However, these same seas made the planet essentially impossible to colonize in the traditional manner: there was no land, the environment was remarkably prone to rapid temperature changes, and building standing platforms was impractical due to the highly-chemical nature of the Aemaqii Seas: they were hot, deep, and prone to extreme weather events that would easily damage conventional platforms. Many areas featured large concentrations of corrosive chemicals, further compounding the hazards and dangers of building platforms on Aemaq. Scattered attempts were made to construct platforms suitable for chemical refinement throughout the late 24th and early 25th century, with all of these attempts ending in failure and net losses the companies attempting them.&lt;br /&gt;
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The one major economic success on Aemaq prior to its formal colonisation were the so-called “sea scoop” vessels operated by Elco and generally based out of orbital stations. Originally designed by Jewel Aerospace, these were turbojet-powered aircraft capable of extra-atmospheric flight (via a rocket booster) that would enter Aemaq’s atmosphere, suck up chemicals from its oceans, then travel to an orbital refinery to deposit their cargo. From their first flights in 2358 until the formal colonization of the planet’s surface sea scoops were viewed as the most practical method of gathering Aemaq’s chemical bounty despite their costs. However, following the formal colonisation of the Aemaqii surface, many sea scoops have been phased out due to their cost of operation. Elco still operates a significant – though smaller – fleet of the vessels, and many Aemaqii have come to regard them as something of a “planetary cultural symbol” of Aemaq. Due to their quicker reflexes and cooler heads under pressure, many contemporary sea scoops are partially or completely crewed by IPCs, both free and owned.&lt;br /&gt;
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The dawn of applied phoronics technology in the early 2400s completely changed the nature of work and life on Aemaq. Magpulse, otherwise known as “hover tech” technology, initially pioneered on Medina in the 2300s by Osman Electrical Engineering, was made viable on a much larger scale thanks to phoron providing a greater power source for the magpulse drives in use. Magpulse drives could be made larger, more efficient, and more effective. The first modern magpulse drives were tested on Aemaq in 2421, in what would become the planetary capital of Rumaidair. The experiment proved to be a stunning success, and the following decades, along with significant investment by Elco and Osman Electric Industries, saw the planet rapidly become the center of Elyra’s chemical industry. With zero recorded failures, the magpulse systems of Aemaq remain a gold standard for the effectiveness of Elyran technology throughout the Orion Spur, and Aemaq remains the chemical hub of the Republic four decades after its initial colonisation.&lt;br /&gt;
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[[File:aemaq.png|An image of Aemaq from orbit, displaying its blackish-purple coloration when viewed from orbit.|thumb]]&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment on Aemaq is a challenging one for human habitation due to its massive chemical seas. While the air is safely breathable for humans without long-term consequences, the natural rainfall on the planet is extremely caustic and hazardous. Most cities have large energy shields for the express purpose of stopping rainfall rather than the air. Temperatures on Aemaq vary wildly due to the massive seas: while it is typically cool and breezy (which can be seen in Aemaqii fashion), the temperature can rapidly increase when the planet’s typical cloud cover breaks. The increase in temperature from cloud breaks often agitate chemicals in the water, and fires are not uncommon at times.&lt;br /&gt;
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The waters of Aemaq are extremely hazardous to enter without proper protection, and swallowing even a cup of seawater can lead to severe consequences if not immediately treated. Some exceptionally caustic areas of the constantly-shifting chemical deposits that make up the Aemaqii Seas have been known to eat through plasteel hulls. As a result, all officially authorized vessels on Aemaq must be fitted with magpulse drives similar to the cities, if on a smaller scale.&lt;br /&gt;
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The seas of Aemaq are its primary, and arguably only, major feature. While the surfaces of the seas are well-mapped and charted, the deeper parts of the sea remain a mystery in most areas due to the fact that the seas rapidly become more caustic as one goes further down in depth, with anything below five-hundred meters in most areas being able to melt almost any man-made material. While there are some exceptions, such as the area around the floating city of Kulat and the south pole of Aemaq more generally, most areas of Aemaq have only really been explored to a depth of roughly 200 meters. The estimated ten kilometers beyond that are mostly unknown, aside from sonar images that are unclear due to background interference from noises below the surface and chemical interference. The occasional noise drifts up from the depths, but not much beyond that. &lt;br /&gt;
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===The Leviathans of Aemaq===&lt;br /&gt;
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Fauna on Aemaq are very unique: engorged on the chemicals present in the planet&#039;s seas, many creatures have grown to absolutely leviathan sizes. Some of Aemaq&#039;s so-called &amp;quot;sea leviathans,&amp;quot; can range to be as long as a kilometer, with the largest specimen ever recorded being officially registered as 2,108 meters in length. While these leviathans have opted to coexist peacefully with humanity since the colonization of Aemaq, they remain a constant presence in the minds of many colonists. The roars of larger leviathans can be heard for hundreds of kilometers in either direction, and fights between leviathans are both an awe-inspiring and terrifying sight, in addition to a major source of tourism for the planet and revenue for its entertainment industries. A genre of so-called “leviathan films” has formed around dramatizations of fights between Aemaq’s leviathans, and prominent films from the genre have found success throughout the Orion Spur.&lt;br /&gt;
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The leviathans of Aemaq are an extremely diverse category of species, and feature a variety of adaptations to excel in their chosen chemical environments. Due to the ever-shifting nature of Aemaq’s oceans, this means that these leviathans are typically migratory and gradually make their way across the planet’s ocean as they live their lives. Studies conducted on the leviathans have however revealed a common trait amongst them: they are remarkably intelligent. The leviathans of Aemaq are capable of communicating with one another, and some smaller leviathans have been observed using tools to gain an advantage over larger competitors. Interactions with humanity by the leviathans has been fairly limited, with most seemingly willing to stand back and observe humanity from afar. To what end this observation is intended is uncertain. However, there have been some instances of leviathans interacting with humanity. Most famous amongst these is the 2454 M.V. Qishlah incident, in which a kilometer-long leviathan prevented the Qishlah from sinking following a swamping by holding it out of the water. The leviathan disappeared back below the chemical waves of the Aemaqii Sea as soon as the Qishlah was able to move under its own power, and has not been officially seen since. However, sailors in the region near where the Qishlah nearly sunk report that they sometimes feel as if a large presence is following them from below the water.&lt;br /&gt;
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==Demographics==&lt;br /&gt;
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Due to the strict immigration controls of the [[Republic of Elyra]] the vast majority of Aemaq’s population consists of humans of Elyran origin or descent, with immigrant humans forming a small minority. The largest non-human population group is Elyran-produced IPCs of both the free and owned variety. Positronics have long been a part of life on Aemaq due to the hazardous environment of the planet itself and the need for quick reflexes in its sea scoops, both of which have naturally lent positronics a valuable niche in the planet’s economy. The few off-world humans that are citizens of Aemaq are most typically residents of its many orbital stations, some of which were not built with artificial gravity.&lt;br /&gt;
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The non-Elyran human population on Aemaq is, like its counterparts residing upon other Elyran worlds, generally worse-off than its native Elyran counterpart. They typically serve in low-income, low-skill, and dangerous positions in the many chemical plants and refineries in the planet’s floating cities, with few enjoying the benefits that the chemical industry brings to the rest of Elyra. Many of these immigrant laborers come from planets recently conquered by the nearby [[Empire of Dominia]], long the regional rival of the Republic. With no home to return to, and other refuges— such as the Coalition of Colonies and Republic of Biesel— they are far away, so many view their dirty, dangerous lives on Aemaq as the best they can have for now.&lt;br /&gt;
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==Economics==&lt;br /&gt;
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The beating heart of the Aemaqii economy is its chemical industry (often sarcastically referred to as the &amp;quot;water industry&amp;quot; by many locals), with upwards of two-thirds of the planet’s current population working in the chemical industry itself or in an adjacent industry. As a result of its massive workforce and readily-available supplies in the planet’s vast seas, the Aemaqii chemical industry provides an overwhelming majority of the greater Republic’s chemicals, including some utilized in the field of applied phoronics. As a result of this Elco, the Republic’s native phoron corporation, has invested heavily into the Aemaqii chemical industry and controls a great number of chemical plants on the planet, with many of Nuzhied’s chemical plants either partially or completely owned by the corporation. OEI maintains many facilities on the planet due to its close involvement with the magpulse technologies that keep the planet’s cities from falling into Aemaq’s highly-caustic seas, while additionally operating chemical research facilities alongside Elco in order to improve its own products. Many Aemaqii citizens joke that it is a matter of when – rather than if – a resident of Aemaq will work for OEI or Elco due to the dominance both corporations have over the planetary economy. Jewel Aerospace maintains a small presence on the planet itself and a larger presence orbitally, where it continues to operate and maintain the majority of the remaining sea scoop fleet it once pioneered.&lt;br /&gt;
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The economic stratification and income inequality that has come to define much of the Republic following the phoron boom, with native Elyrans on top, migrants and immigrants far below them, is present on Aemaq and most visible in its massive chemical industry. While Elyrans and positronics are most often found in well-paying positions of authority in Elco chemical plants, OEI facilities, and the rare non-affiliated chemical factory, their migrant counterparts are often instead regulated to the dirtiest and most dangerous positions in Aemaq’s chemical industry. Low wages, long hours, and hazardous conditions make these positions undesirable for all but the most desperate Elyrans, which has led to many migrant laborers being hired into them. A significant amount of these workers are refugees from the recent conquests of the [[Empire of Dominia]] with no better place to go than Aemaq, and some in the Republic’s political scene have called on Elco and OEI to review their hiring practices and working conditions for this population. However, most in the Republic do not concern themselves with such. The chemicals provided are too valuable and the migrants are far cheaper than industrial-grade positronics, many of which must be imported from outside of the Republic’s borders and face steep tariffs and taxes.&lt;br /&gt;
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While most of Aemaq’s economy is dominated by Elyra’s native corporations, one interstellar megacoporation has managed to secure a small slice of the planet’s economy for itself: [[Zeng-Hu Pharmaceuticals]]. The biotech giant has established a small, state-sponsored research operation in Sahina in order to research Aemaq’s leviathans and any potential medical benefits that they may have. Zeng-Hu’s operation has remained small and mostly unsuccessful thanks to its size, the ongoing phoron shortage, and the Elyran government’s close supervision of foreign megacorporations operating outside of New Suez’s special economic zone. The ineffectual nature of Zeng-Hu’s operations on Aemaq has seen it converted into a kind of corporate dumping ground where those in the keiretsu that underperform— or displease the ever-stringent CEO, Doctor Hsiao-Li— are sent to have their careers shrivel away into nothingness. Rumors in the keiretsu that the current supervisor of Zeng-Hu’s operations on the planet, Doctor Hei-Ryung Gok, was personally banished by Hsiao-Li for her failure to contain a specimen outbreak in a facility on [[Europa]] have long persisted despite the Aemaq branches’ attempts to deny them.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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While many planets in the Orion Spur have long since moved on from humanity’s maritime past due to the ease and significantly greater profitability of modern space travel the cities of Aemaq, which live and die on the bounty of the planet’s vast chemical seas, have retained a distinctly maritime culture. The traditional Elyran attitude of respecting the natural order of things and emphasizing peacefulness that has descended from Elyran Revolutionary Thought can be seen across the cities of Aemaq, and these traits are perhaps most readily present in Aemaq’s political culture. Most Aemaqii are unwilling to rock the (metaphorical) boat politically, and the planet has long been a stronghold of the Republican Revolutionary Society. The Aemaqii tendency to vote RSS can be traced to Elyra’s valuing of loyalty, as many on Aemaq see the RSS, which pushed for and funded the research that created modern Aemaq’s cities, as the reason why Aemaq as it is now known currently exists. The planet’s positronic vote, like many other locations in Elyra, is currently split between the RSS and League of United Republicans (LUR). A recent effort by pro-RSS Elco executives to employ positronic veterans of the Lii’dra Incursion in the Aemaqii chemical industry— particularly its remaining sea scoops— may see the positronic vote decisively shift in favor of the Constitutionalists in the upcoming election cycle.&lt;br /&gt;
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In contrast to the more conservative Elyran planets, namely Bursa and Damascus II, and their more liberal counterparts, namely Persepolis and New Suez, Aemaq stands roughly in the middle of Elyra’s spectrum of cultural conservatism. Aemaqii Elyrans eschew some of their fellow Elyran’s more religiously-inclined traditions but retain a heavy emphasis on the traditional values of loyalty and community. This has helped contribute to the continued dominance of the Aemaqii economy by the “Big Three” Elyran corporations of the planet: Elco, OEI, and Jewel Aerospace. Upon coming of age, the vast majority of Aemaqii will begin either a university education or apprenticeship sponsored by one of these three corporations and typically work for their sponsor corporation for their entire adult lives. Employees that leave one of Aemaq’s Big Three on anything other than the best terms will often find themselves blacklisted by the other two until they make amends with their previous employer, which has contributed to a small though steady trickle of ex-Big Three Aemaqii traveling off-world to seek alternative employment far from home, with some choosing to settle on [[Biesel]] after exhausting domestic options.&lt;br /&gt;
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Clothing on Aemaq tends to be thicker and heavier than most other planets in the Republic of Elyra as a result of its unpredictable climate. Some clothing is made using the aquatic “fur” of a non-leviathan sea fauna referred to as a sumaik-furwi typically found in the northern seas that is often kept as a form of aquatic livestock. The sumaik-furwi can be shaved of its “fur” safely as long as it is released into hotter water afterwards, which has led to a remarkably sustainable product that has come to be desired across the Republic of Elyra and beyond.&lt;br /&gt;
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While the supersonic sea scoop jets powered by both rocket boosters and atmospheric turbojets are slowly being phased out for widespread chemical-gathering usage due to their expense of operation and the presence of functional cities on the surface, some have managed to find another commercial field on Aemaq: racing. These sea scoops have since been rebranded and retrofitted as high-end civilian sportscraft and racers, though they have maintained the distinctive nickname of sea scoop due to the origins of the sport in the pilots that were employed to scoop chemicals from the jets. Various floating cities on Aemaq field their own teams, and racing is a common pastime that ultimately culminates in the Aemaq Grand Prix, a competition between the best teams to see who can perform a chosen course the fastest. Though official races proceed with one jet running the course at a time for safety, informal one-on-one races where both pilots compete to see who is the fastest while running a course at the same time are not unheard of.&lt;br /&gt;
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===Major Floating Cities===&lt;br /&gt;
&#039;&#039;&#039;Rumaidair&#039;&#039;&#039; is the capital of Aemaq and its most populated floating city. It is the first settlement ever established over the surface of Aemaq’s seas, and its residents are typically proud of this fact. While Rumaidair drifts freely, it tends to favor the central seas of the planet due to their comparatively hospitable climate. The planet’s largest university, the Rumaidair Municipal University, an institute renowned for its chemists and biologists, is found here. RMU’s primary sponsor is Elco, which maintains significant investments in the capital. Many of the university’s graduates go on to work for the corporation following their graduation. The city’s sea scoop team is called the Rumaidair Leviathans, and their colors are green and white.&lt;br /&gt;
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&#039;&#039;&#039;Nuzhied&#039;&#039;&#039; is the second largest city on Aemaq and one of the earlier settlements on it. While the city serves as a major chemical producer, it also functions as the center of Aemaqii fashion due to its position on the northern seas of the planet. More sumaik-furwi can be found in Nuzhied and its surrounding waters than anywhere else on the planet, which has resulted in a significant textile industry. Nuzhied’s textile exports are still surpassed by its chemical industry in terms of raw GDP, but OEI has managed to carve out a profitable niche market in the city by selling industrial-grade electronic machinery to its textile mills. Nuzhied’s sea scoop team is, appropriately, called the Fighting Sumaiks. The team’s colors are purple and blue, the same colors often found on clothing produced here.&lt;br /&gt;
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&#039;&#039;&#039;Kulat&#039;&#039;&#039; is the third largest floating city on Aemaq. Located near the southern pole of the planet, its population has swollen in recent years with the discovery of richer chemical concentrations deeper than the surface level in its surrounding waters. While it is unknown why chemicals tend to concentrate towards lower levels of water near the southern pole, it is known that the “veins” of chemicals are extremely rich and well worth the risk. Due to the risks and foolhardiness locals associate with “going deep” on Aemaq, many of its chemical hunters tend to be foreigners or recent arrivals. Its sea scoop team is called the Kulat Albatrosses, and their colors are brown and white.&lt;br /&gt;
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&#039;&#039;&#039;Sahina&#039;&#039;&#039; is an atypical floating city located midway between the equator and southern pole. It does not have great chemical reserves, but it does have an extraordinary amount of leviathans in its surrounding waters. This floating city was the site of the M.V. Qishlah incident of 2454, and the floating city has developed a kind of quiet appreciation for the leviathans in the years since. Conflict has arisen in the years since between the city’s population and the researchers (and tourists) that have come to study leviathans in the years since the M.V. Qishlah incident.&lt;br /&gt;
Due to their odd habits surrounding the leviathans, the citizens of Sahina are often looked upon as superstitious by other Aemaqians. Zeng-Hu’s floundering research operation is located in Sahina, which has caused some amount of tension with the local population. The city’s sea scoop team is the Sahina Seahawks, and their colors are violet and black. These colors have sparked controversy in recent years due to their ability to blend in with Aemaq’s chemical seas, and a debate regarding a change in team colors is currently underway.&lt;br /&gt;
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Medina&amp;diff=25741</id>
		<title>Medina</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Medina&amp;diff=25741"/>
		<updated>2022-08-02T03:43:59Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Medina_pixel.gif|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medina&#039;&#039;&#039;, or the Republic’s Prize, depending on who you ask, is an [[Republic of Elyra|Elyran]] core world and one of the most populous planets in the Republic itself. It is located within the Jedeed Isfahan star system. Built atop enormous, shifting and suspended land vehicles they call their own cities is a population praised for its elegance and artistic prowess. The climate of Medina is calm, with little atmosphere - just enough to generate a warm red sky at day, and to breathe with respiratory gear. However, on the surface, the land constantly quakes and shifts with each passing moment - over weeks, no single location remains the same, as the entire tectonic assembly of the planet shifts. The largest industry on the planet is the export of finer goods and valuable commodities. The second largest is a unique bounty list referred to as the Phoron Bulletin, where the Elyran government contracts experts from across the galaxy to hunt phoron as it is uprooted across the planet’s ever-churning, twisting surface.&lt;br /&gt;
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Medina’s capital, &#039;&#039;&#039;Drifa,&#039;&#039;&#039; is an exemplary depiction of the standard Medinean city-vehicle. Housing nearly sixty million inhabitants, it is essentially a sprawling cityscape which owes its survival amongst the changing environment to a genius invention known as magpulse drives. These devices suspend the city above the landscape and heavily dampen any impact the platforms receive. Thousands of these dot the bottom of the cities, and a keen observer could note the slow bobbing of the floating wonders as the ground quakes beneath them in waves. All cities on Medina are like Drifa, and any settlement made on the ground quickly succumbs to the tremors no matter how sturdy.&lt;br /&gt;
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Medina has six large moons which exert extreme gravitational force upon the planet itself, partly the cause of its unpredictable and dangerous tectonic activity.&lt;br /&gt;
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==History==&lt;br /&gt;
Medina’s colonies started early as a large-scale mining effort of rare materials in early 2330, under the Coalition of Elyra. Its geological activity provided obscene mineral wealth, with many ores never before seen unearthing themselves from the rock below. While the geology of Medina was and still remains a mystery, the harvesting of this wealth was an immediately apparent goal. Permanent settlements were impossible, and vessels large enough to field any decent material output were much too slow to be viable. The Coalition at the time sent their best, and these scientists toiled for nearly twenty years before the invention of the famed Magpulse drive.&lt;br /&gt;
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In &#039;&#039;&#039;2360&#039;&#039;&#039;, the magpulse drive had met its first test runs, with the first platform - known as Drifa (now capital of Medina) - being established in the southern hemisphere of the planet. While the first prototypes were rudimentary and overpowered to contrast the planet’s Earth-like gravity, the warp technology they harnessed would go on to develop more efficient drives that permitted the extremely rapid expansion of the planet’s surface colonies.&lt;br /&gt;
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By &#039;&#039;&#039;2375&#039;&#039;&#039;, individuals from across the Coalition of Elyra were migrating to Drifa and other newly-founded extraction platforms, and in this rush, the planet became a boomtown.&lt;br /&gt;
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With little, if any failures, the suspended and floating cities of Medina continue to hover over the planet’s surface to this day. Thousands of settlements have made a home for themselves here.&lt;br /&gt;
[[File:Medina.png|An image of Medina from orbit, displaying its rather dull features from a glance.|thumb]]&lt;br /&gt;
==Culture==&lt;br /&gt;
===Art===&lt;br /&gt;
The social culture surrounding Medina is one of perfection and art, and the planet itself has built an astounding reputation for quality in its exports. Medinean goods are valued galaxy-wide and especially in the Republic of Elyra. The quality of goods can be attributed to the immediate availability of almost every planetside resource imaginable short of biological. Little needs to be imported to Medina thanks to this, making the vast majority of products entirely local. As a result, in the floating cities, creation is as deeply rooted in one’s basic routine as eating or drinking may be. As extracting materials grows more automated, the creation of all manner of commodities proliferates. &lt;br /&gt;
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With the above said, art is a key factor of Medinean culture. The Republic’s greatest artists find themselves often starting out on Medina, drawn to the freedom such unfathomable resources provide. &lt;br /&gt;
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Individuals born planetside tend to grow on a colorful mindset, seeing artistic liberties as an absolute necessity to take when confronting invention. Every invention, from the most luxurious hovercar to a simple kitchen appliance is seen as its own contained canvas upon which the absolute boundaries of the creator’s imagination must be pushed. This mindset usually boils down to “If something can not be beautiful, why make it?”&lt;br /&gt;
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===The Phoron Bulletin===&lt;br /&gt;
The Phoron Bulletin is a rather new entry to Medina, having only been formed in early 2430. However, since then, it has been responsible for countless millions of people from all over space seeking the planet’s booty.&lt;br /&gt;
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This bulletin is essentially a bounty system established by the Elyran government for the sake of outsourcing massive workloads to external parties of all varieties. These workloads include but are not limited to phoron location and extraction, and is a highly dangerous form of work. While forms of travel are granted by Elyran officials in the way of hover-barges and extraction vessels, the usual Bulletin hunter is found using their own ships or even daring to make expeditions on foot.&lt;br /&gt;
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The craggy surface of Medina obscures the real rules of the bulletin. The areas outside of the floating cities are exceptionally hazardous.  The Elyran government keeps a close watch on the various teams they contract out to find phoron on the hazardous surface of the planet and has explicitly forbidden armed conflict between phoron hunters over phoron deposits on the planet&#039;s surface, with harsh penalties ranging from heavy fines and a stripping of phoron-hunting licenses, to even execution. Despite these risks, some phoron hunters still take their chances both with the Elyran state and other hunting parties and fighting and killing over deposits on the planet is not unheard of. The planetary authorities operate patrols around areas with high known phoron concentrations to both protect hunting parties and uncover the remains of those that have been lost to Medina, either through natural causes or conflict. Even so however, the Elyran Government has been known to overlook the transgressions of some hunting parties or dismiss their charges, coincidentally those parties usually being the ones with the largest phoron hauls or strongest connections to Elyran government or Elco officials.&lt;br /&gt;
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==Life on Medina==&lt;br /&gt;
The floating cities of Medina generally contain a healthy variety of people from all walks of life. While there is no major distinction between those not from the planet and people born planetside, the lifestyles may vary tremendously.&lt;br /&gt;
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The majority of foreigners coming to Medina seek one of two things; the Phoron Bulletin’s bounties, or the wonders of the Medinean industry. Natives, on the other hand, tend to be born to middle-class families on the galactic scheme of things - the quality of life is comfortable for almost all natives. The dangers of the Bulletin are apparent to them, and thus Medinians tend to avoid this.&lt;br /&gt;
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The industrial niche that Medina fills in being able to manufacture a wide variety of local goods leads to a fantastic economy in the modern age. As such, natives find themselves on equal footing financially with preconceptions of a divide between rich and poor being sometimes just lost to them. There is a small population of Non-Citizen persons on Medina as well, though much like those seeking to make it big in the phoron bulletin, they are involved with the phoron industry.&lt;br /&gt;
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Those from off the planet seeking the Phoron Bulletin are often surprised by the cutthroat nature of other phoron hunters. Others who hear stories of how things work come prepared, knowing full well that the next deposit may spell disaster in the form of accidents or even illegal ambushes by foreign parties.&lt;br /&gt;
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Medinan Clothing is an artform unto itself. Due to the thin atmosphere of the planet, most Medinans choose to wear light, comfortable oxygen equipped clothing, with their own Medinan spin. The Medinan culture of perfection is seen in their clothing especially, with masks, helmets and other internals systems being adorned with gemstones both faux and genuine, intricate stitching, and vivid colors. &lt;br /&gt;
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==Environment==&lt;br /&gt;
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The planet of Medina itself is a dry and desolate one, though not entirely barren. Due to the disparate gravity fields produced by Medina’s six moons and the resulting near-permanent tectonic activity, the planet’s cracked and dune-strewn surface is entirely unsuitable to perrmanent inhabitation. Phoron collection teams scour the surface with hover-propulsed phoron rigs and barges, and the great floating cities cast shadow across the perilous dunes. Hardsuit or RIG suits are needed at all times to conduct work on Medina’s surface, as in some places the phoron concentration is toxic enough to make breathing hazardous. Medina is dotted in purplish-white sand dunes of silica and tiny granules of phoron, and in some places great spikes of crystalline phoron point towards a blood-red sky. Medina’s surface is also home to one of the most dangerous natural occurrences in the republic: the violet haboob, in which tiny grains of phoron are swept up into and incorporated into the sediment of a sandstorm. All Medinan cities have robust shielding and atmospheric systems for such occurences, but these storms can - and often do - spell a painful death for those unprepared outside of Medina’s cities.&lt;br /&gt;
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&#039;&#039;&#039;Drifa&#039;&#039;&#039; -- The floating capitol of Medina, Drifa rests on the back of over a thousand magpulse drives. Due to the seemingly endless profits phoron has brought to the planet, Drifa is overwhelmingly middle-and-upper-class. It is populated with luxurious SuezBank resorts and other get-aways, and is known for artificial greenhouses that produce upscale goods such as high-end coffee, chocolate and dates. As one of the more liberal planet capitols, Drifa’s abundant nightlife is popular with local youth and those visiting the planet from offworld, wishing to get away from the more restrictive law of their homeworlds. The current mayor of Drifa and governor of Medina is Layla Bint Hussein Al-Shahi of the League of United Republicans party. The city has a sizeable synthetic population, where the precision and skill of IPC workers are highly prized in achieving the obsessive levels of perfection that the planet is known for. Detractors believe that as IPCs lack souls, they do not have the ‘human touch’ required to produce competent works of art.&lt;br /&gt;
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&#039;&#039;&#039;Najada&#039;&#039;&#039; -- A city where fortunes are made and lost overnight, Najada is unusual in the fact that its local governance is almost entirely Artisan free synthetics. Najada began as a simple shuttleport established early on in the planet’s history by a group of ambitious positronic settlers, wishing to seek their fortunes in reaping the ripening fruits of the phoron industry. The city has since sprawled from their port during the planet rush and now caters to the phoron mercenary population of Medina, being widely regarded as one of the seedier cities in the Republic as a whole. With a local government that is interested in profiting from the needs of the Phoron Bulletin above all else, almost anything goes in Najada provided it does not attract the ire of the Medinian Planetary Authority, who turn a blind eye to most of the goings-on of the city due to it’s high phoron yield. The headquarters for most of Medina’s mercenary companies are found here amidst the luxurious high-rises and mercenary bunk-housing, with it’s thriving black market providing all of the equipment required for their bloody work and more. The Najadi ‘Banafsajee District’ is famous for it’s high-stakes gaming, where rich clientele gamble with the rights to mine entire deposits of mass quantities of phoron over dice-games and blackjack. The careful balance of Najada has been recently disturbed by the arrival of danger tourists from the rest of the Elyran Core following the dramatized depiction of the city in the hit Elyran series Blood on The Sands. &lt;br /&gt;
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&#039;&#039;&#039;Harba&#039;&#039;&#039; -- More a fortress than a city, the floating enclave of Harba is among the most secure on Medina, and is where the EAF Command for the entire Jedeed Istafan System resides. Harba is closely connected to the Medinian Capitol, and acquiring property here is notoriously difficult. The city is directly governed by the Planetary Authority rather than any local authority, and housing is typically reserved for government officials and their families, or occasionally awarded to exceptional soldiery for their service. Regardless of one’s background, government clearance is required to enter the city at all due to security concerns, and most civilians come to Harba for work from elsewhere on Medina, inevitably finding themselves under a strict NDA.  Harba is the main vector of getting Medinian Phoron off-world and into the rest of the Republic, and it is fiercely protected with a military exclusion zone for all ground and air activity.  It is rumored that Osman Electric Industries has a government-contracted facility here which is in the process of developing military AI for the Elyran Navy, but OEI has repeatedly claimed that it is just another factory developing QQs. &lt;br /&gt;
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&#039;&#039;&#039;Turaif&#039;&#039;&#039; -- Turaif is the academic heartland of Medina, home to several learning institutions and the headquarters of one Elyran Megacorp. Turaif’s primary export is phoron research and education. The headquarters of Osman Electric Industries is found here in the grand Burj Osman, a tower known first for it’s many amenities, and second for it’s unique quirk in that it also functions as a research facility.  The Burj Osman’s lower floors open to the public and present a typical offering of shopping malls, high-end restaurants, spas, and even hotels. The upper floors, however, are access restricted and home to OEI’s most prominent phoron research facilities, where all manner of phoron technology is researched and presented to the wider Republic. Also in Turaif, the Khalil Osman Institute for Applied Phoronics is Elyra’s foremost learning institute for phoron sciences, and many of the Spur’s greatest phoron researchers graduate from the institute. The rest of Turaif is home to closely-packed city housing, with most residents working in education or research fields. A local student art collective dubbed The Turaif School produces popular work that regularly pushes the boundaries of Elyran Futuro-Impressionism, much to the government’s annoyance. Their latest work is a series of 24 murals across Turaif showing the struggle of Medina’s NCP populace, and was widely published on Elyran social media despite the government’s attempts to the contrary. The League of United Republicans expressed quiet approval for the works, though local Republican Revolutionary Society members disapproved it for “rocking the boat.”&lt;br /&gt;
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		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Damascus_II&amp;diff=25740</id>
		<title>Damascus II</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Damascus_II&amp;diff=25740"/>
		<updated>2022-08-02T03:43:25Z</updated>

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In the heart of the al-Rashid System sits the oldest settled planet in the Serene [[Republic of Elyra]] and its historical and cultural home: Damascus II. Established originally as the first colony between a coalition of the United Arab Republic, Turkey, and Iran, Damascus II is an old planet and has a history that is rich and reflective of the Elyran Republic as a whole, with many monuments and museums to show for it. Despite no longer holding the position of being Elyra’s capital world, Damascus II still remains relevant to this day due to its abundance of universities, some of the finest in the Orion spur, and its rich arable soil supported by its temperate climate providing food for the Republic. It is the second-most populated planet in the Republic of Elyra, following behind [[Persepolis]].&lt;br /&gt;
==History==&lt;br /&gt;
Damascus II was discovered in the year 2106 by a team of combined astronomers from a collection of Middle Eastern nations that make up the modern-day United Arab Republic. Shortly after its discovery, it was given the name of Al-Rashid III, and quickly identified as a prime candidate for colonization, showing all the traits needed to support a financially viable, self-sustaining colony. Liquid water, a breathable atmosphere, and near-Earth levels of gravity: it was all there on this planet which not only meant that it was suitable for life, but that little, if any terraforming would be needed to ensure any future colony could thrive there. The nations launching this expedition had high hopes that, due to its naturally hospitable environment, this planet could prove to be another [[Tau Ceti]] as a fast, economic powerhouse. The colonization effort was launched from Earth in 2153 and consisted of a single, massive city-ship named Damascus headed by a figure that would become pivotal in Damascene culture, &#039;&#039;&#039;Captain Aslan Değirmenci&#039;&#039;&#039;. Soon after landing, Değirmenci organised his settlers into creating a small but successful outpost centred around the first city on the planet, Erum. The colonists who primarily originated from the modern-day Levant, Anatolia, Mesopotamia, and Western Persia, thrived from the onset of the colony, making use of the planet’s fertile soils and rich marine life to feed themselves and even export food back to the inner colonies of the [[Sol Alliance]]. After nearly twenty years of prosperity, the colonists of Al-Rashid III petitioned to rename the planet to Değirmenci after the captain that led their expedition and oversaw the colony, but the Captain refused, instead suggesting that the colony be named after the ship that had brought the original colonists to symbolise the effort they had all put in to creating what they had. Obliging the captain, the Solarian authorities formally changed the name of the Planet to Damascus II in 2159.&lt;br /&gt;
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The dreams of the original colonists that Damascus II would become another Biesel were slowly dashed as colonization efforts went on. While Damascus II was a very promising colony, it lacked the nearly unilateral support from the United Nations that Tau Ceti had. It quickly found itself in the area of being an average economy economically, with steady, slow growth, but total self-sufficiency that could support more and more colonists as they arrived. What became Damascus II’s primary role in the Solarian colonization effort, though, was one of administration. As the clock ticked onwards and more colonies were settled by the nations of the Middle East and North Africa in the area south of the Valley Hale region, Damascus II increasingly found itself the centre of coordination and even government for these colonies. After all, Damascus II was stable, established, growing, and could provide any struggling colonies in the region with food to prevent starvation and allow for other planets to get on their feet. Lacking the raw materials that some other colonies provided however, this temperate world began to invest not only in the land it had, but in its people as well. Colonies in the region were growing fast, yet an increasingly large number of them were unable to provide a proper higher education for their younger citizens due to a lack of resources or academic framework. Because of this need, the city of Erum with grant money from its home nations on Earth, established two institutions of higher education on the planet in 2179: &#039;&#039;&#039;Captain Aslan Değirmenci Polytechnic Institute&#039;&#039;&#039;, (CPI) a school intended to teach hard sciences and vocational trades, and the &#039;&#039;&#039;Harun Al-Rashid University of Economics and Humanities&#039;&#039;&#039;, (HRU) a school that was geared toward teaching the administrative, business, and cultural sides to a society. Both of these universities served their intended roles well with each getting consecutively more enrollments not only from the regional colonies around Damascus II, but also from the planet itself. These initiatives established a strong tradition of intellectualism and scholarly thought on Damascus II that would make it one of the intellectual capitals of the Orion Spur both then and in the present day.&lt;br /&gt;
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In 2188, Captain Değirmenci died at the ripe age of 96, and the entire planet mourned his loss. They pledged to continue to do right in his memory and by his ideals of education, development, and helping the local colonies around Damascus II for the greater good of not just the colony, but of humanity as a whole. It is for this reason that all future overseers of the planet would take “Damascene Captain” as their official title over the more traditional “Governor,” a tradition that lasts to the present. In this era immediately after the Captain’s death, the planet experienced a population boom in which more cities were established along the coasts of Damascus II’s central ring, and numerous smaller towns were established throughout the planet’s interior in order to cultivate the vast untouched Damascene lands. The planetary government enacted subsidies to aid these new settlers, paying for their expeditions into the interior of the planet’s continents to establish communities and farms that would then send their profits back to the central cities of the planet. This further filled the countryside with apple and olive orchards, vineyards, and farms of the native khuruf seed, wheat, and barley, something that in Elyra is now synonymous with Damascus II. This new initiative would also gradually lead to a new dynamic in Damascene society, one that differed on the basis of geographic location between cities and the countryside and would go on to shape Damascene politics for centuries. This new trend of expeditions into the interiors of the planet only made Damascus grow as an exporter of food and as an economy in the South Valley Hale region, exporting not only just to locals now and occasionally back to Earth, but to other planets in the present day [[Republic of Biesel]]. It was in this time of population boom and economic growth that the cultural and artistic scene in Damascus II flourished most, with many poets and painters making their magnum opuses and cinema directors often making modern renditions of classic Arab, Turkish, and Persian stories in the planet’s beautiful countryside. This explosion of culture founded the modern perception of the Damascene identity, one that was traditional and deeply connected to its cultural roots on Earth, more so than any other future Elyran colony would ever be, but one that also was intent on creating something entirely new for itself on those traditional foundations and believed itself exceptional and fundamentally different from every other colony established at the time. Since the creation of Elyran Standard, many of Damascus II’s finest and most notable cultural works have been translated to the language or remade with it in mind in the modern era.&lt;br /&gt;
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Going into the 2230’s and 2240’s stronger than ever, Damascus II would begin to now see a relative slowdown, though still had absolute growth, in both economics but also in population as a new colony was established in the region that soon became the destination for corporations and citizens alike: [Persepolis]. The newly terraformed fledgling economy of Persepolis would soon become the economic center of the Solarian colonization effort in the South Valley Hale region due to its abundance of rare metals and materials in its crust. While this rise indeed took the spotlight away from Damascus II some, it also gave Damascus II a great opportunity to feed and educate the massive amount of colonists now flocking to Persepolis’ mines and factories. Most importantly, however, is that even as Persepolis was on the rise, Damascus II quickly expanded its administrative duties more, overseeing the development of this rising new colony while also being the primary mediator for funding and coordinator of exports back to the Solarian core worlds, even becoming the capital of the new colonial administration of the Elyran Coalition in 2229. A strong cooperative dynamic developed between Damascus II and Persepolis, one that has stood the test of time and has been described often as a “Father-Child Relationship” by Elyran historians. The two planets continued to cooperate for the next decades, with each profiting off of the other and seeing each other as close partners in a journey to provide for themselves and for all of humanity in what ways they could. Damascene culture continued to advance; massive expansions of curriculum were taught in Damascus II’s most premier universities, expanding to accommodate for the rising numbers of Persepolian students and Damascenes wanting to contribute to helping the other colony.&lt;br /&gt;
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When the &#039;&#039;&#039;Second Great Depression&#039;&#039;&#039; struck the Sol Alliance in 2260, Damascus II saw a complete collapse in its exports aside from to the local colonies around the planet and to Persepolis, something that would be key going into the future. As money around the alliance dried up, Damascus II’s educational institutions saw a dearth in funding and nearly shuttered their doors numerous times. The economic scare also meant that the Damascene countryside stopped being developed as subsidies for new settlers were cut off and old subsidies for crop production were lessened to a point that many farmers feared that they wouldn’t adequately be protected from crop failure. This caused a run on Damascene banks and saw a collapse of the financial scene on Damascus II, the onset of an economic malaise that lasted from the 2260’s to almost the 2300’s, concentrated mostly in the cities. During this time, Damascus II’s economy contracted greatly with only farming remaining a stable industry on the planet; eventually, even the farmers became stretched thin once the Interstellar War started as more and more Solarian money went to the war effort and not to its colonies. Tensions came to a head on August 4th, 2301, when a large protest consisting of students of CPI and HRU led by their professors occurred in front of the Captain’s Palace in Erum. The demonstration turned violent, and Solarian soldiers shot into the crowd killing 403 people and then arresting hundreds more. This event has gone down in Elyran history as &#039;&#039;&#039;&amp;quot;The 403 Challenges&amp;quot;&#039;&#039;&#039;, with each death being seen as a reason challenge to Solarian colonial rule.  Some organisers of the protest escaped to the countryside and to the city of Shiraz 242, where over the next weeks, they stirred up enough discontent among the population there for them to take up arms and march into Erum demanding that the current Captain resign. When this failed, there was more violence, but this time the rebels had the support of some colonial troops based in the Shiraz 242 Garrison to back them up. Within a few days, they deposed the ruling captain and formed an interim council. Seeing the writing on the wall for the ongoing war in the frontier and being tired of nearly an entire generation’s length of economic stagnation, Damascus II unilaterally declared independence from the Solarian Alliance on August 19th, 2301. Appealing to their neighbours to further gather strength, the Damascene council sent a transmission to a colonial, Persepolis-born General in charge of the Persepolian garrison, General Abd Al-Hamid, and pleaded with him to join their movement and become their leader. After giving some thought to the proposition, General Al-Hamid agreed and mobilized his troops to help any other colonies in the Elyran Coalition seize Solarian military assets. Due to the Solarian military’s exhaustion from the interstellar war, this was a relatively bloodless affair and mostly entailed small skirmishes while Elyran forces captured surrendering Solarian troops in their bases. &#039;&#039;&#039;Soon after, on January 1st, 2302, General Abd Al-Hamid proclaimed the Serene Republic of Elyra on Damascus II in front of the Captain’s Palace where the movement first had begun.&#039;&#039;&#039;&lt;br /&gt;
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Damascus II has enjoyed a strong status in the Republic of Elyra since the nation’s independence. It was Elyra’s first formal capital from the years of 2302 to 2374, however due to Persepolis’ growing status as an economic superplanet, a nation-wide referendum was held to move the capital and passed handily. Despite this though, Damascus II continues to have a strong presence in Elyran politics due to its important position as the breadbasket and university of the Republic. The Elyran Ministry of Agriculture maintains its offices on the planet, being the only government ministry to not be centred on Persepolis. Culturally, Damascus II has shined the most of any Elyran planet, creating the foundations for what would become modern Elryan culture, the Elyran National identity, and the cradle of the Elyran Republic itself. During the Lii’dra incursion, Damascus II provided relief to Busra in the form of duty-free food exports and sizable donations from its universities, and a surge in citizens volunteering for the Elyran military.&lt;br /&gt;
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==Geography &amp;amp; Environment==&lt;br /&gt;
The planet of Damascus II has something that made it very appealing as a colonization target: naturally-occurring water. While this indeed was its original allure, once there, a second boon of exceptionally rich black volcanic soil was discovered there that made it the agricultural hub of Elyra that it is today. The terrain of the planet lacks the vast flat plains of other food-producing planets like [[Vysoka]] and is instead more often than not filled with rolling hills with flatter meadows interspersed in between them, leading eventually into foothills and small, snow-capped mountain ranges closer to the interior of the continents. Naturally, as more distance is travelled from the equator, the temperature becomes colder and colder, but the majority of the livable areas on the planet possess a mild climate with the coastal areas having cool, rainy winters, with warm, drier summers. The interior of the three continents of Damascus II typically have cold, snowy winters with hot, moderately rainy summers. Courtesy of its mountain ranges, Damascus II has numerous lakes and rivers scattered across its surface.&lt;br /&gt;
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The native fauna of Damascus II consists primarily of aquatic life, a rich ecosystem of various fish-like, cephalopod-esque animals and creatures akin to cetaceans living in its oceans, the great, carnivorous, black whale being one of them. On land, the story is somewhat different, with most creatures being small in size. Near the more humid coastal areas, the red rock crab, a crustacean seeming to be almost a meter long in size, often lives in colonies upwards of five-hundred, eating shore scraps and foraging from the various plants along the shoreline. More inland, small mammalian, burrowing creatures, rabbit- or mole-like in anatomy, can be found. The premier land predator, and official animal, of Damascus is the red-beaked stark crane, a two-meter tall carnivorous bird with a sharp, long, curved beak that while capable of flight, can run up to 65 kilometers (40 miles) per hour in chasing down its prey. It is prized for its plumage of white feathers tipped with scarlet red, and the crane was nearly hunted to extinction in the 2340’s.&lt;br /&gt;
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Damascus II’s native flora is mostly shrubs, grasses, and short trees, often noted for their hardy characteristics and dark, green and black leaves. One of the primary grains of Damascus II is the sour khuruf seed, so-called because it was originally used as feed for sheep on the planet. Since the colony’s first establishment, this black grain has become a staple food in Damascene cuisine, seeing use in breads, pastas, and cereals.&lt;br /&gt;
==Economy==&lt;br /&gt;
As implied by the planet’s history, Damascus II’s primary economic focuses are agriculture and the services industry in the form of their massive, historic universities, HRU and CPI being the two premier ones, taking on millions of students. The agricultural sector on Damascus II is the largest in all of Elyra, and its exports in both raw and processed foods compose an overwhelming majority of all food consumed in the Serene Republic. Many of its luxury food items come from the planet as well, such as expensive cheeses, cuts of meat, and wines. Similarly, Damascus II has one of the most robust higher education systems in the Orion Spur, and since the majority of its universities are owned by the planetary government, all profits typically go into the budget for the Damascene government to spend as they see fit, typically on continuing to improve infrastructure and on construction projects. Originally beginning as a seed seller, the oldest corporation in Elyra, Yazmani Holdings began on Damascus II and still has its headquarters in the planet’s largest city, Erum. Aside from these two primary sectors, Damascus II also boasts small manufacturing and chemical industries along with a business presence, with many Elyran companies having regional branches in Erum or Zezura. The city of Urkesh is also economically important as a sizable number of companies in the Elyran film and entertainment industries have their headquarters there, even though many have moved or are moving to Persepolis. Damascus II is also the seat of Elyra’s Ministry of Agriculture and sees a fair number of government contracts and other commerce that the government brings in as a result. Erum, being the oldest and arguably most cultured city in Elyra, is also a prime destination for tourists, both Elyran and foreign, to visit for its historical sites and art galleries.&lt;br /&gt;
==Government==&lt;br /&gt;
Damascus II maintains a system of two legislative bodies. They are the Planetary Diet, consisting of 400 delegates from all over the planet’s various administrative divisions, and the Officers Assembly a council of 21 members that hold important positions in Damascene society similar to the original executive assembly. The Officers’ Assembly consists of the Damascus’s highest ranking officers, established immediately after Damascus II’s initial colonization. The Officer’s Assembly is a group of figures occupying set positions in Damascene society, mostly agricultural, military, religious, and academic leaders, including the chancellors of CPI and HRU. The Assembly serves as a limiting body that cannot propose new legislation, but instead can approve, reject, block, or suggest changes to legislation proposed by the Planetary Diet. The Officer&#039;s Assembly also is the deciding authority in the event of a tied vote in the Diet. The Diet on the whole is split between two primary parties aligned on urban-rural lines, with the Industrial Progress Party representing the urban population of the planet and the Damascene Revolutionary Party representing the other. Both of these parties have connections to the national-level parties the Republican Revolutionary Society and the League of United Republicans, respectively, though neither Damascene party is solidly aligned with either national party. There is also a small, minor third party that often wins a few seats in the Diet across rural and urban lines: the religiously oriented Scriptural Democracy Party, which has strong ties to the national-level Muslim Democratic Conference. Nationally, Damascus II has been a steadfast stronghold for the Republican Revolutionary Society, voting in a majority for them in every national election since 2372. The Muslim Democratic Conference often holds a far-off secondary position in the electorate for the planet.&lt;br /&gt;
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The Office of the Damascene Captain is the highest authority on Damascus II, and is a figure that historically served as an allegory for a Sol-appointed colonial governor, but since independence has been a figure elected to 6 year terms by the Planetary Diet. The Damascene Captain’s duties include presiding over the Officer’s Assembly as its 21st officer, overseeing all government functions on Damascus II, making executive decisions in the planet’s government, and keeping the peace and order on the planet by being the commander-in-chief of the planet’s police and customs enforcement force, the Captain’s Constabulary Brigade. Politically, the Captain is not allowed to be an official member of any party on Damascus II. The Damascene Captain is culturally seen as the protector of the Elyran Revolution on Damascus II, and often performs many ceremonial duties both on Damascus II and other planets in relation to the revolution. The planet’s current Captain is a retired general of the Elyran Armed Forces and former professor of Interstellar Security at HRU, Hafez-Ali Esmaeili.&lt;br /&gt;
==Culture &amp;amp; Society==&lt;br /&gt;
Damascene culture is unique, even by Elyran standards for how traditional it is in comparison to the rest of Elyra. Damascus II, while by most measures a very modern and up-to-date world, has a much stronger connection to its cultural, Old-Earth roots than any other planet in Elyra. It is a society that is more outwardly religious than almost any other Elyran planet, This traditionalism manifests itself in the planet’s architecture with styles often reminiscent of traditional architecture found in Middle East and Northern Africa being commonplace on Damascus II. In materials as well, Damascus II remains traditional as many of its cities and countryside homes are built with stone bricks, clay plaster, wood, and steel, eschewing the Arab-Futurist styles using plasteel, glass, and anti-gravity technology typically associated with wider Elyran architecture.&lt;br /&gt;
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Damascus II is somewhat divided, not just politically but culturally as well, on an urban-rural line that broadly encompasses many differences that separate the Damascene people into two varied subcultures. Damascus II didn’t see the great scale of populations shifting to the cities that other human-inhabited worlds did due to farming and agriculture’s long standing importance in the planet’s economy. &lt;br /&gt;
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Some larger cities are sometimes exceptions to this rule of identifying more with the rural culture of the planet. Urban-dwelling Damascenes are typically less religious, and more likely to be involved with the services industry of the planet than their more agriculture focused rural counterparts. Economically, however, Damascenes as a whole are mostly on par with one another, since rates of poverty and wealth are uniform across both subcultures. This divide manifests itself most politically, as both sides often clash in the diet on matters where planetary funding should be spent. Despite these differences, both urban and rural demographics of the planet are unified in the belief that they are Damascene and Elyran, and they will also work together on many different issues in the name of this unity. Damascus II has seen great success in keeping its people unified through both promotion of the &#039;&#039;&#039;“Damascene Spirit”&#039;&#039;&#039; in its population and through its exceptionally robust public education system that ensures education levels are standard across the planet, regardless of geographic area.&lt;br /&gt;
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Damascene cuisine is very similar to the rest of Elyra as it is the primary producer of food in the republic. Food served on Damascus II typically involves a wide variety of seafood, something absent in the planet’s exports due to seafood’s tendency to spoil while in transit. Fried squid or fish served with a sauce made from lemon, apple, and khuruf seed is quite common on the planet. Additionally, Damascus II has developed one of the finest and most luxurious wine industries in the Orion Spur over its multiple centuries of existence. This pedigree often makes Damascene wine a sought after commodity that has fetched millions of credits per bottle in the past for older vintages. Regardless of this commodity of planetary pride, wine and other alcoholic beverages cannot be purchased at ordinary stores and can only be bought at special liquor shops or hotels.&lt;br /&gt;
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In dress, Damascenes are also more traditional than the rest of their Elyran contemporaries, rejecting the trends of vibrantly-hued hard-light clothing seen on Persepolis in favour of more classic styles and materials. Damascene urban fashion consists primarily of fine suits in rich, dark colours for men, and vibrantly bright blouses, skirts, and dresses for women. Rural fashion consists more of tunics on both men and women, often with woven designs inspired from Damascus II’s colonizing cultures along with other pieces of clothing indicative of the agricultural sector, such as overalls and wide-brimmed hats. In Elryan culture, overalls are often depicted as a stereotypically rural Damascene piece of clothing. Something that is a signature of Damascene fashion across both the rural and urban population is the wearing of the fez on men or hijab on women, though some Damascenes choose to forgo these pieces of headwear. Cybernetic augmentations are uncommon among the population of Damascus II, yet they are not unheard of. Augmentations and prosthetics are almost always used as ways to compensate for injuries, but they are occasionally used as integrated, wearable artistic canvases for Aswani designers to create lavish, intricate designs upon.&lt;br /&gt;
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One of the most distinctive parts of the cultural identity present on Damascus II is something colloquially referred to as the Damascene Spirit a sort of pervasive cultural mindset present on the planet. This ethos is arguably the backbone of not just Damascene culture, but Elyran culture as well. It is based on the ideas of tradition being the foundation of modern progress, egalitarianism, and exceptionalism. Damascus II to the Damascenes, and by extension the entire Republic of Elyra, is something special, unique, and, to some interpretations, better than everywhere else in the Orion Spur. The ideal also posits this is not an excuse to belittle and oppress others, but is instead the basis by which the Damascene people should build a society that helps others through the spreading of knowledge, giving of charity, maintenance of order and societal norms, and progression of ethics throughout Elyran society, all while remaining respectful of the traditions that allowed that society to prosper. This ethos has become part of the greater Elyran identity, though it is most literally interpreted on Damascus II, and is the result of the planet’s storied history of often being the one to assist growing colonies either through provisions of food or education and being the birthplace of the Elryan Revolution. Something more material in which this can be observed is a special reverence across Damascene society for Captain Aslan Değirmenci, the first Damascene Captain and a man typically used as a personification of the Damascene Spirit. Even centuries after his death, his portrait can be seen on buildings, in restaurants, in schools, places of government, and in the homes of Damascenes themselves, often displayed next to the picture of General Abd Al-Hamid.   &lt;br /&gt;
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While noble and charitable in its concept, the“Damascene Spirit has also manifested itself in less noble ways, such as an paternalistic attitude among Damascene politicians that sometimes treats other planets in the Republic as naive or childish or an apprehension to interact with the greater Orion Spur, due to Elyra’s exceptional status in their mindset. Damascus II has also historically been one of the largest proponents in Elyra for isolationist economic and social measures along with expansions to the Elyran Military, something that representatives from more liberal planets in Elyra like Medina have often criticized as being unnecessarily cautious and detrimentally biased to the status quo. Some in Elyra argue that the mindset of helpful progress should include all of the Spur and not just Elyra, while others maintain the Republic comes first and foremost and must be preserved against outside influences in whatever shapes they may take; Damascus II consistently resides in the latter camp. This argument though remains not only a cultural and political question on Damascus II, but in the Republic of Elyra in its entirety, and has grown to be talked about more than ever before with the recent collapse of much of the Solarian Alliance.&lt;br /&gt;
==Major Settlements==&lt;br /&gt;
&#039;&#039;&#039;Erum&#039;&#039;&#039; - The planetary capital, Erum was the first city established on Damascus II and also holds the status of the oldest city in the Republic of Elyra. It is the most populated city on Damascus II and along with the neighbouring Zezura composes the largest metropolitan area on Damascus II and largest conurbation in Elyra not on Persepolis. It has numerous historical sites dotted across its cityscape. The primary campuses of Captain Aslan Değirmenci Polytechnic Institute and the Harun Al-Rashid University of Economics and Humanities are located in Erum, along with the Captain’s Palace, Legislative Hall, Damascene Art Gallery, the Elyran National Library, and the Damascus, the original colony ship that settled Damascus II that now functions as the Damascene History Museum. It is still customary for the Damascene Captain to be sworn in on the bridge of the now immobile museum-of-a-ship. The city is also known throughout Elyra for its exquisite examples of Old Earth-influenced architecture, with some buildings being over 310 years old. The tallest building on Damascus II, the green-glassed, 124-floor tall Yazmani Holdings Headquarters, is located in Erum.&lt;br /&gt;
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Every year on August 19th, the anniversary of Damascus II’s formal independence, many Erumites solemnly gather in front of the Captain’s Palace during the day to pay their respects to those who died in the planet’s revolution. At night however, citizens mass in the same place to witness and participate in a humorous reenactment of Damascene colonial soldiers and civilians “fighting back” the Solarian planetary garrison with things like produce, wine bottles, farming implements, dead fish &amp;amp; squid, and stale bread. After this reenactment, a jubilant, celebratory, week-long festival is held across Erum perhaps ironically called “the Triumph,” during which alcohol sales within city limits are unregulated. Because of its history and established traditions of intellectualism, patriotism, and artistry, Erum markets itself as the “cultural capital of the cultural capital of Elyra.”&lt;br /&gt;
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&#039;&#039;&#039;Zezura&#039;&#039;&#039; - Zezura began as a suburb of Erum but grew to be a city in its own right, becoming Damascus II’s primary port to the outside world. Its close proximity to Erum leads it to have many things in common with the larger city, yet it remains distinctive for its port and the crowd that port brings, making Zezura the city on Damascus II with the most foreign residents (most of whom are non-Citizen Person workers). People from all over the Republic of Elyra, and to a much lesser extent, the Orion Spur, can be found here. The largest mosque in Elyra, Bayt Al-Malaika, is also located here. It is also home to Damascus II&#039;s Zezuran Bazaar, a colossal open-air mall that carries luxury goods from all over Damascus II and the Republic of Elyra as a whole. Nearly everything that the planet produces can be found there, from foods, state of the art farming equipment, or the many different products of Damascus II’s many artists.&lt;br /&gt;
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&#039;&#039;&#039;Shiraz 242&#039;&#039;&#039; - Shiraz 242, named after the quadrant of land the city was founded upon, is the largest settlement on Damascus II not located near a coastal area, and despite being a large city in its own right, it is often seen as a hub of Damascus II’s rural culture. The city is surrounded by lush countryside filled with farms and orchards and has the honour of hosting the head offices of the Elyran Ministry of Agriculture. Shiraz 242 is also the city in which the Elryan Revolution is claimed to have started, being the city where the Erumite professors fled and inspired the rural people of Damascus II to march on Erum. The largest obelisk in Elyran Space, simply called “the Revolutionary Spike,” is in the center of the city’s central square with the names of those who died in the Damascene Revolution commemorating this string of events. The city also possesses a manufacturing industry focused around creating agricultural equipment and heavy machinery.&lt;br /&gt;
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&#039;&#039;&#039;New Beirut&#039;&#039;&#039;  - A city located in the beautiful coastal scenery of Damascus II’s equator, New Beirut, sometimes referred to as simply “NB,” originally began as a small fishing town that exploded in population during the 2210’s when it became the center of the Damascene film industry, eventually settling to the current, relatively smaller population has today. Many directors came to the city to film in its scenic locales for their movies, the tropical climate of the city welcoming any and all who moved to the fledgling locality. Even though its status as an Elyran entertainment hub has declined over the years as the industry has shifted away from Damascus II and towards Persepolis, New Beirut remains the city where some Elyran film studios, holovision conglomerates, and the QQ division of Osman Electric Industries maintain their corporate offices. Recently, New Beirut has focused on selling itself as the tech capital of Damascus II, hoping to promote investment from around the Republic of Elyra into its technology sector. The city has also in recent years become a popular tourist destination for the inhabitants of Damascus II, away from the great crowds of Erum and Zezura, and is the heart of Damascus II’s underground art and music scene.&lt;br /&gt;
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&#039;&#039;&#039;Bogazkale&#039;&#039;&#039; - Beginning originally as a fort for the Solarian colonial garrison in the interior of the planet’s largest continent, Bogazkale functions today as a large “rural” city where the Elyran Armed Forces maintain its largest presence on Damascus II. The city’s economy mostly revolves around producing food with a secondary focus: a chemical industry primarily geared towards creating fertilizers and other soil-enriching products. Cooperation and research sharing with Aemaqi firms is not unheard of. The city has a scientific institute, the Damascene Laboratory of Agricultural Research, that often cooperates with the Elyran National Institute of Phoron Sciences to develop uses for phoron in fertilizers and other agricultural applications. It is the fifth largest city on Damascus II.&lt;br /&gt;
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		<author><name>Lonefly</name></author>
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		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Persepolis&amp;diff=25739"/>
		<updated>2022-08-02T03:43:12Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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Nestled within the New Ankara system is the crown jewel of the Serene Republic of Elyra: the capital planet of &#039;&#039;&#039;Persepolis&#039;&#039;&#039;. The most populous planet in the Republic by far with 15 billion residents, the planet has cutting-edge technology and is exceedingly prosperous thanks to the Republic’s phoron industry. The arid planet is remarkably hospitable due to intensive terraforming efforts undertaken by the Sol Alliance before the planet’s initial colonization. This gave the planet a habitable atmosphere and an environment Earth-like enough for comfortable human habitation, with much of its pre-terraforming flora and fauna surviving to the current day. 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, and is the planet’s largest source of employment and industry. These deposits are primarily managed by the government of the Republic or Elyran companies, rather than massive interstellar megacorporations, which has brought the Republic into conflict with entities such as NanoTrasen in the past. 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;
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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. It is sometimes referred to as the technological capital of humanity by its residents as a result. It 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;
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==History==&lt;br /&gt;
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As the second 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;
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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;
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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;
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==Environment==&lt;br /&gt;
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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 but at the cost of many native species, which thrived in the weaker atmospheric conditions of pre-colonization Persepolis. Regardless, many species have doggedly persisted despite terraforming.&lt;br /&gt;
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The large, alien forests of Persepolis are home to a remarkably diverse section of flora and fauna, most of which is benign to humanity. 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 residents live in the arboreal zones of Persepolis despite the utter lack of significant phoron deposits in this region.&lt;br /&gt;
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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 their Earthbound counterparts, with some notable differences, such as a greater amount of precipitation annually. However, the deserts of Elyra have one 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;
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==Economy==&lt;br /&gt;
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While it is most well-known for its entertainment industry and artistic exports, the vast majority of Persepolis’ wealth comes from the planet’s primary employer: Elco, the Republic of Elyra’s state-owned phoron corporation. Elco’s status as a government company has long given it a monopoly over the planet’s phoron industry, which has given it a stunning share of Persepolis’ today gross domestic product . Most Elyran residents of the planet are employed either directly by Elco or by a company adjacent to the corporation, with a minority employed in its avionics sector, primarily via Jewel Aerospace, or in various tertiary industries, some of which are associated with tourism and the New Ankaran Jewel. &lt;br /&gt;
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==Life on Persepolis==&lt;br /&gt;
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For Elyran citizens, the 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 it. 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 Elyrans throughout the Republic can all be traced back to the laboratories and institutes of Persepolis. 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 that provides easy transport into orbit. Hover-vehicles are the premier method of transit to get around. Persepolis— the Serene Republic of Elyra, more generally— it attracts people from all across the Orion Spur due to its splendor, though many immigrants to the planet find that life for them is radically different than that of their fully Elyran counterparts.&lt;br /&gt;
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Non-Citizen Persons living on Persepolis often find themselves at a disadvantage compared to their Elyran counterparts, while typically working worse jobs and have less access to the wonders that the planet is well-known for. These immigrant laborers make up the majority of the laborers employed to work in planet’s phoron fields— where a single misplaced spark can spell the end of a mining vehicle and its crew. They are often passed over for higher-level positions in favor of native Elyrans due to the greater trust placed in them by the government-owned companies in charge of phoron mining and refining. These non-Elyrans see little of the benefits brought by Persepolis’ phoron and are often denied opportunities to participate in wider Elyran society, with very few non-Elyran workers on Persepolis living outside of designated foreign quarters or worker housing projects.&lt;br /&gt;
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==Society and Culture==&lt;br /&gt;
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Socially, Persepolis is perhaps the most liberal of Elyra’s worlds due to its cosmopolitan nature and connections to the wider Orion Spur. While its local culture still follows the wider societal and social trends of the Republic, particularly its reverence for the status quo, which most on the planet revel in, the planet has a reputation for playing faster and more loosely with some traditions. The most obvious break from traditional Elyran norms is Persepolian fashion, which shows far more skin than average while making use of Elyra’s traditionally rich colours. Many theorize that this more liberal fashion outlook comes from the planet’s close relationship with [[Venus]] through its entertainment industry, and more conservative politicians have been known to rail against the immorality of Persepolis’ fashion industry to gain support. &lt;br /&gt;
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The extreme wealth and prosperity of the planet has led to a lifestyle based around perfection and leisure, with the average Elyran resident of Persepolis able to live easier through the use of technology. Many Elyrans focus their free time or entire careers towards the production of cultural works and art, though Persepolis tends to focus more on social arts such as films than [[Medina]]. Many artists that start on Medina eventually make their home on Persepolis despite this difference due to the greater prestige often associated with working on Persepolis. Films are a common export of Persepolis to the point of 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, but the relationship between Persepolis and Venus is well-known with many directors from each visiting the other and cross-border cooperation remaining common until the Solarian Collapse of 2462.&lt;br /&gt;
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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 QQs, 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;
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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. 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;
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&#039;&#039;&#039;The New Ankaran Jewel&#039;&#039;&#039; is part of the planetary capital of Uthma. However, this massive structure is arguably a city unto 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. With transport to and from levels of the Jewel, and the skyscrapers surrounding it, 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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&#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 it 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 they 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. It has 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 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, since it is the city’s prominent rallying scene for racing wheeled vehicles.&lt;br /&gt;
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		<author><name>Lonefly</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Dominian_Imperial_Military&amp;diff=25737</id>
		<title>Dominian Imperial Military</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dominian_Imperial_Military&amp;diff=25737"/>
		<updated>2022-08-02T03:43:00Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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[[File:Dominia_Flag_Small.png|thumb|The Imperial standard.]]&lt;br /&gt;
For an expansionist state such as the Empire of Dominia a strong military is of the highest concern, as is the sprawling military-industrial complex that supports it. The &#039;&#039;&#039;Dominian Imperial Military&#039;&#039;&#039; is thus consistently lavished with funds, equipment, and training as a result of its critical nature, which has made it into one of the most-experienced fighting forces in the contemporary [[Orion Spur]]. Yet there is one aspect of its nature cannot be changed no matter how much money is thrown at it: the fact that the vast majority of its least senior personnel — from enlisted soldiers guarding occupied Fisanduh, to the ground crews that maintain the supersonic aircraft favored by typically noble pilots, to the crewmen of the Imperial Navy’s ships — are Ma’zals.&lt;br /&gt;
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While those that supervise these Ma’zals as officers are generally Secondaries or Primaries, the ones below them almost always outnumber them. This seeming contradiction — that the instrument of conquest, and thus the creation of Ma’zals, itself is made up of those conquered — has long seemed puzzling from the outside, yet the Empire has shown that it is able to make the contradiction seemingly sensible, against all reasonable odds. The answer to this puzzle lies in the Empire’s taxation policy: the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]].&lt;br /&gt;
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The often-high Mo’ri’zals that Ma’zals incur simply due to being born as a Ma’zal motivates many to pursue a career in the Imperial Military, which often is the only way that many Ma’zals and their families will be free of debts incurred for the privilege of being born in the Empire. Some join for other reasons — many from Novi Jadran in particular join out of a sense of duty to those they perceive as their betters, and often rise higher than their Ma’zal counterparts — but the majority are motivated by their Mo’ri’zal, and the better lives they will live after they are rid of it. The sheer number of willing volunteers that sign up to serve in the Imperial Military has ensured that the Empire has not had a draft since the War of Moroz, a fact that it often dangles tauntingly over the head of the conscription-heavy [[Elyra Military|Elyran Armed Forces]].&lt;br /&gt;
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The [[Empire_of_Dominia#Dominian_Society|Primaries, Secondaries, and Ma’zals]] of the Imperial Military are divided into three major branches: the Imperial Army, His Imperial Majesty’s Fleet, and the Imperial Flying Corps. &lt;br /&gt;
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==The Imperial Army==&lt;br /&gt;
&#039;&#039;L&#039;Honneur Accorde la Victoire&#039;&#039;&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|The dark red standard of House Strelitz, the great house that dominates the Imperial Army.]]&lt;br /&gt;
The oldest and largest of the Empire’s branches is the Imperial Army, which was first formed by the Imperial Alliance — the predecessor of the modern Empire — in the years leading up to the War of Moroz. This makes it older than the Empire itself, though constant reforms and modernizations have ensured that it bears little resemblance to the force that once became stuck in a mountainous quagmire when it had to fight the Confederated States of [[Fisanduh]]’s Army. [[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]] is the unquestioned master of the Imperial Army, but their conservative nature — and sense of duty — have ensured that the Army is unfailingly loyal to the Emperor, though some more conservative members of it are rumored to disdain the apparently liberal and reformist heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla Keeser]].&lt;br /&gt;
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The Imperial Army has perhaps the most practical experience out of any comparable force in the [[Orion Spur]] due to the Empire’s seemingly unending conquests, which are providing it with ample opportunities to cut its teeth in open warfare and counterinsurgency operations. Its large size and multitude of active combat operations have given the Imperial Army a massive need for officers, regardless of their origins. Though it remains heavily stratified it is— despite the conservative leanings of House Strelitz — not unheard of for a Ma’zal to become an officer, though those that rise to such ranks are typically from [[Empire_of_Dominia#Novi_Jadran|Novi Jadran]]. While a Ma’zal is capable of rising to the officer ranks, ranks above non-commissioned officers consist almost entirely of Secondaries and Primaries, and a majority of these officers are a part of or affiliated with House Strelitz. Noble officers of the House can be found at a variety of ranks ranging from platoon officers to general staff, and families of the House consider it a point of pride to have a relative serving as an officer involved in active combat. To many Strelitz no location is better suited to the honing of martial pride than an active battlefield, where the path to glory so often originates.&lt;br /&gt;
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While the Imperial Army is primarily a human organisation it does have some aliens within its ranks, primarily unathi from or affiliated with House Kazhkz and its Han’san faction. These unathi are formed into their own species-based units commanded by human, and often Strelitz-affiliated, officers that are attached to Imperial battalions as assault infantry. These “unathi regiments,” as they are typically known are highly prized by Imperial Army commanders, who often deploy them to the most dangerous areas of an assault.&lt;br /&gt;
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The common soldiers of the Imperial Army are most typically deployed on the Imperial Frontier, where they are responsible for much of the fighting and dying that takes place when a planet does not immediately surrender to the Empire when His Imperial Majesty’s Fleet arrives in the system in force. One of the most recent notable invasions carried out by the Imperial Army was the invasion and pacification of [[Empire_of_Dominia#Sun_Reach|Sun Reach]], a planet located in a system with rich deposits of Helium-3. While the conquest took barely two months the Imperial Army has since found itself in a protracted war against insurgents on the planet, and has resorted to using more and more severe methods to pacify the population. While much of the Imperial Army’s combat operations are carried out against similar unconventional forces, it has engaged many conventional forces: primarily the militias and limited armed forces of colonies the Empire conquers. In these scenarios it almost always has an overwhelming advantage, and has yet to face a serious defeat on the open battlefield as a result. Imperial Army forces are also involved in what they term as “peacekeeping operations,” in Fisanduh alongside the Imperial Flying Corps, where they have been involved in an ongoing asymmetrical conflict for decades.&lt;br /&gt;
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Compared to its major regional rival, the Elyran Armed Forces, the Imperial Army is significantly more experienced but has begun to lag behind in technological parity as the Elyran military has reformed. The equipment demands that result from its large size and multitude of conflicts have given the Imperial Army a preference for equipment that has been proven to work effectively. Unlike the glamorous clothing associated with [[Moroz|Moroz’s]] nobility, the typical Army regular’s uniform and armor consists of dull earthen tones designed to blend in with the environment. The most common rifle used by Imperial Army troops is the MPR-24/5 (Moroz Pattern Rifle, Year of 2624, fifth modification), a 40 year old rifle that has been continuously upgraded and modified since its inception as ballistic weaponry, in the eyes of Army command, is both more reliable and easier to train Ma’zals with. As a result energy weaponry is generally kept within special units consisting of more trusted Ma’zals, such as those from Novi Jadran, and the Army’s primarily-Morozian special forces.&lt;br /&gt;
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The special forces of the Imperial Army are known as His Majesty&#039;s Special Operations Group, or simply as “the Group.” The Group is primarily recruited from the Empire’s core worlds and Novi Jadran, and is divided into two wings: geneboosted and non-geneboosted. The geneboosted wing is the older and more prestigious branch, dating back to the end of the War of Moroz and the Strelitz troops used to decisively end it. This wing consists entirely of geneboosted Primaries and is often regarded as the most prestigious unit of the Army. The non-geneboosted wing is primarily recruited from Novi Jadran (though Lyodii and Secondaries often find their way into it) and, despite their lesser prestige, is responsible for the majority of the Imperial Army’s special operations due to its larger size and greater flexibility. Commandos from the non-geneboosted wing can be found throughout the Empire, but are most often associated with long-range expeditions into Fisanduh to destroy 3F arms factories. These long-range patrols are often equipped with non-Dominian weaponry in the name of plausible deniability, and to avoid any diplomatic consequences.&lt;br /&gt;
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Standards of living of the soldiers of the Imperial Army vary depending on both their rank and their social class of origin, though the meritocratic nature of its recruitment and organisation has ensured that these social class gaps – at least those in common ranks, such as the enlisted and lower-ranked officers – are not egregious. The general staff of the Imperial Army goes to great lengths to ensure that Ma’zals within it are treated well and have a better standard of living while in the Army than many had on their planets, which ensures that it always has a steady stream of willing volunteers signing up to serve. While life is often difficult in the Imperial Army, its personnel – from the greenest Ma’zal recruits just sent to Moroz for basic training to its Primary general staff – can count on the Army not abandoning them to die, or to go hungry in the cold.&lt;br /&gt;
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==His Imperial Majesty’s Fleet==&lt;br /&gt;
&#039;&#039;Soit Gagner Soit Mourir&#039;&#039;&lt;br /&gt;
[[File:Zhao_Flag_Small.png|thumb|right|The white-and-grey standard of House Zhao, the great house that dominates the Imperial Fleet.]]&lt;br /&gt;
While the junior of the Imperial Army in terms of age — being founded in the final years of the War of Moroz — His Imperial Majesty’s Fleet (often shortened to “HIMF,” or simply the “Imperial Fleet,”) is no less important, with many arguing that it is far more important to Dominia’s imperial ambitions than its planetbound counterpart. Vast funds and countless factories are devoted to the purpose of ensuring that the Imperial Fleet is strong enough to counter any threats to the Empire; whether they be pirates, unathi savages, frontiersmen, or Elyrans — the main regional rival of the Empire. Much of the Imperial Fleet’s equipment is produced by Zavodskoi Interstellar in collaboration with [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] and [[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]]: the Zhaos provide the industry and many of the crews, while the Caladius provide the funding required. While the traditionally more liberal House Zhao is the unquestioned master of the Imperial Fleet, the Fleet itself is a more conservative organization that is steeped in traditions and shaped by its sense of unwavering duty towards the Emperor. Many naval officers in the Fleet belong to often-exclusive officer’s societies that exclude most Ma’zals on principal, and officers outside these societies can find their promotions denied or otherwise stymied. Imperial Fleet vessels can be identified by the prefix HIMFS (His Imperial Majesty’s Fleet Ship).&lt;br /&gt;
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While it is smaller than many of its human counterparts — having only 15 fleets with mere hundreds of ships in each — the Imperial Fleet is perhaps the most experienced of the Orion Spur’s human fleets, having fought a variety of pitched battles and border skirmishes in the course of the Empire’s steady outwards expansion over the course of the last century. The experience gained during the course of these conquests has shaped the Fleet’s doctrine of “decisive battle,” in which the entire Dominian force moves as one in a massive show of force in an attempt to make the planet capitulate without serious resistance. Many frontier worlds, which often only have a paltry sum of combat-ready vessels, have surrendered upon witnessing the fully assembled strength of an Imperial fleet.&lt;br /&gt;
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The pride of the Empire’s fleets is the HIMFS &#039;&#039;Carmen Cygni&#039;&#039;, the current flagship of [[Notable_Humans#Duchess_Huiling_Zhao,_Grand_Admiral_of_His_Imperial_Majesty’s_Fleet|Grand Admiral Huiling Zhao]], the master of the Imperial Fleet, and the command vessel of the Empire’s First Fleet. Originally launched in 2445 and recently modernized in collaboration with Zavodskoi Interstellar in 2464, the &#039;&#039;Carmen Cygni&#039;&#039; is regarded as a symbol of national pride, and has never been bested upon the field of combat. To serve aboard it in any function – even at the lowest level – is to bring immense pride to one’s family name, and thousands of hopeful naval personnel apply to serve on the vessel every year. Though it primarily relies upon tried-and-true Helium-3 engines, the &#039;&#039;Carmen Cygni&#039;&#039; is one of the few ships in the Imperial Fleet capable of bluespace jumps. In theory, should the Emperor desire to visit the Republic of Biesel, he would be borne to it on the Imperial Fleet’s flagship.&lt;br /&gt;
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While the Imperial Army is prone to the occasional non-Jadranic Ma’zal officer out of sheer necessity, the Imperial Fleet is not the same. To be a naval officer is a great honor for many, and it is a right reserved for a select few: Primaries, Secondaries, and notable Novi Jadranic Ma’zals, which the Imperial Fleet views as “honorary Morozians,” for all practical intents and purposes. The highest ranks of the fleet are dominated by the Empire’s nobility, and none come from outside of House Zhao. Unathi in particular are looked down upon in the Imperial Fleet and rarely rise above the lowest ranks, with many believing that House Zhao’s intense distaste for their piratical backgrounds is the reason behind this. Those unathi that do opt to fight for the Empire in the vast reaches of the Orion Spur often avoid the Imperial Fleet entirely, instead opting to serve as privateers. These privateers, which are often crewed exclusively by unathi, are often viewed in a poor light by House Zhao and the Fleet.&lt;br /&gt;
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When compared to its major regional rivals, the Elyran Navy and [[Coalition of Colonies]], the Imperial Fleet maintains a technological edge on both and a numerical advantage on the Elyran Navy. However, a direct comparison to the Coalition is difficult due to its dispersed strength and varying development. While a [[Himeo|Himean]] or [[Xanu_Prime|Xanusanii]] fleet may be as strong as their Dominian counterparts, there are many worlds in the Coalition that cannot hope to stand against an Imperial fleet on their own. Imperial Fleet vessels rely overwhelmingly on large-scale ballistic armaments and tend to be large and heavily-armored in order to have more space for well-protected gun turrets. Fleet crews are constantly drilled in order to achieve the best accuracy possible, and little attention is paid to strategies such as ramming in order to board. Dominian vessels are generally slower than their Elyran counterparts as they use Helium-3 powered warp engines rather than phoron-based thrusters. With the shortage worsening every day, it seems that their vessels will be made with He3 engines for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
Each Imperial Navy vessel is assigned a complement of Imperial Marines for the purpose of repelling boarding parties or any boarding missions the ship itself may have to carry out. Clad in white-and-red prejoroub and Jinxiang-pattern suits, these well-trained infantry are primarily recruited from non-geneboosted Primaries and Secondaries. To have a child serve in the Imperial Marines is a badge of honor for many families, due to the prestige of the Fleet and the Imperial Marines’ reputation for bravery.&lt;br /&gt;
&lt;br /&gt;
Unlike its planetary counterpart, the living standards of the Imperial Fleet are very much divided along lines of social class and rank. Enlisted personnel live in tight, cramped quarters designed to use space as efficiently as possible while their officer counterparts – which are generally nobles – live in comfortable (and for some, opulent) chambers that are most often private, or at least only contain one to two other persons in the case of junior officers. The Ma’zals of the Imperial Fleet often chafe under these conditions, and as a result the Fleet has a smaller amount of “careerist” enlisted (those that have decided to live their life in service of the Imperial military) than the Imperial Army. Despite the clear class divisions in the Imperial Fleet many Ma’zals still opt to serve in it, as a naval career – and the skills learned in it – can provide immense material benefits for a Ma’zal family.&lt;br /&gt;
&lt;br /&gt;
==The Imperial Flying Corps==&lt;br /&gt;
&#039;&#039;Nous Protégeons et Vengeons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For as long as mankind has walked, he has dreamt of flight. Though not the youngest of the Imperial Military’s branches, the Imperial Flying Corps (often called the “IFC,” or simply “Flying Corps,”) it is by far the smallest, having only a fraction of the personnel that the Imperial Army and Imperial Fleet have under arms. Yet despite this small size it exerts a significant amount of influence due to who tends to join the IFC’s ranks of pilot officers: unlike any other branch in the Imperial Military the IFC’s combat troops are often drawn from the Empire’s nobility, with less prestigious positions (such as ground crews and bomber crews) made up of Secondaries and Ma’zals. To be a fighter pilot — the most prestigious position in the IFC — means that one is, in almost every scenario, also a Primary. As a result of how many nobles fill its officer ranks, no single great house dominates the IFC. As with its naval counterpart many officer pilots in the IFC belong to exclusive societies that exclude Ma’zals on principle, with some of these societies excluding Secondaries as well.&lt;br /&gt;
&lt;br /&gt;
The Imperial Flying Corps is seconded to both the Imperial Army and His Imperial Majesty’s Fleet, and provides the both with the majority of their fighter, bomber, and support aircraft. This has led to an often-awkward relationship between the IFC and its attached branch, as many officers in the Fleet and Army come from non-noble backgrounds and, in the eyes of noble-born IFC pilots, are socially inferior to their IFC counterparts. Attempts to integrate the IFC into either the Imperial Army or Fleet instead of having this dual structure have consistently failed due to the Corps’ influence, which stretches up to the Emperor’s throne via the Chief Commissioner for Imperial Aviation, Annaliese Strelitz.&lt;br /&gt;
&lt;br /&gt;
To be a pilot of the IFC means many things depending upon what aircraft one is placed in charge of, or what air wing one is assigned to serve in. The fighter wings of the Flying Corps are the most prestigious of the entire force; viewed as knights of the skies, the stereotypical Dominian fighter pilot is a (non-geneboosted) Primary capable of taking down any threat to the Empire, whether in the void of space or the skies above Fisanduh or Sun Reach, before retiring to the polite society of their officer’s clubs. In reality, a significant minority of non-noble fighter pilots — primarily Secondaries with the occasional Ma’zal — also serve as IFC fighter pilots, and are often passed up for opportunities in favor of their noble counterparts.&lt;br /&gt;
&lt;br /&gt;
For pilots not in the Corps’ fighter wings life is much less glamorous. Bomber crews — which log more flight hours than any other category in the IFC — do much of the work of supporting the Imperial Army’s offensives and counter-insurgency operations, and gain none of the prestige of their fighter-flying noble counterparts. Those that crew the IFC’s supersonic bombers are, as a result of this lack of prestige, a mix of Secondaries and Ma’zals. These men and women are beloved by the Imperial Army and often hated by the residents of recently-occupied planets, which view them as the source of many of their woes. Those that fly ground attack craft, the most dangerous duty in the Flying Corps, are almost always Ma’zals, and suffer from much of the same issues as their bomber counterparts.&lt;br /&gt;
&lt;br /&gt;
The ground crews of the IFC and those in it that fly what the Corps broadly calls “utility” craft — transport planes and such — are almost always Ma’zals. In the highly-stratified Flying Corps, itself a microcosm of the Empire’s broader society, the Ma’zal works for the Primary’s benefit. Behind every Primary sitting in his cockpit, ready to bring home prestige and accolades to his family, there is a team of Ma’zals: they load the missiles, fuel the fighters, and a dozen other things. But they receive none of the credit, none of the prestige, and none of the attention. Thus goes the nature of the Empire of Dominia, and thus shall it always continue unless the Goddess Herself intervenes.&lt;br /&gt;
&lt;br /&gt;
As one might expect, the living standards of the Imperial Flying Corps are starkly divided along lines of class and rank. The Primaries that serve in it live luxurious, glamorous lives and have many amenities, with most Primaries of the IFC having their own chauffeurs and housing themselves in the finest available accommodations. On the other hand the Secondaries and Ma’zals of the IFC must make do with barracks – often in muddy environments, due to the amounts of earth that must be moved to create an effective airfield – or simple canvas tents. Few Ma’zals, or Secondaries, opt to make a career out of service in the Flying Corps, with many instead transferring out to the Imperial Army or Imperial Fleet. The Flying Corps has, thus far, not cared to address this issue, as many of its high-ranking officers simply view non-nobility as entirely beneath notice.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
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[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation_Military&amp;diff=25738</id>
		<title>Eridani Federation Military</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation_Military&amp;diff=25738"/>
		<updated>2022-08-02T03:42:35Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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[[Eridani_PMC_Medical_Response_Team|The armed forces of the Eridani Corporate Federation]] are split into two branches, the Federal Navy and the Federal Army. The armed forces of the Federation are composed of private military companies, which when not required by the state are contracted out across the Orion Spur. If a threat to Federation sovereignty arises, the Board of Five has the power to cancel these contracts. These contracted soldiers can be found in any situation ranging from active war zones to mere private security. While the Federal Army is composed of native contractors often sent abroad, the Federal Navy is made up of majority foreign-contracted vessels and crew, with few native Eridanian companies specializing in naval contracting. &lt;br /&gt;
&lt;br /&gt;
==The Federal Army==&lt;br /&gt;
&lt;br /&gt;
Eridani private military contractors are recruited primarily from the Federation itself, with higher ranks being more immediately available to those able to pay. Five major companies make up the private side of the Eridani military, with different specializations and backgrounds, though some smaller companies do exist. These five companies are often referred to colloquially as the Golden Fist. Each seat on the Board of Five has a degree of control over one of these companies.&lt;br /&gt;
Equipment used by these private companies varies, though across all of them is a strong and fervent focus on the most modern technology, especially in the realm of combat augments and electronics. Contractors are often trained in using both lethal and non-lethal weaponry due to being employed both privately and publicly. Specialized combat augments include eyes with built in FoF (Friend or Foe) indicators, implanted drug injectors, and thermal vision. Contractors who are employed by megacorporations are rarely sent with proprietary combat augments in order to preserve their secrecy. &lt;br /&gt;
&lt;br /&gt;
==The Golden Fist==&lt;br /&gt;
&lt;br /&gt;
These companies are the oldest and most influential military contractors in Eridani, tracing their history back to the Solarian military contracting companies employed during the Interstellar War. The traditions and structures of these companies were forged in that conflict, with this foundation of experience being instrumental to their continued dominance in Eridani. &lt;br /&gt;
&lt;br /&gt;
==== Ringspire ====&lt;br /&gt;
&lt;br /&gt;
A company known for working with anyone with enough funding, Ringspire contractors can be seen on any side of a conflict or job with enough credits to pay them. This has given them a reputation as being little more than hired guns, leaving higher than usual casualties in their wake. The company is also well-known for its indiscriminate use of heavy weapons, ranging from simple rocket launchers to orbital artillery bombardments, in its assignments. It is often said in Eridani’s mercenary community that Ringspire operations zones are easy to identify: simply search for areas with high amounts of corpses, looted buildings, and shell craters.&lt;br /&gt;
&lt;br /&gt;
Ringspire’s most notable recent engagement was their involvement in the S&#039;rend&#039;marr Coalition on Adhomai. Hired by the People’s Republic of Adhomai to guard officials, flush out liberation army cells, they participated in the failed attempts to break through ALA lines on the Ras’nrr fronts and left a trail of devastation in its wake through its use of indiscriminate bombardments, autonomous combat equipment, and heavy amounts of looting by its mercenaries. While the S’rend’marr deployment is one of Ringspire’s most costly operations, company figures estimate that anywhere between fifteen and twenty-five tajara died for every Ringspire fatality. Despite this “kill ratio” (in Ringspire’s own terminology) the PRA opted not to renew the company’s contract.&lt;br /&gt;
&lt;br /&gt;
But for an enterprising commander, Adhomai’s peace led to a far more profitable venture. A small faction of Ringspire remains in the DPRA city of Crevus to lead the company known as Olokun Curios. This smuggling operation posing as an art dealership allies to Adhomai’s low-lifes and self-proclaimed “archaeologists” to locate, secure, and ship tajara artefacts to sell in Eridani. Tajara attempts to investigate Olokun Curios have discovered nothing illegal about the organization, and many investigators have “coincidentally” had fatal accidents during their investigations.&lt;br /&gt;
&lt;br /&gt;
==== Eagle Corp ====&lt;br /&gt;
&lt;br /&gt;
With enlisted ranks being filled by lower-class citizens drawn across human space, this company has a reputation for doggedly pursuing its goals no matter the effort required. As one of the more merit-based companies for promotion within the ranks, many officer positions are occupied by people from lower —questionable — backgrounds. The latter are often offered ‘new lives’ within the corporation, turning criminals about to meet the end of their careers into passable, and even valued operatives. The extensive training and ‘reintroduction’ programs sometimes employed in this process are viewed by some as a merciful second chance, and identity-destroying by others.&lt;br /&gt;
&lt;br /&gt;
Recently, the company has launched initiatives to appeal to an even wider base of employees, with advertisement campaigns targeting potential alien contractors all over the Spur. These hopeful (or desperate) recruits find themselves thrown into competitive or dangerous missions, either ending with their promotion or an untimely severing of contracts. Unathi and Vaurca employees have seen especially good rates within the company, as pragmatic and goal-oriented employees are valued greatly by the management.&lt;br /&gt;
&lt;br /&gt;
==== Sekhmet Intergalactic ====&lt;br /&gt;
Known for their wide reach and even wider history of assignments, Sekhmet has established itself as the premier provider of professional healthcare, no questions asked. The youngest of the now-legendary group, Sekhmet Intergalactic is made up of several smaller companies dedicated to cornering the ever-present market of medical aid and supplies. Though these corporations would get their starts on the advent of the Interstellar War they remained splintered and tied to other forces, located just about anywhere there were patients to save and profit to be generated.&lt;br /&gt;
&lt;br /&gt;
Nowadays, each company within the collective acts as a ‘branch’ on a respective frontline, extending the corporation’s presence to rival that of its peers. Due to this, and the propensity to extend morally dubious contracts, Sekhmet often comes into rivalry with the Interstellar Aid Corps. The IAC offers humanitarian relief with both health and rights considered; in contrast, Sekhmet entices customers with predatory, yet government-grade deals that are at times the only way out. Though many of their doctors, surgeons and front-line medics are happy to take a pretty bonus to their paycheck for a shady assignment, a considerable number of their employees are uncomfortable with this reputation and actively fight it with a consummate work ethic and heaps of experience from all around the Spur.&lt;br /&gt;
&lt;br /&gt;
==== N4NL Incorporated ====&lt;br /&gt;
&lt;br /&gt;
A company that had its start in meagre technical upkeep and insurance, N4NL Incorporated is nowadays better known for their cutting-edge augmentation and air-tight cyber security. Specializing in technological warfare, N4NL operatives are often augmented with the company’s own brand of technology to guard and operate high-tech equipment, frequently testing prototypes in the meanwhile. Officially the corporation is split between the departments of Asset Insurance and Asset Development, in practice, most employees are found in the former branch. Asset Insurance is famous for everything from contracting civilian employees out as telecommunications engineers or server network maintainers, to operating and testing electronic warfare equipment in the backline of many conflicts, to guarding and maintaining advanced cybersecurity apparatuses across the Orion Spur. N4NL Asset Insurance teams are perhaps the most widespread representatives of the Golden Fist, with most megacorporate facilities having at least a small team on-staff to combat and prevent data security issues. These teams are particularly common on [[Mictlan]] due to the planet’s history of intellectual property theft. Many conspiracy theorists speculate that N4NL Incorporated has had a hand in many “unfortunate accidents”&#039; that have befallen famous Mictlanian copyright violators, but the company has consistently denied these rumours.&lt;br /&gt;
&lt;br /&gt;
N4NL’s Asset Development is much less publicly visible than its Asset Insurance counterpart and is primarily concerned with finding new and powerful technologies the company can use for its own benefit. N4NL does their best to disguise this side venture from the view of the public and of their customers, and Asset Development agents are often “seeded” into Asset Insurance teams in order to conduct what the company refers to as “passive corporate observation” in order to discover emergent technologies of interest to the company. While not limited to the department, hefty bonuses are offered for investigating and securing new technologies found out on the field. Many of their contractors are also given experimental augments to field-test, and good performance often correlates with more personalized, high-quality cybernetics offered to an employee, thereby keeping them loyal and dependent. N4NL additionally employs many positronics, both free and company-owned, in its ranks due to the ease with which many modern IPCs can interface with electronic systems and accept new augments.&lt;br /&gt;
&lt;br /&gt;
==== Index Security Solutions ====&lt;br /&gt;
&lt;br /&gt;
One of the few military contractors to employ IPCs, which make up the majority of its employees, Index Security Solutions is known for its top-notch security contracting for both public and private facilities, as well as personal bodyguard detailing for high-level individuals. IPCs owned by this company receive high-quality maintenance and conditions, but operate under a permanent ownership contract, with freedom or transfer to another owner being impossible.&lt;br /&gt;
&lt;br /&gt;
The company’s reputation is quite polarizing thanks to several factors, one of which is Index’s very own ‘Advanced Threat Assessment’ (ATA) data pack which many of its employees come equipped with, allowing units to analyze and respond to potential threats in a nearly super-human capacity. Though a complex program to insert into a positronic, this development has been known to save the lives of many Eridanian officials; most famously preventing a shuttle-bombing targeting the former representative of Eridani I in 2436.&lt;br /&gt;
&lt;br /&gt;
This same tool is seen as oppressive and terrifying by others, particularly by Dregs, who have been personally targeted by harsh profiling algorithms that discriminate by acting on even slight transgressions. Index has mostly refused to comment on this, citing that their units are simply more sensitive than that of others in their field.&lt;br /&gt;
&lt;br /&gt;
==The Federal Navy==&lt;br /&gt;
The Eridani Federal Navy varies wildly in size and composition, with vessels and personnel being contracted as need arises from various internal and foreign sources. On average, it has about two fleets’ worth of craft employed at any given moment in peacetime. Unlike the Federal Army, the navy has a semi-permanent command structure which answers to the Board of Five as a whole. &lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Humanity]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses&amp;diff=25706</id>
		<title>Empire of Dominia Great Houses</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses&amp;diff=25706"/>
		<updated>2022-08-02T03:41:55Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Style consistency, category consistency.&lt;/p&gt;
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===Emperor Bolesław===&lt;br /&gt;
[[File:Dominia_Flag_Small.png|thumb|right|Imperial standard of Emperor Boleslaw Keeser.]]&lt;br /&gt;
&#039;&#039;&amp;quot;His Majesty Emperor Boleslaw Keeser, by the Grace of the Goddess and the Tribunal, King of the Holy Nations of Moroz and Chief Precentor of Moroz, Grand Emperor of the Imperial Alliance, Holy Lord of Ofassel, Lord Protector of the Confederate States of Sovereign Findasuh, King of Sparta, King of Alterim Obrirava, King of Alterim Balteulis, Overseer of Sun Reach, High Lord Commander of the Dominian Imperial Armed Forces, Holy Unifier of Moroz, First of the Great Houses, Lord Noble of House Keeser, Doctor of Laws honoris causa of the Juro School of Genetics and Bio-Sciences, and Sovereign Emperor of Dominia.&amp;quot;&#039;&#039; - Full title of Emperor Bolesław&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Colors: Red Shades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
House Keeser are the long-standing rulers of the Empire of Dominia, having led the Empire for its entire existence. With only a handful of direct members, House Keeser is much smaller than the five great houses and is instead solely made up of the royal family, their immediate relatives, and any associates they may have. Despite its small size, however, House Keeser wields incredible power in the Empire’s absolute monarchy and the current Emperor, Boleslaw Keeser, is widely respected throughout the Empire as a visionary that has helped make Dominia an interstellar power.&lt;br /&gt;
&lt;br /&gt;
Their status as the royal family of Dominia has granted the Keesers immense power and prestige both at home and abroad, and the continuation of the family’s status as the Emperor of Dominia seems all but guaranteed due to the extreme popularity of Crown Princess Priscilla Keeser, the current heir to the throne. But with Emperor Boleslaw Keeser, famed and venerated architect of much of Dominia’s recent prosperity, growing older and older day by day, the Empire waits with bated breath for what will come when the Emperor joins the Goddess and the Crown Princess ascends to the throne.&lt;br /&gt;
&lt;br /&gt;
===House Strelitz===&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|Standard of House Strelitz.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: Dark Red Shades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leader: Grand Duchess-Electress Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The traditional backbone of the Imperial Army, House Strelitz has a storied and venerable tradition as a military power in the Empire of Dominia. This house is descended from the colonial security forces of the landing sites and has over the centuries developed into a highly martial and honor-based society centered around defending the Empire from enemies within and without. Much of the current principles of honor held by the Empire’s nobility - and the common hobby of fencing - can find their origins within the meeting halls and barracks of House Strelitz. They are highly regarded throughout the Empire for their military prowess, and the High Lord General of His Majesty&#039;s Imperial Army has traditionally been either a member of House Strelitz or a member of their close allies, the Volvalaads.&lt;br /&gt;
&lt;br /&gt;
The pride of House Strelitz is its officer corps, which are recruited from both the house itself and commoners in order to retain a competitive edge over their competitors. These officers are rigorously trained and educated in matters both military and civil (with a particular focus given to the importance of honor and noblesse oblige) in order to produce a class of officers that uphold the highest standards of Goddess and Empire both on and off of the battlefield. Many officers from House Strelitz itself are geneboosted thanks to the close alliance of House Strelitz to House Volvalaad and the Empire’s long-standing expertise in genetic engineering. A common mark amongst graduates of House Strelitz’s military academies is a fencing scar below the eye, in order to show that one is brave enough to take a hit without flinching. As a result of their extremely high standards of training House Strelitz and its allies form an overwhelming majority of the Empire’s general staff.&lt;br /&gt;
&lt;br /&gt;
House Strelitz’s second pride is its joint control of the Imperial Armaments Company with House Zhao: House Streltiz dominates the military sector, while House Zhao dominates the naval sector. The talented engineers and scientists of the house have produced many innovations throughout their venerable careers, and are often regarded by others within the Empire as the true reason for their victory in the War of Moroz. As a result, many of House Strelitz’s most renowned holdings can be found in and around the Morozian industrial heartland of Jinxiang. The House is perhaps the group most involved with Zavodskoi Interstellar in the Empire of Dominia, with many of its members working for the megacorporation in various positions, and rumors allege that House Strelitz was a major factor behind Zavodskoi Interstellar’s entry into the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
The current leader of House Strelitz is &#039;&#039;&#039;Grand Duchess-Electress Dorothea-Frieda Strelitz&#039;&#039;&#039;, who also serves as High Lord General of His Majesty&#039;s Imperial Army. Although not geneboosted due to health concerns she is nevertheless considered a genius at both matters of strategy and decently adept politics. However, the Grand Duchess-Electress leaves much of the day-to-day and otherwise nonmilitary matters of her house to the care of her wife and a privy council of adept commoners and house members, instead of being concerned with grander matters of Imperial external politics.&lt;br /&gt;
&lt;br /&gt;
===House Volvalaad===&lt;br /&gt;
[[File:Volvalaad_Flag_Small.png|thumb|right|Standard of House Volvalaad.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: Blue, Black&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leader: Grand Duchess-Electress Landi Volvalaad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based on the genetic scientists and leaders of the original Moroz colonies, House Volvalaad’s power is in its research and diplomatic dominance. Believing strongly that it is the Goddess’ will that Humanity improves upon itself genetically, they have innovated new gene-therapy techniques based upon their roots as horticulturalists, along with biochemical enhancements tailored to the environment of Moroz. House Volvalaad sponsors the Empire&#039;s renowned Juro University, and is known to send exceptional commoners through the school before integrating them into the family. They are the House most in favor of integration with human nations and have successfully pushed for trade and diplomacy channels to be opened with other nations. Some members of the House wish to push for even further diplomatic openness, particularly a loosening of citizenship restrictions and a replacing of the sponsorship system with a bureaucracy. House Caladius, a key player in the Imperial bureaucracy, has already come out in support of this effort.&lt;br /&gt;
&lt;br /&gt;
House Volvalaad is responsible in one way or another for a large majority of the Empire&#039;s research, on topics ranging from weapons and agriculture to medical areas such as gene modification and augmentation. They work closely with all the other Great Houses, particularly House Zhao in areas related to their focuses. Many members of House Volvalaad travel outside the Empire seeking experience in relevant fields to further improve the knowledge base of their House. The Volvalaads are the forebearers of the geneboosting techniques that the Empire of Dominia is now famous for and contain a greater percentage of geneboosted individuals than any other house in the Empire of Dominia. The demand for geneboosting has brought great prestige and wealth to the Volvalaads, and has made them perhaps the most prominent great house aside from the royal family themselves.&lt;br /&gt;
&lt;br /&gt;
Aside from research, the Volvalaads are heavily involved in the Imperial Army thanks to both their geneboosting abilities and their close alliance with House Strelitz. Many Volvalaads attend a House Strelitz military academy and become officers of the Imperial Army, while conversely many of House Strelitz are geneboosted in the facilities of House Volvalaad. Both houses have a famously competitive, although friendly and sporting, fencing rivalry and will often compete with one another for the bragging rights that come with one’s members being the greatest fencers in the Empire.&lt;br /&gt;
&lt;br /&gt;
With their eyes focused upon the outside world and many of the great house traveling abroad, House Volvalaad represents the stronghold of the Empire’s liberal and reformist factions. Support for the royal family and its reforms is higher in House Volvalaad than any other great house, and the royal family considers the house to be a close ally. This liberal inclination has led the Volvalaads to possess perhaps the best interstellar image of any great house, and as a result, the royal family tends to appoint members or affiliates of the Volvalaads to perform duties that often involve showcasing Dominian medical and scientific prowess to foreign governments. House Caladius’ liberal faction still serves as the main instrument of Imperial diplomacy abroad, however.&lt;br /&gt;
&lt;br /&gt;
The current leader of House Volvalaad is &#039;&#039;&#039;Grand Duchess-Electress Landi Volvalaad&#039;&#039;&#039;. Doctor Volvalaad is both a very talented genetics researcher, an adept player of the great game of Dominian politics, and has worked tirelessly to keep the Volvalaads as the Empire’s most prominent house both at home and abroad. Under her leadership, the Volvalaads have come to prominence under the employ of  Zavodskoi Interstellar, something that has further improved the Volvalaad’s image abroad. It is clear that the Grand Duchess-Electress wishes to further liberalize the Empire in order to improve its interstellar image, but it is uncertain how far she will go or how she will manifest this intention.&lt;br /&gt;
&lt;br /&gt;
===House Kazhkz===&lt;br /&gt;
[[File:Kazhkz_Flag_Small.png|thumb|right|Standard of House Kazhkz.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: Orange, Red, Yellow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leader: Clan Lord Commodore-Elector Salak Kazhkz&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Characters bearing the name of Kazhkz and Han&#039;san are considered part of House Kazhkz in the eyes of Dominian Society and Nobility.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An odd mix of two separate Unathi clans, House Kazhkz-Han&#039;san represents the small and often sidelined Unathi minority in Dominia. The house is descended from Unathi pirates that arrived in Imperial space and pledged their loyalty to Emperor Keeser, and is divided into two factions: the Han&#039;sans, more traditionalist Th’akh leaning Unathi, and the Kazhkz, more modernist Tribunal Unathi. The unofficial name of the house changes depending upon which clan grows stronger, though most Imperial documents refer to it as House Kazhkz-Han’san. The two clans inside the house often feud with one another, and internal disputes, paired with their newest appearance to the stage, distrust from those within the Empire, and their smallest constituency, sees to it that they are the weakest of the major houses.&lt;br /&gt;
&lt;br /&gt;
The wealth of the Kazhkz is based firmly in endorsed privateering, and these spacefarers provide many skilled seamen for the Imperial Navy. These Unathi are renowned for their unique fighting styles based on Unathi martial arts mixed with the usage of ranged weaponry, something that is often frowned upon by traditional Unathi. As a result of being privateers, they often see their services lent to whoever is the highest bidder— the Empire’s requests for their services coming first, of course. However, the officer ranks of the Imperial Navy are dominated by House Zhao, and many Zhaos look upon the Kazhkz as an undisciplined rabble, with some flag officers refusing to allow any Unathi to serve aboard vessels under their command. House Caladius and the Kazhkz share a lot of common ground; as a result of both being religious groups, House Caladius often anoints a lot of priests from Kazhkz numbers. Additionally, the house recruits especially skilled Kazhkz privateers as &amp;quot;Edict Hunters,&amp;quot; envoys tasked with finding renowned criminal Edict Breakers and bringing them back to Dominian space when all else fails. Like the Han&#039;sans, these Unathi shy away from augmentation, as even their younger members believe it trivializes the trials before them or allows them to &amp;quot;cheat&amp;quot; at life and battle.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz are led by &#039;&#039;&#039;Clan Lord Commodore-Elector Salak &amp;quot;Grudgedrinker&amp;quot; Kazhkz&#039;&#039;&#039;, the leader of the pirate fleet “The Grudgebearers.” A fat Unathi set on revenge, Salak’s father was Seryo Kazhkz, a High King and Warlord in the Coalition against the Izweski Hegemony that desperately sold his kingdom to purchase human-made shuttles to be used as landing craft on the Izweski capital and end the Contact War. Seryo’s plan failed dramatically when half the fleet was shot down by artillery, and his child son retreated the shuttles from Moghes. He has displayed little political cunning upon Moroz, and is often regarded as a buffoon by other nobles— especially for his fleet raids on Izweski merchant shuttles. Loud and with a great amount of bluster, Salak is very much a pirate’s pirate and not suited for the social intrigue and skullduggery of the Empire’s internal politics. His lack of political cunning is made up for a rather genius apt for combat and tactics, though. Salak is known for boarding shuttles he raids himself and demanding the ‘hosts’ prepare a feast to pay for what the Izweski dogs did to King Seryo— and to celebrate the eventual defeat of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
The Han&#039;sans are the second faction of the Unathi house. They are a militant faction and are regarded as the most conservative mainstream group of Unathi in the Empire of Dominia. While undefeated before their arrival in the Empire, the defeat of their forces by the Fisanduh Freedom Front during the insurgency in Fisanduh led to a switch of power being attained by the Kazhkz. The Han&#039;sans usually are not masterful tacticians; however, they are extremely apt at following orders and are among some of the most powerful rank and file troops found in the Empire. House Strelitz finds common ground with regiments of Han’san troops through a passion for dueling and a strict sense of honor, resulting in these two factions being closer than others, despite their embarrassing defeat. The Han&#039;sans are utilized in troops not only for their strong biology and ability for combat, but also as leaders and second-hands to help inspire bravery among the troops as their stories and words are often the most charismatic, sincere, and well-spoken. House Volvalaad often finds themselves at odds with these traditional Unathi, however; a majority of the opposition towards integrating with the intergalactic community comes from them, and it is here where they find the most friction.&lt;br /&gt;
&lt;br /&gt;
The Han&#039;sans are led by &#039;&#039;&#039;Lord Marshal Kasz Han&#039;san&#039;&#039;&#039;, an older Unathi career soldier and veteran of the Contact War. While Salak Kazhkz is the official leader of the house, many suspect that Kasz decides much of the house’s direction and policy despite the apparent position of weakness that the Han’sans hold. Originally a General under Salak Kazhkz’s father, he was the one that ordered the landing which killed Seryo Kazhkz. He is a calculating and clever leader who, despite his age, is able to hold his own against competitors in duels of both mind and body.&lt;br /&gt;
&lt;br /&gt;
According to a legend often told by Moghesian sailors, the Han&#039;san flagship named &#039;The Han&#039;san Wardrum&#039; is always surrounded by the spiritual &amp;quot;ghost fleet&amp;quot; of Seryo Kazhkz, summoned by imprisoned Th&#039;akh shamans below decks forced to aid in battle against any unfortunate enough to cross the Han&#039;san Wardrum&#039;s path. Perhaps this is just an explanation to attribute losses to Dominian privateering, or perhaps the story was created by the Lord Marshal himself to give him a spiritual edge against his fellow Unathi foes. Kasz Han&#039;san&#039;s kin and crew tell tales of the undefeatable Wardrum - whose crimson spectral armor allows it to deflect even the mightiest blows. Zhao officers cite this tale as “absolute lunacy” as, according to naval logbooks, a vessel named the Wardrum has been lost beyond repair on four separate occasions. This has not stopped the legend amongst Unathi sailors, much to the frustration of some captains.&lt;br /&gt;
&lt;br /&gt;
===House Caladius===&lt;br /&gt;
[[File:Caladius_Flag_Small.png|thumb|right|Standard of House Caladius.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: Purple Shades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leader: Grand Consul-Elector Marcus Caladius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based upon the Holy Kingdom&#039;s priestly and administrative classes, House Caladius is considered to be the wealthiest noble house in terms of sheer economic power. Using complex and efficient administrative systems, House Caladius manages to squeeze every Imperial Pound out of every inch of land that they control before they take this money and invest it in new infrastructure and businesses. One example of large infrastructure funded by House Caladius was the Imperial Railroad, turning huge profits in recent years. House Caladius manages the central bureaucracy and bank of the empire, headquartered at the Keeser Imperial Bank of Moroz in the capital. The efficient bureaucrats of House Caladius play a large part in the inner workings of the Empire, especially in areas related to fiscal and administrative areas. They work closely with the Emperor, as well as the commanders of the Imperial military, to ensure adequate funding is received each year.&lt;br /&gt;
&lt;br /&gt;
House Caladius manages to keep itself relevant politically by the sway it holds over the Holy Tribunal, more so than any other noble house. Due to its meritocratic founding as a merger of the priesthood and administration, House Caladius adopts more Secondaries than any other noble house, with Secondaries making up approximately 30% of the house. Unlike any other great house, the leader of House Caladius is elected every five years by all registered members of the house in order to theoretically ensure that the most qualified leader is selected. A great number of the Empire’s clergy are still drawn from or eventually integrated into, the ranks of House Caladius. Many Tribunalist temples are named after the nobles of House Caladius, which is and remains the largest sponsor of the Holy Tribunal and its associated Caladius-dominated bureaucracy.&lt;br /&gt;
&lt;br /&gt;
The heavily meritocratic and “wide tent,” cast by House Caladius has caused it to run into some internal issues in recent years, however, as the mercantile and bureaucratic factions of the house conflict with the priestly and faithful factions of the house. The merchant faction supports further liberalization of the Empire along the lines of House Volvalaad in order to expand their operations and influence into the greater galactic community, particularly with Idris Incorporated and other megabanks. The priestly faction, conversely, supports the conservative status quo and is wary of most if not all sentiments regarding liberalization from their mercantilist compatriots. With Crown Princess Priscilla Keeser, a staunch reformer, set to inherit the absolute power of the throne after Emperor Boleslaw Keeser’s passing, these factions are being brought into more and more intense conflict by the day.&lt;br /&gt;
&lt;br /&gt;
The man at the center of this political maelstrom is &#039;&#039;&#039;Grand Consul-Elector Marcus Caladius&#039;&#039;&#039;, a longtime Keeser Imperial Bank of Moroz bureaucrat elected to the position of Grand Consul-Elector in 2460. The Grand Consul-Elector is an adept bureaucrat, holding a doctorate in economics, and a savvy player of the political games of both House Caladius and the greater Empire. However, he has been placed in the increasingly impossible position of peacemaker between the liberal and conservative positions of House Caladius. While Doctor Caladius has walked the tightrope of moderation between liberal and conservative for the time being, only the Goddess Herself knows if he will keep the peace with honor, or be voted out of power in failure. A non-geneboosted Morozian human himself, the Grand Consul-Elector is often viewed as a voice for the everyday Morozian amongst his fellow Electors.&lt;br /&gt;
&lt;br /&gt;
===House Zhao===&lt;br /&gt;
[[File:Zhao_Flag_Small.png|thumb|right|Standard of House Zhao.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: White, Gray&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leader: Grand Duke-Elector Imeral Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With their background as engineers, House Zhao is responsible for much of the Empire&#039;s naval assets and provides a great amount of their line and flag officers. They rose in prominence when it came to the formation of the Navy, and used a large amount of their facilities and family funds to build shipyards and spacecraft when no other house was willing (or in some cases, able) to take on such a responsibility. Lucrative naval contracts for everything varying from shuttlecraft, to fighters, to capital ships have been awarded to the House. House Zhao has seen a great amount of profit from the recent expansion of the Empire&#039;s territories, especially after a much larger naval budget was announced for 2461. As a reward for their service and efforts to the throne, the Grand Admiral of His Imperial Majesty’s Fleet has been a member or affiliate of House Zhao for as long as the Empire has existed.&lt;br /&gt;
&lt;br /&gt;
Similar to their Imperial Army counterparts in House Strelitz, the true pride of House Zhao lies in its naval officers. The naval cadets of House Zhao and its affiliates, which often include talented commoners, will - over the course of their four years of training - become some of the most well-trained and well-educated naval officers in the entire Orion Spur, and take great pride in their naval prowess. His Majesty’s Imperial Admiralty of Dominia, the high command of the Dominian navy, is staffed almost entirely by members or affiliates of House Zhao and is regarded as one of the best-led naval forces in the Orion Spur. Naval cadets of House Zhao do not pursue the same &amp;quot;scar of honor&amp;quot; that their House Strelitz counterparts do, though the military academies of the Strelitz and naval academies of the Zhao are often known to hold fencing competitions between one another.&lt;br /&gt;
&lt;br /&gt;
Some of the best civil engineers in the Empire come from House Zhao, and their engineers are second to none in the design of naval weapons, armor, electronics, and munitions. Due to the demands of the Navy, both in research and funding, cooperation with Houses Volvalaad and Caladius is commonplace. The Zhao maintain a cordial relationship with their Imperial Army counterparts, House Strelitz, and are a dominant force in the naval section of the Imperial Armaments Company. Unlike their Imperial Army counterparts, geneboosting is quite rare in House Zhao due to the space constraints present within spaceborne vessels. House Zhao commonly works alongside Zavodskoi Interstellar due to their prominence in naval weaponry, with many Dominian members of the megacorporation originating in House Zhao.&lt;br /&gt;
&lt;br /&gt;
Much like the Volvalaads, however, the Zhaos have similarly pushed for the Empire to expand its intergalactic presence in the Orion Spur. But while the Volvalaads busy themselves with diplomacy and the Empire’s interstellar image, particularly in the Republic of Biesel, the Zhaos focus instead on expansion through naval supremacy. This has made them deeply unpopular in the Coalition of Colonies, where they are often viewed as the vanguard of Dominian imperialism. The Zhao typically have an intense dislike of the Kazhkz, stemming from their history of piracy before joining the Empire.&lt;br /&gt;
&lt;br /&gt;
The current leader of House Zhao is &#039;&#039;&#039;Grand Duke-Elector Imeral Zhao&#039;&#039;&#039;, an aging naval officer and old warhorse of the navy. However, the true leader of House Zhao in all but the official title is known to be the current Grand Admiral of His Imperial Majesty’s Fleet, Duchess Huiling Zhao. The position of Grand Admiral commands immense respect in House Zhao and, in the rare event that the current Grand Admiral is not also the Elector of House Zhao, the Elector of the house will often bow to the Grand Admiral’s will in naval matters.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Humanity]]&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lonefly</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dominian_Culture&amp;diff=25736</id>
		<title>Dominian Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dominian_Culture&amp;diff=25736"/>
		<updated>2022-08-02T03:41:32Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
Dominian culture has evolved significantly from that of its colonizers in the 22nd century. Bearing the influence of hundreds of years of isolation, warfare, and fervent belief, Imperial culture and society is quite distinct from that of other human nations. Dominian society and culture is sharply divided between that present on its core worlds such as Moroz -- often referred to as &amp;quot;core&amp;quot; Dominia -- and its colonial holdings, such as Sun Reach. Differences between parts of Dominian culture are not only found between planets or regions, but additionally between the Empire&#039;s social classes -- the Primaries, Secondaries, and Ma&#039;zals. &lt;br /&gt;
&lt;br /&gt;
==Honor==&lt;br /&gt;
&lt;br /&gt;
Dominians, unlike other humans in the Orion Spur, take honor extremely seriously, and following a strict code of honor is required by every individual. Many Dominian houses and peoples have different metrics for honor, but all share certain key traits which place a Dominian under the code of honor, here exemplified in the most well-known Codex of Imperial Honor published in 2447. Honor can also be considered to be a family or house&#039;s face. To lose honor is to lose face, and it can lower a person or houses standing with its peers. A Dominian behaving dishonorably can also lose face, lowering their status which makes honor as much of a political asset and liability as it is a personal code of conduct. Dominians of all types follow the Honor Codex, but adherence to it is generally strongest in the Imperial core worlds such as Moroz and gradually weakens as one moves further and further out from the Imperial core.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Understanding Dominian honor is a key part of playing any good Imperial citizen, particularly nobles. Read this section before playing a Dominian!&#039;&#039;&#039;&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 Codex of Dominian Honor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What follows is the most well-known codex of Dominian honor and etiquette, first compiled in 2304 by Kristyan Langver, and then edited by Zalze Han&#039;San in 2447 to reflect more modern views.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I. Conduct toward Equals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An honorable person will conduct himself in a manner that recognizes rich or poor, young or old, all are morally equal. Birth and wealth do not convey honor and a good reputation, your actions do. It is not what one thinks, but one does. Thus, a gentle-being of good repute and standing should avoid conducting himself untowardly to their fellow, that they may avoid unnecessarily coming to blows. Politeness and civility are the hallmarks of a reputable person. Thus, unless a person is known to of low repute and lacking honor, act civilly to all you meet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Dueling Etiquette&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no justice in the court of law for an offense of Slander, and to be Slandered is worse than death. To live a life of shame and ill repute is the lowest fate one can receive. It is thus that affairs of honor are brought to the contest of the duel – to satisfy both parties, defender, and accuser. In a duel, a second for both sides must be present, as well as a physician. In some cases, a legal notary may be present to ensure its validity.&lt;br /&gt;
&lt;br /&gt;
In the cases of duels between or people of differing ages and physical capabilities, to ensure the uprightness, fairness, and honor of the duel, guns may be used. These shall be inspected by both seconds upon being presented by the defendant in the duel. In a contest between two of equal physical ability, swords are preferable in use, as they do not necessarily inflict a mortal wound when one is not necessary to satisfy the Honor of the two parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Editor’s Note: In some outer areas of the empire, duels are often simply a contest of who can draw their weapon, in most cases a handgun, first. While shooting isn’t always involved, it can often turn deadly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Conduct of a Soldier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers, of all professions, have the greatest responsibilities in society to be fair and gentle in some cases, and be harsh and punishing in others. Looting, bawdiness, pillaging, a lack of appropriate mercy, cruelty in killing, all hallmarks of a dishonorable soldier. A soldier must be dedicated to their task, dedicated to becoming a master of their task, and willing to die to complete it. A soldier in defeat, if they have given their all, is a soldier who has learned. No soldier should be afraid of defeat – for no soldier can win every battle – they should be afraid to not learn from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. On High and Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Goddess, in Her wisdom, sees fit to place some souls high and some souls low. This does not make them any less equal in matters of honor. A powerful individual, if they have been seen fit to be head over another, must not, in any case, abuse their authority or position. An individual, if they have been seen fit to be placed under another&#039;s authority, must be dedicated and true in their work. There is no greater stain to a person of honor than to be a cruel task-master or an abuser of the weak and powerless. They have a responsibility to ensure those under him work efficiently, and they have a responsibility to not cheat their master. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Behavior amongst Foreigners and Enemies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When among foreigners, an honorable and respectful soul must be honorable and respectful of their customs as much as he can, unless they are themselves against the code of Honor and the Edicts. Do not expect them to know or recognize our higher Code of Conduct. They, someday, will be brought under its reach – but until then, be as polite and respectful to them as they deserve. When amongst your enemies, be polite. If they are enemies in war, they are doing their duty as you are. Respect and honor your enemy unless they prove themselves unworthy of it. In all cases, show that you are a better individual than they are. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. On Duty to Family and Goddess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A genteel and honorable person, in all cases, is loyal first to Goddess first, their family second, king third, country fourth, and themselves last. Your family is your closest friends, allies, and compatriots: you must rely upon them, and they must rely upon you. If a person has no family, they have nothing. Be upright and honest with your family, loyal, and keep your promises in all things – such as your dealings are with other men. Be loyal to the Goddess first and foremost – for if a soul is without the Goddess, it is not living. It is Goddess that gives us this opportunity to be honorable and just people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. On Duty to Country and Emperor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dutiful should describe any honorable person. A person everyone knows will keep their word, honor their word, and faithfully fulfill their word. And no more important word is given than an oath to King, and to Country. While some argue the Emperor is the Country, this codex is not one of philosophy. Obey the Emperor faithfully, serve him faithfully, and your country will prosper for it. Respectfully question the Emperor at the appropriate time if necessary and obey him in all right and honorable things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIII. On Duty to Self&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your body, your mind, your honor – these three are the trinity of life. An honorable person keeps themselves in as good shape as they can and abstains from things such as overuse of hard liquors and substances which cloud the mind and hamper the body. Without a sound body and mind, nobody can maintain their honor and reputation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interspecies Relations==&lt;br /&gt;
&lt;br /&gt;
Though Unathi have joined Dominia’s rise to the international scene, points of contention exist between humans and Unathi in the budding country. A sect of humans, a noteworthy amount being Fisanduhian, resent Unathi being accepted into the country. For some, this can be attributed to xenophobic roots; isolation from the greater galaxy for some time could explain this general behavior. Alternatively, their allegiance is sworn to the Emperor could be seen as a form of meddling in an internal conflict the Unathi should never be a part of. The problem still exists either way, and discrimination and hate crimes targeting Unathi are a significant problem within the empire.&lt;br /&gt;
&lt;br /&gt;
Another sizable distinction between these two different groups is their views on religion. While it is true the fanatical Unathi contributed some of their religious ideals to the Morozi religion, various people of either species struggle with a singular and unifying interpretation of the religion. The Han’sans and the Strelitz lean towards traditional, stricter interpretations of the Kaelkahist denomination, whereas many Dominians within the Empire -- particularly those affiliated with Houses Volvalaad and Zhao -- and the Kazhkz go by more liberal Jakakhist interpretation. Religious disputes often flare over decisions in faith as a result. More interestingly, however, is the tendency for some Unathi to revere the Aspects of the Goddess and the Goddess herself as great powers in a pantheon rather than singular parts of a whole. With this, a few Unathi even recognize and venerate powerful spirits, whether ancestors or those of lore, and pay regular tribute to them. The Han’sans are more prone to this traditional worship, stemming from their Th’akhist practices and both admirable and stubborn dedication to the old ways. Compared to the overly devout practices of the Unathi, most worship towards the Tribunal from humans remains seemingly tokenistic and unenthusiastic for most, merely going through the motions to satisfy the state-mandated religion rather than having faith. In either case, the clashing perspectives on the Morozi faith have yet to be settled and reconciled, and likely will not for some time.&lt;br /&gt;
&lt;br /&gt;
Between the two species, despite their differences, developments in culture see them both coming together. House Caladius in particular enjoys close relationships and collaboration with House Kazhkz; while they are not nearly as established as the other Great Houses, the Unathi house is seeing quicker development thanks to House Caladius’ abilities with infrastructure development. In turn, some Unathi see service within Caladius as religious acolytes or, should they feel their talents are away from battle, banking and management. Though there is some disdain between them, the Houses usually see some interplay and “swapping” of members, with House Kazhkz and Zhao seeing the most resistance to exchanging talents between them. The Kazhkzs hold open arms to those who wish to make a little more money and “have a little more fun” as they would impishly put it, and similar minds craving adventure (and that are more liberal in nature) often venture to House Volvalaad.&lt;br /&gt;
&lt;br /&gt;
Unathi have taken a liking to most Dominian pastimes— fencing and martial arts were both contests of skill and prowess on Moghes, and even the Emperor remarked on their skills before they swore into the Empire. However, the most surprising of these activities was their interest in video games. Due to Unathite physiology though, special controllers and grips have to be ordered custom made for anyone seriously into the hobby.&lt;br /&gt;
&lt;br /&gt;
Usually, if anything, humans lean towards the storyteller-attitude most of these former pirates have. Traveling Unathi, whether Kataphracts, merchants, or Lords and their diplomats, have a knack for storytelling and weaving a great tale. The ability to orate is nothing special or unique to them, but the passion with which some of them regale others with their victories, losses, and battles is enough to inspire others to similar practices and engagements.&lt;br /&gt;
&lt;br /&gt;
Integration of the Unathi has largely been a stable endeavor. Despite this, tensions between lower-class Dominians and these freshly-indoctrinated aliens remain on edge. Only time will tell if their cultures will converge or reject each other.&lt;br /&gt;
&lt;br /&gt;
==Holidays==&lt;br /&gt;
&lt;br /&gt;
Holidays in the Empire can be broken down into two types: religious holidays, usually feast days, and government or social holidays. The first are widely celebrated social occasions that provide rare occasions for all social classes to mix. Feasts are often the largest communal event of the calendar year. Of the non-religious holidays, some are officially celebrated holidays, while some may only be official in certain regions or planets. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Dominian Holidays===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
January 1st, New Year&#039;s Day &amp;lt;br&amp;gt;&lt;br /&gt;
February 3rd, Feast of Devotion - A feast dedicated to those in lower stations or classes, it celebrates all those who work to keep society functioning from the bottom up. &amp;lt;br&amp;gt;&lt;br /&gt;
April 3rd, Feast of Faith - A feast especially dedicated to the Goddess, this holiday is celebrated widely across all social classes, especially priests. &amp;lt;br&amp;gt;&lt;br /&gt;
May 22nd, Worker&#039;s Day - A holiday similar to the Feast of Devotion, but more widely celebrating all who work in some way. &amp;lt;br&amp;gt;&lt;br /&gt;
June 3rd, Feast of Loyalty - This feast celebrates soldiers and all professions that rely upon loyalty and fealty to something higher.  &amp;lt;br&amp;gt;&lt;br /&gt;
July 7th, Founding Day - One of the oldest holidays celebrated in the Empire, especially on Dominia, it remembers the first time colonists set foot on the planet. &amp;lt;br&amp;gt;&lt;br /&gt;
July 29th, - Victory Day - The official Army holiday, it celebrates the victory over the Confederacy and the creation of the Empire of Dominia. July 29th is recognized as a National Day of Mourning in Fisanduh, and conflict in the region is known to flare up around this date. &amp;lt;br&amp;gt;&lt;br /&gt;
August 3rd, Feast of Remembrance - This feast remembers all who have passed on to the Goddess. It is a somber holiday spent with close friends and family. &amp;lt;br&amp;gt;&lt;br /&gt;
September 3rd, Feast of Joy - The largest celebration of the Dominian year. This holiday is occasioned by massive feasts, tournaments, and social gatherings. &amp;lt;br&amp;gt;&lt;br /&gt;
October 29th, Day of Crossroads - A government holiday celebrating the completion of the first major section of the Imperial Railroad. &amp;lt;br&amp;gt;&lt;br /&gt;
November 17th, Navy Day - The Navy&#039;s official holiday, this holiday is primarily celebrated by those affiliated with the Navy in some way. A fleet review is traditionally held on this date by the Emperor. &amp;lt;br&amp;gt;&lt;br /&gt;
December 3rd, Feast of Renewal - A feast to celebrate the past year and look with hope toward the coming year, with prayers and praises often given to this effect.  &amp;lt;br&amp;gt;&lt;br /&gt;
December 25th, Giving Day - A feast day involving the giving of gifts to friends and family. This holiday was heavily influenced by Christmas, which was celebrated by the original colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
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==Cuisine==&lt;br /&gt;
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Dominian cuisine is, like much of Imperial society, a product of the harsh conditions that the original settlers of Moroz were first met with upon their landing on the planet. These original settlers quickly discovered that aquaculture and water-based techniques were the best way to grow large amounts of food on Moroz due to the planet’s short growing season and lack of easily farmable land. As a result Dominian cuisine is often fish-based, and most plant-based cuisine tends to derive from crops that take less space to grow -- or those that are hardier or have been genetically-modified by the Volvalaads, with rice a common crop throughout Moroz and the broader Empire. The expansion of Dominia beyond Moroz and into its greater colonial empire has allowed for the Empire -- and Moroz -- to have a much more diverse diet, and the modern Empire’s culinary scene is quite unlike that of its original colonists. Many Dominians see their vastly-improved culinary scene (and diets) as a mark of pride for the Empire, and Imperial holidays -- particularly the Feast of Renewal on December third -- are often very extravagant culinary affairs.&lt;br /&gt;
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&#039;&#039;&#039;Morozian brudet&#039;&#039;&#039; is a common dish found throughout the Empire that, as the name suggests, originated upon the Imperial capital world. Its fairly simple ingredients -- fish, vegetables, spices, and wine or vinegar (depending upon one’s wealth) -- and ease of preparation (as it requires only a single pot to make) have made it a staple of Imperial cuisine from the poorest frontier settlements to the palatial residences of Moroz.&lt;br /&gt;
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&#039;&#039;&#039;Imperial scallops&#039;&#039;&#039; are rumored by Dominians to be the absolute best in the Orion Spur, but Silversunners would likely disagree.  Traditionally these scallops are boiled in saltwater and served with only limited herbs, reflecting the austere nature of early Morozian cuisine. Contemporary scallops retain their saltwater boiling but are typically garnished lavishly, often with previously-rare ingredients such as olive oil. Genetically-modified scallops are often exported by House Volvalaad, and are consumed throughout the Orion Spur.&lt;br /&gt;
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&#039;&#039;&#039;Imperial pots&#039;&#039;&#039; are traditional festival and holiday meals of the Empire that originated upon Moroz shortly after the end of the War of Moroz. The size of the postwar celebrations overcame the amount of serving dishes in many Dominian communities, and large wooden pots were employed to serve celebrating Morozians. Contemporary Imperial pots are communal meals primarily consisting of seafood and rice that are served on Imperial holidays, and are intended to be shared between a family or the residents of a given building.&lt;br /&gt;
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&#039;&#039;&#039;Morozian flatbread&#039;&#039;&#039; is, much like Morozian brudet, a commonly-consumed dish throughout the entire Empire. Morozian Flatbread is dry and thin, and is typically made of a mix of flour, salt, and eggs -- though some mix in fat before it is baked. The ease of its creation has allowed the flatbread to spread far beyond Moroz itself to the greater Empire and even beyond its borders, where it is typically referred to as “Imperial flatbread.”&lt;br /&gt;
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&#039;&#039;&#039;Jadrican flatbread&#039;&#039;&#039; is, as the name implies, a regional variation upon its Morozian counterpart from the Imperial colony of Novi Jadran that is commonly consumed by the Ma’zals of the planet. Until its final stage Jadrican flatbread is prepared in exactly the same manner of its Morozian counterpart, but upon the completion of its baking the flatbread is fried in fat to improve its taste and nutritional value. The flatbread is able to stay edible -- and tasty -- for weeks after this frying, which makes it ideal travel food for traversing the frigid surface of the rural planet.&lt;br /&gt;
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&#039;&#039;&#039;Jadrica&#039;&#039;&#039; is a braised beef dish from the Imperial colony of Novi Jadran commonly seen at the feasts that the planet throws Imperial dignitaries, though it has travelled well beyond the planet itself over its decades in the Empire. Due to its composition of beef (not an easy meat to raise on the frigid world), cloves, carrots, and bacon in addition to enough vinegar to marinade it for an entire night traditional Jadrica is a time-consuming and complicated dish to prepare and those that are able to properly prepare it can find themselves rapidly in the employ of a visiting dignitary’s culinary staff.&lt;br /&gt;
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&#039;&#039;&#039;Netoriclie&#039;&#039;&#039; is a meat-heavy dish from the Imperial colony of Novi Jadran. Most commonly consumed by the planet’s Ma’zal population, netoriclie is composed of marinated meat and fresh potatoes (a fairly common crop on the planet), both of which are then grilled before being placed into a cauldron filled with water before being served as a hearty soup or individual meat chunks. While typically consumed during celebrations, netoriclie is a common travel food on the Imperial frontier. If not immediately consumed the meat is removed from its stew and heavily salted for preservation, and can last several weeks on the road before spoiling.&lt;br /&gt;
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==Fashion==&lt;br /&gt;
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Dominian fashion is, like its wider society, generally divided between the core worlds and its colonial possessions. In the core worlds of the Empire fashion is often focused around extravagance and opulence in an attempt to show the glory of the Empire, and bright colors -- often those of one&#039;s house -- are very common. While some conservative Tribunalists preach modesty, most of the Imperial aristocracy attempt to be as eye-catching as possible in their dress -- though those of House Strelitz are an exception, due to generally being seen in only the officer uniforms of the Imperial Army that their house proudly serves. In the Empire&#039;s colonies (and in Fisanduh) clothing tends to be much more practical and utilitarian, though some in the Empire&#039;s core worlds decry it as simply boring. Much of the clothing found on the Imperial frontier can trace its origins back to Imperial expeditions into the Lyod -- the vast ice caps of Moroz -- and their experiences with the Lyodii that inhabit it.&lt;br /&gt;
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==Sports and Pastimes==&lt;br /&gt;
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Popular sports in Dominia, while varying depending on income and class, include martial arts (particularly fencing, which has been sponsored as a pastime by the royal family), tournaments, and horse racing. Video games are often played as a sport and pastime throughout the social classes of the Empire, both amongst commoners and the nobility. Dominians, while primarily associated with fencing abroad, are proficient players of esports through the Orion Spur - even in Tau Ceti. The most unique sport in Dominia is Talcrac, a sport that involves using a whip made of leather or synthetic material to hit targets. Points are awarded for the difficulty of hitting the target as well as the flair involved in doing so. Various forms of card games are popular in the Empire, with the peculiarity that only Priests can deal cards, and the dealer cannot participate in the game. Success in gambling games is often attributed to the Goddess&#039;s favor.&lt;br /&gt;
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==Fencing==&lt;br /&gt;
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Dueling is a venerable pastime and respected career in the Empire and particularly on the capital planet of Moroz. Prominently featured in Her Majesty Empress Lei’s Royal Fencing Society, a number of leagues, académies, and varying societies in Nova Luxembourg, Domelkos, and beyond— dueling is a matter of not only competition, but status and honor, and each great house places a personal stake in their own training, dueling styles, and placings. It’s commonly understood that grander, broad-stroke arguments can be mediated through this form of competition.&lt;br /&gt;
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Largely a departure from Terran Olympic fencing, Dominian dueling opts for more traditional and less “protective” styles and rules. More advanced rankings opt to discard appropriate protections and armors as well, considering the earning of legitimate scars an honorable feat; much more so than the earning of a trophy. Duels are popularly to first blood, leading to extended fights where passions can fly and careful calculations must be made.&lt;br /&gt;
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In Her Majesty Empress Lei’s Royal Fencing Society, there are two leagues. The first is the Geneboosted League, which is populated almost exclusively by Primaries. Viewing this league is a pastime more for nobles and matches are often more subdued as they end incredibly quickly. The second is the Non-Geneboosted League, which features non-geneboosted Primaries, Secondaries, and a minority of Ma’zals. This league is more popular than its counterpart due to the accessibility of the league and its slower matches, which showcase more tact and technique.&lt;br /&gt;
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===Rankings===&lt;br /&gt;
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&#039;&#039;&#039;Débutant, “Beginner”&#039;&#039;&#039; -- Commonly younger duelists— with some as young as ten — who have not yet mastered a weapon. Strelitz and Zhao children often make up the majority this class.&lt;br /&gt;
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&#039;&#039;&#039;Intermédiaire, “Intermediate”&#039;&#039;&#039; -- Those in the Intermédiaire class have proven their worth and proficiency of at least one weapon class. They are not allowed to duel with sharp-edge rapiers. Two years of consistent practice is often required to reach this class.&lt;br /&gt;
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&#039;&#039;&#039;Adepte, “Adept”&#039;&#039;&#039; -- Mastery of at least one weapon— a feat which typically takes four years to achieve — is required to advance to this rank. They are allowed introductory training with sharp-edge rapiers. &lt;br /&gt;
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&#039;&#039;&#039;Compagnon, “Journeyman”&#039;&#039;&#039; -- After the mastery of two weapons, which typically takes six to eight years, a duelist rises to this rank.&lt;br /&gt;
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&#039;&#039;&#039;Maître d&#039;armes, “Master of Arms”&#039;&#039;&#039; -- After the mastery of at least three weapons or two styles, and having fought their way through rankings, a duelist may finally achieve the coveted rank of master of arms. Considered the peak of Imperial fencing, masters of arms typically have accumulated well over a decade of experience before reaching their rank.&lt;br /&gt;
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===Honor and Family===&lt;br /&gt;
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Honor is a vital part of dueling. Even at Intermediate levels, participants are expected to maintain a level head, treat their opponents with respect, and face one another in relatively even matches. An effect on one’s honor from a duel, whether in competition or otherwise, can last generations in one’s family as the art of dueling is passed down through families. Honorable behavior, even in defeat, can determine respect among noble society, the opportunities one receives, the chance at potential ennoblement as an Imperial Knight; through dishonorable behavior even in victory, one can lose these things, be legally charged for a break of honor in the case of brutalistic combat, and even be banned from dueling societies.&lt;br /&gt;
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Despite this obsession with honor, certain reputations exist, such as the infamy of young, short-tempered Strelitz scions— typically conservatives by nature— to take offense to even the smallest slights. There is currently a House-wide ban on any tournaments qualified by first blood in the Imperial frontier, given a lack of official oversight and the origins of many dueling requests in bitter, petty quarrels. Touch dueling – dueling until a blade touches the opponent –  is allowed by permission of one’s superiors.&lt;br /&gt;
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Some families, however, use these competitions as a method of climbing the Empire’s social ladder. Perhaps the best example of this is Baronet Séraphine Rosencrantz, a Secondary who functions as a career proxy for House Volvalaad, famous for thrilling bouts in both competitions and legitimate duels alike. Only a handful of combatants have beaten the Baronet, and it is soon expected her sponsors aim to petition for her ennoblement. Popular dueling critics anticipate House Volvalaad providing her permission to participate in His Majesty Godwin’s Royal Dueling Tournament, as it’s highly anticipated a duelist of her advanced skill could be one of the few Secondary-born champions to hold the title of Royal Duelist, a crowning achievement for her career.&lt;br /&gt;
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There are a number of other Secondaries and Ma’zals that function as proxies for noble families, representing Houses and individuals alike with their talent. Many of these proxy families pass the career down through generations in order to pay their Mo’ri’zals, and even become ennobled as reputations and abilities grow. But to become a notable enough duelist to be ennobled is no small feat, and involves crushing amounts of training and constant practice. Those that become nobles through dueling ability must often subject themselves to intensive therapy as they grow older in order to avoid the long-term physical impacts of their intense training as they age, and many retired ennobled duelists are known to suffer from physical impairments such as arthritis and long-term limb issues related to torn muscles, particularly in their arms.&lt;br /&gt;
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===His Majesty Godwin&#039;s Royal Dueling Tournament===&lt;br /&gt;
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Throughout the month of November, the largest dueling tournament in the Empire captivates nearly every demographic of Imperial society. His Majesty Godwin&#039;s Royal Dueling Tournament, or simply  “the Tournament,” is an annual tournament involving both leagues that showcases the apex of athleticism in the Empire. The Tournament was established in 2387 by then-emperor Godwin Keeser to distract from the rebellion in Fisanduh, and it was named in his honor. Citizens from the furthest corners of the Empire tune in to watch the proceedings and see who is crowned Royal Duelist. The title, received in a ceremony conducted by Lei Keeser herself, gives the winner several perks. Royal Duelists become celebrities overnight in the Empire, with things like advertising deals with Zavodskoi and dinners with the Royal Family being frequent. However, the most lucrative prize of all is the fact that the winner and their immediate family’s Mo’ri’zals are paid off by House Keeser itself, and the victor is elevated to Primary status, as well as receiving a lesser noble title. All Royal Duelists reign for exactly one year— referred to as their Victory Year— ending at the crowning of the new Royal Duelist. There have been 126 Royal Fencers to date, nearly all of them born Primaries. Only human Journeyman and Masterclass duelists may participate, the former being admitted by preliminary placement matches.&lt;br /&gt;
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===Dominian Dueling Styles===&lt;br /&gt;
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There are three main styles of dueling within the Empire, though only two are widely practiced.&lt;br /&gt;
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The first, dubbed ‘&#039;&#039;&#039;Jabgi&#039;&#039;&#039;,’ was established by Lord-Admiral Eun-Kyung Zhao along with the renowned Eun-Kyung Zhao Imperial Naval Académie on Moroz in the late 2390s. Jabgi is an evolution of the naval combat techniques that made the Lord Admiral famous within the Imperial Navy, and as such, it incorporates many techniques found in ship-boarding melee combat. The most popular weapon used by Jabgi duelists is the saber, followed closely by the epee. Jabgi is characterized by its aggression, and is the more offensive style of the three. Jabgi is the foremost style of dueling taught at all Zhao-affiliated institutions.&lt;br /&gt;
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&#039;&#039;&#039;Chevalerie&#039;&#039;&#039;, popular among House Streliz, evolved from the Morozian Order of the Hallowed Treutdoro and is a dueling style that incorporates elements of the knightly order from which it was founded. The Hallowed Treutdoro, founded by Imperial Knight and Governor Emil Johannes Strelitz in the early 2400s, originated as a primary-only Order dedicated to physical fitness and honor-bound virtue. However, as the Empire shifted slowly towards relative liberalization, the Order was forced to charge. It allowed citizens of all castes into the order, and began to spread a new form of combat— Chevalerie— to Moroz and abroad with the intent of teaching a more refined form of combat to the masses. Chevalerie is considered the more traditional form of dueling, and is characterized by its defensive, precise and ‘showy’ nature. This style of combat is taught by most Strelitz institutions, in particular the Dorothea-Frieda Strelitz Académie on Moroz. The Académie, and House Zhao’s Imperial Naval Académie have a fierce rivalry which reaches its boiling point every November with His Majesty Godwin&#039;s Royal Dueling Tournament.&lt;br /&gt;
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&#039;&#039;&#039;Kirihide&#039;&#039;&#039; is a relatively new style developed within the Empire, and is of itself a direct product of the Empire’s love of dueling. For as long as geneboosting has existed in the Empire, tournament-devotees have sought ways to close the gap between those with gene-editing and those without. Kirihide was originated by Lord Melchior Caladius, a prominent tournament financier who was known for sponsoring skilled Secondaries and even Ma’zals and turning them into regional tournament champions. After watching a local Ma’zal custom that involved wrestling on an occupied world, Caladius had an epiphany: what if grappling was allowed in official tournaments? It was thus that Kirihide was born, named for the translation of “inner strength” in the local language. Kirihide is a demanding fighting style designed for grappling with larger and stronger opponents in mind, using their own strength against them. It is considered the most difficult to learn of the three mainstream forms of Dominian dueling, and is often looked down upon for its origin. The style is usually only practiced by duelists who anticipate fighting larger, typically geneboosted opponents.&lt;br /&gt;
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===Accessibility===&lt;br /&gt;
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Due to the prolific spread of dueling within the Empire, the sport is accessible in one form or another to nearly everyone. Most if not all Dominian schools and universities have their own teams, and it is extremely common for communities to have recreation centers with rentable equipment. However, to compete at a higher level other than hobbyist, one will encounter several issues. Many Academy-affiliated teams and orders have prohibitive fees which increase with rank, as well as the cost of tournament-grade equipment. There are also fees for maintenance, the tournaments themselves, and other costly expenses that add up with time. The end result is that poorer Secondaries and many Ma’zals are unable to compete at professional levels, and many of them join with a Great House or convince a rich benefactor to patronize them in order to cover costs. House Caladius in particular, lacking the martial fame of Houses Zhao or Strelitz, often seeks out  prospective duelists and offers to finance their careers. Patronizing is not without its downsides, however, as the sponsoring House receives most of their prize money and part of the credit for any of their victories. Many poorer duelists find themselves in increasing debt to their noble financiers, and it is said that many of House Caladius’s security staff were forced to take their jobs after being unable to win enough money to pay off their debts. &lt;br /&gt;
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==Music==&lt;br /&gt;
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Like much in the Empire, music enjoyed by Dominians varies across their social classes. Amongst Ma&#039;zals music played with stringed instruments, particularly guitars, usually accompanied by folk lyrics is very popular due to low cost of effective string instruments and the ease with which they can be constructed. These songs are typically sung in Vulgar Morozi (a local dialect of Solarian Common) or, more rarely, in Freespeak on the Empire&#039;s frontier worlds. Among Secondaries that make up the Empire&#039;s middle class opera and similar classical works are prominently enjoyed, due to being seen as a marker of one&#039;s class and good tastes. Many Dominian orchestras are primarily made up of Secondaries, and performing in a successful orchestra or choir can bring a Secondary -- and their family -- significant prestige. The Imperial aristocracy have similar tastes to their Secondary counterparts, and are the primary funders of the musical arts in the contemporary Empire.&lt;br /&gt;
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Dominian music is perhaps most well-known beyond the Empire&#039;s borders for its religious hymnals and the musicians that perform them. These choirs and orchestras can, if they are successful, tour throughout the Empire and even travel to locations well beyond its borders in the greater Orion Spur to perform. The Empire of Dominia&#039;s embassy in Mendell City is well-known for hosting such performances, with local notables often attending its open-air theater in order to see the Empire&#039;s best classically-trained performers (even if they themselves do not speak High Morozi Tradeband, the dialect and language most Dominian vocal performers are trained to perform in).&lt;br /&gt;
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==Architecture==&lt;br /&gt;
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Two major schools of architecture exist: the Morozian Deco style, a more somber variant of the now classical Art Deco style, and Balteu Gothic, a mix of gothic, deco, and classic themes. The most prominent building constructed in the first style is the Imperial Palace of Moroz, and the Temple of the Ancestors on Ignotum Balteum for the latter. The former utilizes modern themes and materials, often with a militaristic theme, while the latter is a more harsh and religious-inspired style.&lt;br /&gt;
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		<author><name>Lonefly</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Fisanduh&amp;diff=25735</id>
		<title>Fisanduh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Fisanduh&amp;diff=25735"/>
		<updated>2022-08-02T03:41:10Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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In and around the region of Moroz commonly referred to as the Fisanduh Mountains lies the troubled &#039;&#039;&#039;Imperial Occupied Territory of Fisanduh&#039;&#039;&#039; -- the land once known as the Confederated States of Fisanduh until quite recently. While Fisanduh’s land -- which covers roughly a fifth of Moroz -- has been officially controlled by the [[Empire of Dominia]] since 2384, its people, commonly known as Fisundahians, have proven to be highly resistant to Imperial rule and an insurgency known as the Fisanduh Freedom Front has fought against the Empire for decades. Despite being officially an Imperial province the region has, much to the frustration of Nova Luxembourg, long eluded total control and has retained a degree of de facto independence despite the immense amount of men, materials, and money that have been poured into the province over its decades under Dominian control. Internationally Fisanduh is both an embarrassment for the Empire and a spot of hope for those opposed to it. Domestically, it is a region devastated and ravaged by nearly a century of war that is in dire need of economic aid -- and an end to its century-long war with the rest of Moroz.&lt;br /&gt;
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==History==&lt;br /&gt;
[[File:Fisanduh.png|The red and gold flag of the Confederated States of Fisanduh. Despite its collapse at the conclusion of the War of Moroz, the flag remains a common sight in Fisanduh.|thumb]]&lt;br /&gt;
The history of Fisanduh is one of war, and of the sorrow that comes as a result. For over a century -- since 2355 -- Fisanduh has been involved, in various manners, in conflict with the rest of Moroz: first with the Imperial Alliance, and then with the Empire it would eventually form. Fighting was initially confined solely to Outer Fisanduh and the Gates of Fisanduh themselves until 2384, when the Confederated States of Fisanduh officially fell to the forces of the Imperial Alliance, Plan SCRAM -- an emergency “stay-behind” resistance designed to continue the fight -- was activated, and what remained of the government fled to Xanu Prime. Following its fall the then-Emperor Godwin Keeser I made few efforts to properly integrate the native Fisanduhians into the greater Empire, viewing them as decadent, rebellious, and tainted by the Confederated States’ long-lasting and stable democracy. He instead opted to begin a process of “Morozification” in Fisanduh, in which Dominian settlers from the rest of Moroz were brought to “civilize” the new province. The Emperor additionally laid a heavy “war tax” upon his new subjects in the former Confederated States, both to help pay off debts the state held to its great houses following the war and as a punishment for Fisanduh’s decades of resistance.&lt;br /&gt;
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As a result of this tensions in Fisanduh were extremely high even before the formal emergency of the Fisanduh Freedom Front (3F) and the start of the guerilla war in the province. While violence between native Fisanduhians and Morozian Dominians had been a part of the occupation from its first day the situation escalated dramatically in 2386, when the Fisanduh Freedom Front formally emerged as a unifying force for the various anti-Imperial factions within Fisanduh itself. The following decades in Fisanduh have been marked by constant conflicts with the Empire of Dominia’s occupying forces, and the economic devastation that has been brought by the conflict. The province is poor due to repatriations and conflict damage, which motivates Fisanduhians to join anti-Dominian resistance groups, which in turn leads to more conflict damage and more repatriations that must be paid.&lt;br /&gt;
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Contemporary Fisanduh, as a result, is in a generally poor state. Constant conflict has resulted in an economy that has partially collapsed, with only Imperial-controlled Outer Fisanduh and 3F-controlled regions of Inner Fisanduh having an economy to speak of, crippled infrastructure, and countless deaths. Despite this the current Emperor, Boleslaw Keeser, hardly seems interested in the state of his semi-autonomous province. While none can say for certain the reason for this neglect -- perhaps it is due to his old age or perhaps it is due to his multiple failed attempts to bring the province “to heel,” -- the Emperor’s recent disinterest in Fisanduh has been both of blessing and a curse for the province, which is -- despite the dogged stubbornness of its population -- in dire need of economic assistance, and a formal end to its century-long war against the Empire of Dominia.&lt;br /&gt;
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==Environment and Regions==&lt;br /&gt;
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The territory formerly controlled by the Confederated States and now under the shaky control of the Imperial Province of Fisanduh is, like much of Moroz, cold and icey with a short growing season. Fisanduh’s geography is dominated by the Fisanduh Mountain range and its foothills, which completely surround the majority of the region and only leave it accessible through seven mountain passes collectively known as the “Gates of Fisanduh.” The Gates of Fisanduh were sites of some of the fiercest fighting during the War of Moroz, becoming heavily-fortified strongpoints of the Confederated States’ Army by the war’s end. Even though the CSFA’s guns in the passes have long-since fallen silent (at least, on paper) the Gates remain flashpoints of conflict between the Imperial Army of Dominia and the Fisanduh Freedom Front to this very day. The Gates serve as the main point of division for Fisanduh and effectively split it into two regions: Inner and Outer Fisanduh.&lt;br /&gt;
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Outer Fisanduh is the smaller of these two regions, and is made up of the outward-facing foothills of the Fisanduh Mountain range. Before the War of Moroz this region was the more rural part of Fisanduh and was well-known for its rolling, farm-covered hills dotted with the occasional mountain town and criss-crossed by the railways that would bring the foods of Outer Fisanduh through the Gates and to Inner Fisanduh. When the War came to Outer Fisanduh it was abandoned by the Confederated States, which retreated to the Gates of Fisanduh. The vast majority of its population was quickly uprooted from their ancestral homes and became refugees as the once-idyllic hills of the region were scarred by the war. By the war’s end many areas of Outer Fisanduh had been damaged nearly beyond repair by repeated exchanges of artillery fire, and some areas remain uninhabitable even decades later. The Empire of Dominia’s control in Fisanduh is strongest in this region as its population is primarily Imperial Morozi rather than Fisanduhian, as very few refugee families from the prewar era have returned to their former homes in Outer Fisanduh. Those rare Fisanduhians still living in the region often find themselves under suspicion by the Empire and are typically discriminated against for their origins in the region. Many Outer Fisanduhians, disillusioned by their lesser status, ultimately join one of the many resistance cells that make up the Fisanduh Freedom Front. The largest city in Outer Fisanduh is Strelitz’s Rest, a former Fisanduhian town renamed after the fall of the Confederated States and that now houses the largest Imperial Army base in the region.&lt;br /&gt;
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Inner Fisanduh is the larger of the two regions and consists of all land found inside of the Fisanduh Mountain range. Long considered to be the heartland of the Confederated States, this region is known for its mountainous terrain, which has long been dominated by industrial towns and cities -- such as Neubach, the capital of the former Confederated States, fed by mines found in the nearby foothills and mountains. While Inner Fisanduh managed to avoid much of the devastation that Outer Fisanduh experienced during the War, it was ravaged by guerilla warfare during Dominian attempts to solidify Imperial control over the region and has long struggled to deal with the refugee problems caused by the exodus from Outer Fisanduh. Dominian control over Inner Fisanduh is tenuous at best and weakens the further one moves from the Gates of Fisanduh, which are regarded by many Dominians as the border between “civilized and uncivilized” Fisanduh. As Dominian control weakens the Fisanduh Freedom Front invariably grows in strength until one reaches the Front’s center of power: the former Confederated States capital of Neubach.&lt;br /&gt;
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==Economy==&lt;br /&gt;
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Prior to the War of Moroz the Confederated States of Fisanduh were well-known for their heavy industrial and mining sectors, which were often regarded as the best on Moroz. The region -- particularly Inner Fisanduh -- is rich in minerals required to sustain a modern industrial economy and the Confederated States made effective use of them; first to establish a successful economy among the nations of Moroz, and finally to sustain a decades-long war effort against an existential threat to itself. Following the collapse of Fisanduh in 2384 the newly-formed Empire of Dominia made attempts to claim the resources of Inner Fisanduh for itself, which initially resulted in widespread civil unrest such as miner’s strikes that eventually escalated into sabotage and -- eventually -- armed resistance as the Imperial Army resorted to harsher and harsher measures to maintain its grip. The Empire’s hold on Inner Fisanduh’s mines would eventually be broken in the late 2300s, but many mines were badly damaged during the fighting required to dislodge Imperial Army forces and House Caladius mining concerns from Inner Fisanduh. Some of these mines remain unopened to this day, their resources awaiting a day when Inner Fisanduh is no longer ravaged by war.&lt;br /&gt;
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After nearly a century of conflict the Fisanduhian economy is in utter shambles in both the Inner and Outer regions of the province. Many small towns -- and even some provincial cities -- have resorted to a barter system in lieu of a functional central currency, and only areas under either strong Imperial Army or 3F control feature stable -- if poor -- local economies. Many of the Confederated States’ once-proud factories have been reduced to bombed-out skeletons of their former selves, many mines were collapsed or flooded in a deliberate attempt to deprive the Empire of valuable resources, and once-productive farmland in Outer Fisanduh has had its soil poisoned by the residual powder from artillery shells. In some more isolated regions of Fisanduh, further from Imperial Army or 3F control local warlords -- some simple bandits, others the remnants of the government that could once be found in the region -- profit at the expense of the local population, selling precious metals mined in the hills of Fisanduh for both personal gain and to purchase weaponry for the ongoing struggle against the Empire of Dominia.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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Fisanduh has morphed culturally as a result of nearly a century of war with the rest of Moroz. While the region’s population has always had a reputation of being hardy and independent the length of the war has morphed this dedication to independence into an often-fanatical hatred of the Empire of Dominia and its peoples. For many in Fisanduh, there can be no compromise over their autonomy -- and there is no price too steep to pay for it. This fanaticism is at its strongest in Inner Fisanduh, which has dwelled outside Imperial control for several decades following the Imperial Army’s retreat beyond the mountains that divide it from Outer Fisanduh. Many in Outer Fisanduh, on the contrary, do not display this fanaticism and the region overall has a higher rate of collaboration with the Empire of Dominia, though none can truly say if this collaboration is born out of mutual goodwill or simply mere convenience.&lt;br /&gt;
The Moroz Holy Tribunal is generally not viewed in a positive light by most Fisanduhians, whether they come from the Inner or Outer sections of the region, though the region itself has become home to a variety of cults and sects of the faith that have fled persecution by the Holy Tribunal for the relative isolation of Fisanduh. Those in Inner Fisanduh often view these religious refugees with suspicion, but some have found a place in the mountainous region -- particularly those able and willing to participate in the fight against the Empire. Such tolerance is rarer in Outer Fisanduh despite the presence of greater Dominian influence in the region, and religious conflicts are a constant flashpoint of tension between Morozians and Fisanduhians in this region. While Fisanduhians have not been explicitly ordered to convert to the Moroz Holy Tribunal, those that do not often find themselves passed over for opportunities in favor of those that have.&lt;br /&gt;
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==Life in Fisanduh==&lt;br /&gt;
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Day-to-day life in Fisanduh, in both the Inner and Outer regions, is hardly pleasant. Poverty and war are the constant companions in the daily lives of typical Fisanduhians, and a significant portion of Fisanduhians exist as refugees driven from their homes by the ongoing conflict between the Empire’s forces and the various resistance groups aligned against it. Life for average Fisanduhians, despite these two constant companions, varies based on if one lives in Inner or Outer Fisanduh. Fisanduhians speak a variety of languages -- including Tradeband and Freespeak -- but a regional variation of Vulgar Morozi (itself derived from Solarian Common) is the most commonly spoken language in the region. &lt;br /&gt;
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Life in Inner Fisanduh is generally regarded by most in the region to be the better of the two, despite the widespread devastation the region experienced during the initial phases of the guerilla war against the Empire of Dominia. The Fisanduh Freedom Front’s control is at its strongest here, which has allowed for most -- not all -- of the region to have some form of formal government, though it is an informal and typically underground one often referred to as the “shadow state” by Dominian commentators. Despite this quasi-government life is far from easy here, as the primary employer -- the region’s heavy industry -- was gutted during the guerilla war and steady employment -- particularly for refugees -- is hard to come by. Consistent unemployment drives many to join the 3F in order to feed themselves, leading to continuing violence and further devastation as the guerilla war drags on. &lt;br /&gt;
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Life in Outer Fisanduh is, on the contrary, generally regarded by most in the region to be the harder, often worse place to live in due to Outer Fisanduh being the main region of conflict between the various resistance factions in Fisanduh and the Empire of Dominia, which is primarily represented by the Imperial Army and Imperial Fisanduhian Gendarmerie. Those in the region are additionally subject to Imperial law and Imperial taxation when the Empire’s control is strong enough, which means that Imperial law -- and the Moroz Holy Tribunal -- is only strictly enforced in the urban centers of the region, and these laws are generally enforced by the IFG. Outside of the major cities of the region life quickly becomes harder due to constant fighting between various factions and the power vacuum created by the collapse of the Confederated States, which has been filled by numerous warlords. These warlords often make life harder for those unlucky enough to live under them, as they exact tithes of recruits and materials in order to fund the war effort -- and often fight with other regional warlords as often as the Empire of Dominia. The result of these warlord conflicts is bitterly ironic: many Fisanduhians in Outer Fisanduh flee the countryside’s violence and settle in Imperial-controlled cities, where they are often treated as second-class citizens compared to Morozian Dominians. This treatment results in many refugees eventually joining resistance cells to fight against the Empire, continuing the cycle of violence in the region.&lt;br /&gt;
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===The Imperial Army in Fisanduh===&lt;br /&gt;
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The contemporary Imperial Army troops stationed in Fisanduh are quite unlike the House Strelitz commandos that brought the Confederated States to their knees a century ago, though Fisanduh is still regarded by the Empire as a province of “critical importance” to its continued stability. Primarily operating out of fortified outposts located along Outer Fisanduh’s main roads (commonly referred to as “Imperial Relays” by Imperial Army troops) and sprawling military bases in the same region, the Imperial Army’s mission in the region is to maintain the stability and security of Dominian-controlled areas rather than actively fighting in Inner Fisanduh. This mission invariably brings them into conflict with the resistance groups of Outer Fisanduh, which they actively attempt to flush out and destroy. The daily life of an Imperial Army soldier is often quite boring, with most days spent on guard or on patrol for the insurgents that are known for attacking Imperial Army outposts in the region and “real” engagements in the field rare -- much to the frustration of more zealous officers and soldiers. The Imperial Aerial Corps in Fisanduh -- the air wing attached to the region -- is typically perceived as the more “exciting” posting in the region, with its gunships often patrolling Outer Fisanduh and its long-range bombers flying as far as Neubach to eliminate suspected munitions factories.&lt;br /&gt;
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==Government==&lt;br /&gt;
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The governing of Fisanduh is, presently, neither an easy task for the Empire of Dominia’s occupying forces or the Fisanduh Freedom Front’s underground governments, the majority of which claim allegiance to the Confederated States’ government-in-exile. The government-in-exile itself is viewed by many in Fisanduh -- particularly those in Inner Fisanduh -- to be the sole legitimate authority of the region despite the government’s current residence on Xanu Prime, light years away from Fisanduh itself. The government of Fisanduh itself is hardly a cohesive entity and is sharply divided between Inner and Outer Fisanduh, with Inner Fisanduh primarily controlled by the Fisanduh Freedom Front and Outer Fisanduh primarily controlled by the Empire of Dominia.&lt;br /&gt;
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The government of Inner Fisanduh is officially (at least on paper) an Imperial province similar to its counterparts across Moroz or an occupied province that should be controlled by the Confederated States’ government-in-exile, depending on one’s stance on the Fisanduhian question. However the on-the-ground reality of Inner Fisanduh is far more complicated than either of these stances: decades of insurgent warfare, Imperial Army punitive expeditions, and the aftermath of the War of Moroz have left the region without a true central government. While the Fisanduh Freedom Front and its constituent resistance factions have made an attempt to establish what they refer to as the “parallel state” (or “shadow state,” if one is Dominian) in Fisanduh that is loyal to the government-in-exile, the distances involved and the reality on the ground has made this a difficult endeavor at best. As a result the 3F often acts on its own, following orders from its underground headquarters in Neubach rather than the government-in-exile Xanu Prime. Unfortunately 3F control tends to wane the further one moves from Neubach and with many settlements near the Gates of Fisanduh are loyal to their local resistance cell (or group) first and the 3F second. Some of these local authority figures (often simply referred to as “warlords”) are only nominally loyal to the 3F, with only the presence of a greater enemy -- the Empire of Dominia -- keeping their alliances intact.&lt;br /&gt;
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While Inner Fisanduh is primarily controlled by the Fisanduh Freedom Front -- and the resistance groups affiliated with it -- Outer Fisanduh’s control is divided. Major urban centers and main roads are controlled by His Majesty&#039;s Imperial Army and His Majesty’s Imperial Fisanduhian Gendarmerie (IFG), and the Fisanduh Freedom Front controls much of the countryside. While the 3F nominally commands the resistance cells active in the region the cells tend to act more or less independently, answering first to their local leader and often only paying lip service to the 3F and government-in-exile. Outer Fisanduh is the site of nearly daily engagements between these resistance groups and Imperial forces, and these engagements tend to be concentrated around the control of the region’s roads -- particularly those in and around the Gates of Fisanduh. Many resistance groups are known to fight one another in addition to the Imperial Army over access to the resources needed to sustain their operations such as precious metals, food, and underground armaments factories. In the cities, where Dominian control is stronger, the IFG -- despite its failures in Inner Fisanduh -- is the primary policing force instead of the often much harsher Imperial Army. This has led to many Fisanduhian refugees -- which often have no better place to run to -- fleeing to IFG-controlled regions despite the organization’s reputation as a puppet of the Empire.&lt;br /&gt;
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==Resistance Movements==&lt;br /&gt;
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The resistance movements of Fisanduh are numerous and diverse, and can be found throughout both Inner and Outer Fisanduh. On paper these resistance forces are extensions of the Confederated States’ government-in-exile that take answers from it and the Fisanduh Freedom Front, which is meant to command and coordinate all resistance forces in Fisanduh from their headquarters near Neubach. The reality is much more complicated: many resistance groups only cooperate due to their mutual distaste for the Empire of Dominia and hold no greater loyalty to the government-in-exile or the 3F, particularly those active in Outer Fisanduh -- which is beyond the easy reach of the 3F. The resistance groups listed below are some of the more prominent groups, but this should not be considered an exhaustive list.&lt;br /&gt;
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The &#039;&#039;&#039;Fisanduh Freedom Front&#039;&#039;&#039; is regarded by most as the oldest and most venerable of the currently-active resistance cells in Fisanduh, with its first cells activating in 2386 as part of Plan SCRAM. As a result the 3F is able to call upon something else that no other resistance group has: its status as the legitimate continuation of the armed forces of the Confederated States of Fisanduh, and its connection to the government-in-exile on Xanu Prime. While it does not control the entire region -- or all of Inner Fisanduh -- the 3F holds a firm grip on the majority of Inner Fisanduh, which it has managed to restore to a modicum of stability though the region remains poor and the scars of conflict are still present. Its center of influence is the city of Neubach, and the Front’s underground central command center is rumored to be located nearby. The Front is the only resistance group able to equip significant numbers of regulars, including the famous 32nd Mountain Brigade -- the only still-active unit of the Confederated States’ of Fisanduh’s Army.&lt;br /&gt;
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Slightly outside the Front’s definitive zone of control in the mountains that ring inner Fisanduh lies a resistance group quite unlike its counterpart in Neubach: &#039;&#039;&#039;Our Lady the Goddess&#039; Resistance Against the False Empire&#039;&#039;&#039;. Often simply referred to as the &#039;&#039;“Goddess’ Resistance,”&#039;&#039; this organization traces the roots of its existence to a group of Tribunalist clergy exiled from the Empire for their radical stance that the Empire was an illegitimate state that did not follow the Goddess’ edicts, which led to their rapid banishment. After being banished in the late 2300s they fled into the mountains of Fisanduh and founded what was initially a simple monastery in the ruins of a Confederated States Army redoubt that, over time, swelled into a significant organization. The Goddess’ Resistance is an eclectic group made up of a variety of anti-Dominian groups unified in their faith. Among the oddest of these is the all-female Our Lady the Goddess&#039; Holy Order of Vihren Mountain, a militant order primarily made up of war orphans and refugees that has become known for its unusual fanaticism -- its members having been raised from birth to believe that the Empire of Dominia’s continued existence is an affront to the will of the Goddess.&lt;br /&gt;
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In Outer Fisanduh -- well beyond the 3F’s realm of control -- one can find the similarly-named &#039;&#039;&#039;Yellow Star Front&#039;&#039;&#039;, an organization that similarly claims to be the legitimate successor to the government of Fisanduh following its collapse. But unlike its Inner Fisanduhian counterpart the Yellow Stars (as they are often called) have no legitimate endorsement by the government-in-exile, instead claiming that their right to rule as the legitimate successor state was earned by its founders -- themselves former Confederated States’ Army officers -- rather than given by bureaucrats that fled in Fisanduh’s hour of greatest need. The Yellow Stars are regarded as one of the most brutal resistance groups by the Imperial Army and are ideologically dedicated to the creation of an ultra-nationalistic Fisanduh free of Dominian influence, and will stop at nothing to see their goal realized -- regardless of how much blood must be spilled during their war. Their ideology calls for the elimination of the Empire of Dominia “in totality,” so that Fisanduh will never again suffer the fate it did during the War of Moroz. The Yellow Stars’ primary bases of power are on the outer sides of the gates of Fisanduh, regions which saw some of the fiercest fighting during the War of Moroz.&lt;br /&gt;
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One of the most unusual resistance cells in Outer Fisanduh is the grandly-named &#039;&#039;&#039;All-Morozian Union of Ma’zalist Communes&#039;&#039;&#039;. Unlike most resistance cells in Outer Fisanduh it makes no attempt to pay even lip service to the Fisanduh Freedom Front and the government-in-exile due to its goals and makeup: it is, unlike any other resistance cell in Fisanduh, primarily made up of Morozian Ma’zals that have fled the Empire of Dominia to take refuge in one of the few regions on Moroz that its police and military cannot truly reach. Espousing an ideology self-described as Ma’zalist Communalism, which calls for the creation of a unified Morozian state free of the nobility that has been built for and by the Ma’zals of the Empire, the All-Morozian Union views itself as the legitimate governing body of all of Moroz and is in nearly constant conflict with both the Empire of Dominia and nationalistic Fisanduhian groups such as the Yellow Stars. The All-Morozians are a highly-decentralized group and are scattered throughout Outer Fisanduh in small hidden communes, which has made them exceptionally difficult for the Imperial Army to deal with.&lt;br /&gt;
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==Interstellar Relations==&lt;br /&gt;
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Under Dominian law the territory of Fisanduh is officially a province of the greater Empire itself, though it is one that is considered to be insecure and prone to civil unrest. The situation, in reality, is significantly more complicated than this, with the government-in-exile of Fisanduh (based on Xanu Prime) claiming to be the legitimate government of the region instead of the conquering Empire of Dominia. Due to this most human interstellar powers hold some form of official stance on the true nature of Fisanduh, and its nature as an independent state under occupation or an Imperial province in revolt.&lt;br /&gt;
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The Coalition of Colonies officially recognizes the Confederated States’ government-in-exile as the sole legitimate government of Fisanduh, despite the ongoing Imperial embargo over their stance and hosting of the government-in-exile. No member-state of the Coalition is more supportive of this stance than Xanu Prime, which has become the main destination for Fisanduhian refugees as a result. While some -- particularly Imperial diplomats -- claim that Xanu’s interest in Fisanduh is solely monetary in nature, many in Fisanduh proper see the Coalition as the best, and perhaps last, hope for the rebirth of a free Fisanduh.&lt;br /&gt;
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The Republic of Biesel does not recognize the Confederated States’ government-in-exile, and instead views the Empire of Dominia as the legitimate authority of the province. Many theorize that this recognition is due to the corporate influence of [[Zavodskoi Interstellar]], via the [[Stellar Corporate Conglomerate]], over the Republic’s government. The small Fisanduhian refugee population in the Republic -- which is primarily concentrated in and around District 11 of Mendell City -- has repeatedly protested this to no success, and the Empire’s diplomatic corps has repeatedly praised the Republic for its wise decision-making on the Fisanduhian question.&lt;br /&gt;
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The Republic of Elyra holds that the Confederated States’ government-in-exile is the legitimate government of Fisanduh, but has been hesitant to allow Fisanduhian refugees to settle on its planets due to the Republic’s strict border controls. Those Fisanduhians that are permitted entry into the Republic are generally the best and brightest of the Confederated States, or are otherwise able to provide skills to the Republic that are of use to it. However the political situation of the Republic leaves its recognition of Fisanduh in question, with the opposition currently preferring to recognize the Empire in order to seek détente with it.&lt;br /&gt;
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The Alliance of Sovereign Solarian Nations has no official stance on the state of Fisanduh, due to its distance from the Empire of Dominia and its disinterest in the region following the Solarian Collapse of 2462. Prior to the events of the Violet Dawn catastrophe and Sol’s retreat from the Middle and Outer Rings, many Fisanduhian refugees eventually settled in the Alliance. This number has fallen significantly as a result of the Solarian retreat, and most refugees now head to either the Republic of Biesel or Coalition of Colonies.&lt;br /&gt;
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==Major Settlements==&lt;br /&gt;
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&#039;&#039;&#039;Neubach&#039;&#039;&#039; is the former capital of the Confederated States of Fisanduh, though it has arguably remained the de facto capital of Fisanduh despite efforts by the Empire of Dominia to control it. 3F control is at its strongest here. Located in a relatively flat region of Fisanduh, the city is built more horizontally than vertically and has maintained its status despite the collapse of Fisanduh due to its position in the interior of Fisanduh, the dogged resistance of its citizens to Imperial occupation, and Emperor Keeser’s desire to leave the city intact as a gesture of goodwill to Fisanduh. The city remains a major regional manufacturing center though the economic devastation of the region is still felt here, with understaffed or shuttered factories not an uncommon sight. Above all else, the former capital remains an important rallying point for the people of Fisanduh.&lt;br /&gt;
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&#039;&#039;&#039;Strelitz’s Rest&#039;&#039;&#039; is the official Dominian capital of the region. Formerly a moderately-sized Fisanduhian mining town, it was transformed into the Imperial Army’s command center for the region during Emperor Keeser’s efforts to pacify Fisanduh in the 2400s. The city itself more closely resembles a massive military compound than a traditional city, as the town that once was has been fully absorbed and overcome by the military base that the Imperial Army constructed in the region to support its efforts. The outskirts of the town are covered by watchtowers, checkpoints, concrete walls, and barbed-wire fields -- all in an effort to prevent resistance attacks. The town is most well-known for the massive airfield located in its center from which dozens -- if not hundreds -- of air missions are launched every day, ranging from simple helicopter resupply flights to bombers that will eventually strike suspected munitions factories in Inner Fisanduh.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Moroz&amp;diff=25734</id>
		<title>Moroz</title>
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		<updated>2022-08-02T03:40:48Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Category consistency.&lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Moroz_pixel.png|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Located within the Mira Sancta system Moroz has overcome a variety of challenges - hundreds of years of isolation, decades of war, its cold and icy nature, strife between its unathi and humans, and more - to become, without a doubt, the most important planet of the young Empire of Dominia, itself a major regional power in the Orion Spur. With roughly six billion permanent inhabitants Moroz is home to upwards of two-thirds of the Empire’s population, and the vast majority of noble houses - both minor and major - make their home here, as does the royal family. Contrary to other inhabited planets, Moroz lies fairly far out from its star - meaning that, despite being inhabitable, most of the planet is covered in ice and snow. As a result the vast majority of its human settlements are concentrated around the middle of the planet, where massive taiga-like forests instead dominate. Despite a lack of easily settled and arable land Moroz has become exceedingly wealthy in recent years due to its colonial possessions, and the native Morozians of the planet have become some of the wealthiest people in the Empire. In recent years efforts have been made by the Empire of Dominia to reclaim some of the planet’s massive polar regions due to its steadily growing population, though not much success has been had from these programs.&lt;br /&gt;
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The imperial capital of Nova Luxembourg houses fifty million residents in what was once a humble colonial settlement barely eking out an existence in the remains of their colony ship. In the years since then, the city has grown to be a true galactic capital filled with wealth, prestige, and academic knowledge. However on the other side of the planet lies evidence that not all is well on Moroz. Within the Semi-Autonomous Region of Fisanduh the former Confederated States of Fisanduh capital of Neubach sits as a reminder that the Empire of Dominia is a society ultimately built upon the conquest of those weaker than itself, and seeks to expand the reach of Moroz even now. But Neubach and Fisanduh provide another symbol: an icon of resistance to the Empire that still yet stands, even in its homeland.&lt;br /&gt;
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Moroz has two moon, Lyoid Primary and Lyoid Secondary, though only Lyoid Primary is inhabited - the moon features a small mining outpost designed to extract lithium from the planet’s surface.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of Moroz as a planet is intrinsically linked to the history of the [[Empire_of_Dominia#History|Empire of Dominia]] as a whole and, as such, discussing it separately is an exercise in futility. The fate of the planet has, for as long as the Empire has existed, been tied to the fate of the Empire. Without Moroz, the Empire of Dominia as it now stands simply does not exist.&lt;br /&gt;
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==Environment==&lt;br /&gt;
[[File:Moroz.png|thumb|A map of contemporary Moroz showing its major cities and the Imperial Railroad.]]&lt;br /&gt;
The environment of Moroz is dominated by one thing: the cold. As a result, the planet is somewhat uncomfortable for human inhabitation while being extremely difficult to live on for unathi. Heavy overcoats are a common form of clothing due to this temperature, with fancier coats being a typical fashion accessory of the Primaries of Moroz. Upwards of seventy percent of the planet’s surface is dominated by its massive polar caps, and much of the area that is not tundra or outright polar icecap is dominated by cold taiga forests. Temperatures are typically near or below freezing, and most areas on Moroz see snow year-round. What oceans there are are generally quite small, and snake their way around the equatorial taiga regions of the planet. A body of water known as the Imperial Sea is the largest body of water on the Morozian surface, and many of the Holy Kingdom of Domelkos’ and Imperial Alliance’s cities were built around this during the early period of colonization.&lt;br /&gt;
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The large polar ice caps of Moroz are known as the Lyod, and are quite inhospitable. Plants and animals are rare and, if present, typically small to endure the polar winds that often whip across the ice planes found across the planet. With temperatures usually well below freezing and arable land all but impossible, human inhabitation of this area is extremely rare. Only the Lyodii (meaning “People of the Lyod” in Vulgar Morozi), dedicated survivalists that often exist outside of greater Morozian society despite following the Holy Tribunal, reside outside of the rare reclaimed zone.&lt;br /&gt;
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==Geographical Regions==&lt;br /&gt;
Moroz is typically divided into four distinctive geographical areas -- though only two see significant human inhabitation -- by Imperial cartographers: Equatorial Moroz, the Fisanduhian Range, the Northern Lyod, and the Southern Lyod. These regions are said to date back to the early post-colonial era of the planet and have persisted with very few changes since that point, despite complaints that they are no longer accurate by some members of the Empire&#039;s geographic societies.&lt;br /&gt;
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&#039;&#039;&#039;Equatorial Moroz&#039;&#039;&#039; is the most populated region of the planet thanks to its (relatively) hospitable weather and long growing season. Both states that would go on to form the the basis of the modern Empire of Dominia -- the Holy Kingdom of Domelkos and Imperial Alliance of Zhao and Volvalaad -- originated here, which has helped to make this region the most prosperous one in the entirety of the Empire. The Imperial capital of Nova Luxembourg -- along with other critical cities such as the industrial heartland of Jinxiang -- can be found here. This region makes up all of the planet&#039;s surface aside from the northern and southern ice caps (with the exception of Fisanduh) and, unlike other regions of the Empire, is directly administrated by the Emperor himself instead of by an appointed Imperial governor.&lt;br /&gt;
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The &#039;&#039;&#039;Fisanduhian Range&#039;&#039;&#039; is a large mountain range, spanning from the northern to the southern Lyod, that divides Equatorial Moroz in half. Technically two separate mountain ranges the Fisanduhian Range has a large, still mountainous region between its eastern and western regions that is commonly referred to as Inner Fisanduh. The foothills surrounding the outward-facing sides of the Range, on the contrary, are known as Outer Fisanduh. With only four valleys -- commonly known as the &amp;quot;Gates of Fisanduh&amp;quot; -- that allow easy passage between the inner and outer regions, the Inner Fisanduh was the last region to be conquered during the War of Moroz that formed the Empire of Dominia. The country that once controlled the region, the Confederated States of Fisanduh, never formally surrendered to the Empire and the region has been home to an insurgency for almost a hundred years. While economically deprived due to its ongoing war with the rest of Moroz the region is home to immense amounts of mineral wealth, and many believe it could someday be a prosperous manufacturing region. Assuming, of course, that its war ever ends.&lt;br /&gt;
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The Northern and Southern &#039;&#039;&#039;Lyod&#039;&#039;&#039; make up the vast majority of Moroz&#039;s surface. These vast regions are primarily composed of arctic tundras in which very little grows and few animals reside, though they are hardly completely devoid of life. Dense taiga-like forests composed of Morozian conifers can be found in the regions of the Lyod bordering Equatorial Moroz, and the majority of the Lyod&#039;s population can be found in and around these forests. The taiga of the Lyod has been home to Dominian outposts for several decades now, which has brought the Empire into contact -- and conflict -- with the native population of the region: the Lyodii (the &amp;quot;People of the Lyod,&amp;quot; in Vulgar Morozi). Experiences in attempting to tame the Lyod have influenced the Empire&#039;s current expansionist colonial policy and led to the creation of the well-known Lyodsuit, a piece of cold-weather survival gear originally used in the Lyod and now seen across the Empire&#039;s colonies due to its resistance to adverse weather conditions.&lt;br /&gt;
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==Morozian Flora and Fauna==&lt;br /&gt;
The flora and fauna of Moroz, both native and modified by the experienced laboratories of House Volvalaad, are all adapted to this cold - lest they quickly wither away and die in the “eternal winter” of Moroz. Most animal and plant life is concentrated in the taiga of Moroz, though some venture into the tundra “shrubland” surrounding it, with only a few animals eking out their existences in the massive icecaps of the planet. Here are some examples of creatures that can be found on Moroz.&lt;br /&gt;
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The tenelotes is a large, roughly horse-sized, herbivorous herd animal commonly found in the equatorial regions of Moroz outside of Fisanduh. These mammals are covered in a thick layer of fur that is often utilized in Morozian clothing, and are fully able to be ridden by a trained human. Tenelotes were often utilized by the Imperial Army during the War of Moroz as pack animals, and they are still sometimes utilized in the tundra of Moroz due to their reliability. Where tracked or wheeled vehicles cannot go on Moroz, the tenelotes often goes instead.&lt;br /&gt;
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The prejoroub is a large omnivore, roughly the size of a Solarian wolf, native to the taiga forests throughout the equatorial regions. This catlike animal has very large, broad paws to allow it to tread across snow more easily and is one of the fastest animals on Moroz. Prejoroub are pack hunters that typically work in hunting parties of up to six animals in order to bring down large prey such as tenelotes. The prejoroub is often used as a symbol of Imperial Navy vessels, due to naval doctrine dictating that small vessels must fight in a pack to overcome larger opponents.&lt;br /&gt;
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The confusingly-named yupangyangwangmi (often shorted to “yupmi”) is an extremely large rodent, roughly the size of a Solarian donkey, native to the mountains of Fisanduh. Yupmi are friendly, docile animals that were domesticated by the Confederated States of Fisanduh nearly a century before its fall and were a common pack animal for its army during the War of Moroz due to the ease with which they could climb up Fisanduh’s mountainsides with their six legs. A significant amount of artillery used by the Fisanduhians during the War was carried on the backs of these sturdy animals. In the postwar era yupmi are often utilized by the Fisanduh Freedom Front to haul equipment without attracting unwanted attention and the ability to hide weaponry under the voluminous fur they possess.&lt;br /&gt;
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The yastr is a bird of prey commonly found throughout the mountains of Fisanduh. While they are able to eat nuts and fruit, yastr prefer to consume small game commonly found along the mountainsides. These large birds are nocturnal and eerily quiet when they fly, despite a significant wingspan intended to keep them aloft in the thinner air towards the top of the Fisanduhian mountains. Yastr, despite their size, are able to be trained by experts and were commonly used as an alternative form of communication for the Confederated States of Fisanduh Army during the War of Moroz. Presently, they are often used as messenger hawks by the Fisanduh Freedom Front.&lt;br /&gt;
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The treutduro is a genetically modified dove commonly found throughout the grand cities of Imperial-controlled Moroz. Originally genetically modified to better withstand the cold climate of Moroz, the treutduro is larger and lives longer than its Solarian counterpart. It is typically seen as one of the primary symbols of the Empire of Dominia and is often utilized to represent the so-called peace that the Empire brought to the war-torn planet. The birds are easily trained and quite intelligent, and are often kept as pets by Primaries and Secondaries alike.&lt;br /&gt;
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==Society and Life on Moroz==&lt;br /&gt;
How one lives their life on Moroz is highly dependent upon which region of the planet they are originally from. If one comes from the Empire of Dominia-controlled parts of Moroz, the majority of the planet’s surface, their life will look radically different from someone who originates from the region of Fisanduh. Much of the society experienced by Dominian Morozians can be found [[Empire_of_Dominia#Dominian_Society|here]] and [[Dominian Culture|here]], but any competent discussion of life on Moroz must be divided into life inside Fisanduh and life outside of Fisanduh.&lt;br /&gt;
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===Life in Dominian-controlled Moroz===&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;
Life in what is commonly referred to as “Imperial Moroz” by its denizens is typically regarded as the best lifestyle possible in the young Empire of Dominia. These Dominians are wealthy, influential, and stable. Support for the Empire is highest in these regions, due to the wealth and prosperity it has brought to those that reside there.  While Fisanduh remains a problem, it is a distant issue in the minds of these Dominians - a background threat that exists in a rump state that is, honestly, not really worth controlling due to the cost involved. Off-world travel is common amongst Imperial Morozians due to their wealth, with many traveling to other colonies of the Empire and a large amount traveling as far afield as Tau Ceti - particularly those associated with the more diplomatically-inclined House Volvalaad. Despite the presence of unathi within the Empire, Moroz remains overwhelmingly human due to its frigid temperatures.&lt;br /&gt;
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The cities of Imperial Moroz tend to be very heavily developed due to the wealth of the planet, and are connected by the massive Imperial Railway - a construction project of Emperor Keeser during his first years on the throne that is, according to the Empire, one of the largest rail networks outside of the Sol Alliance. These cities are often awe-inspiring, if grandiose, sights to behold with their unique Morozian Deco architecture and wide boulevards dotted with the homes of Moroz’s nobility and commoners. One notable example of this architectural style is the Holy Cathedral of Our Lady the Goddess, the largest Tribunalist church on Moroz. While most assume that Tribunalist churches are built in austere, quasi-Gothic styles the Holy Cathedral was instead built in the Morozian deco style on behalf of its primary sponsor: Empress Lei Keeser.&lt;br /&gt;
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Despite this opulence, Moroz sees few immigrants due to the authoritarian nature of the Empire of Dominia and immigration standards that have been deliberately designed to make immigration to Moroz without previous proof of familial residence extremely difficult, if not impossible. Some reformist elements wish to make this process easier, but most Dominians are perfectly content to keep the frontier “riff-raff” out of their core worlds.&lt;br /&gt;
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Imperial Morozian society has been heavily influenced by the Primaries - the nobility of Dominia - and it is seen as very in vogue amongst Secondaries to take a page from the habits of nobility. As a result of this fencing - a traditional pastime of House Volvalaad before the creation of the Empire of Dominia - has become a widespread pastime due to Her Majesty Empress Lei&#039;s Royal Fencing Society, which accepts all into its ranks and possess a geneboosted and non-geneboosted league. The Royal Society’s fencers are renowned throughout the Orion Spur, and some joke that the planet’s primary export is slowly becoming fencing experts.&lt;br /&gt;
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===Life in Fisanduh===&lt;br /&gt;
[[File:Fisanduh.png|The red and gold flag of the Confederated States of Fisanduh. Despite its collapse at the conclusion of the War of Moroz, the flag remains a common sight in Fisanduh.|thumb]]&lt;br /&gt;
Life in the territory of the former Confederated States of Fisanduh is much less opulent than its counterpart on the outside, but manages to be more free. Decades of war in the period leading up to the ultimate collapse of the Confederated States and its democracy, followed by thirty years of insurgency have done significant damage to Fisanduh despite the thorough contingency plan of the Confederated States known as Plan SCRAM. As a result the standard of living in Fisanduh is less than that in Imperial Moroz, thanks to decades of devastation as a result of the ongoing conflict with Dominia. Despite how dire their situation is the Fisanduhians of the region remain steadfast in their opposition to the Empire of Dominia, but their lives are often swept up up by the violence that results from their resistance.&lt;br /&gt;
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Fisanduhians value their freedoms above all else: many remember the democratic Confederated States of Fisanduh and the decades-long war waged by its Army to preserve the freedom of Fisanduh at all costs, no matter how steep the bloody price of freedom would be, and the Confederated States never signed a formal peace treaty with the Empire of Dominia. In the minds of many of the citizens of Fisanduh, the war yet marches on -- even decades after what most Morozians would consider its formal end. The strong ideological foundation of the Confederated States, one forged in the violent fires of war and the struggle to survive against the environment of Fisanduh itself, has persisted in the postwar era despite attempts by the Empire of Dominia to control and dominate Fisanduh.&lt;br /&gt;
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Due to its position in a very mountainous and cold -- by equatorial Moroz standards -- region of the planet that never saw combat within its borders before it fell, the cities of Fisanduh -- those not destroyed during the occupations, at least -- tend to differ from the cities of Imperial Moroz. The former Confederated States capital, Neubach, is a good example of this: the city is spread out over a much wider area than other cities on Moroz, and follows a much more utilitarian style of architecture derived the industrial needs of the colony. While the Fisanduhian style is often referred to as “hideous” by many Dominians, Emperor Keeser deliberately kept Neubach intact as a gesture of goodwill towards the region.&lt;br /&gt;
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The largest resistance movement in Fisanduh is the Fisanduh Freedom Front, often referred to by Dominians as the “Shadow State of Fisanduh.” Created as a result of Plan SCRAM, the 3F -- as it is often called -- is loyal to the government-in-exile of the Confederated States of Fisanduh. It holds significant sway with the population in regions it as a result of this, though its control fades the further one travels from Neubach. The leader of 3F is known simply as the &amp;quot;Chief,&amp;quot; but much of the organization itself remains shrouded in mystery due to the secretive nature of both itself and the Empire of Dominia. Rumors of direct and indirect support of 3F by the Coalition of Colonies surround the organization yet no formal connections have been established, much to the rumored frustration of the Empire.&lt;br /&gt;
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===The Lyodii===&lt;br /&gt;
Life in the Lyod -- the large polar ice caps that dominate the surface of Moroz -- is quite unlike life anywhere else on Moroz due to the extremely harsh environment of the Lyod, which has in turn given rise to a quite unique culture: that of the Lyodii, the &#039;&#039;People of the Lyod&#039;&#039;. Originally composed of exiles and outsiders from the colonial period the Lyodii, while often seen as &amp;quot;backwards&amp;quot; or &amp;quot;savages&amp;quot; by their fellow Morozians, are the only people that have mastered the Lyod to the point where they are able to safely reside in it -- though life is hardly easy or comfortable.&lt;br /&gt;
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The Lyodii typically follow a unique interpretation of the Moroz Holy Tribunal known as Lyodic Tribunalism -- or Morozi Paganism, if one is a follower of the Imperial Moroz Holy Tribunal -- that is distinct from the traditional Morozian interpretation in its perception of the Goddess and Her Edicts. The largest Edict-based departure between Lyod Tribunalism and its Equatorial counterpart is on the Seventh Edict: due to the value of animals on the tundra the Lyodii commonly perform ritual sacrifices of animals in order to please the Goddess, and as an offering to Her from Her humble Lyodic followers. The Fourth Edict is another marked departure in Lyodic Tribunalism: the Lyodii, lacking an empire (or formal state) believe that one should instead not deliberately wrong another or break a law, unless one&#039;s life or property is threatened by the person or law. Lyodic shamans often adorn themselves with animal bone charms as a result of this and these adornments vary greatly between various shamans: some wear small adornments -- such as bird skulls on chains -- while others wear adornments as large prejoroub skulls during especially important events. Lyodic shamans tend to be female due to a superstition among Lyodi that women have a better connection to the Goddess. Unlike the formal schooling of Morozian clergy, the skills needed to serve as a Lyodic shaman are generally passed down through apprenticeships in which young Lyodii serve as a shaman&#039;s assistant before eventually assuming the role when hey are deemed ready.&lt;br /&gt;
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Politically the Lyodii are quite unlike the centralized societies of their southern counterparts, the Empire of Dominia and now-fallen Confederated States of Fisanduh. Though the Lyod is home to some small permanent towns that are generally located in the more hospitable taiga zones on its borders, most Lyodii live in small nomadic communities of anywhere from 100 to 1,500 members that follow animal herds and plant growths around the tundra in order to survive. These Lyodic tribes follow no authority beyond their chieftain and the chieftan&#039;s shaman, who generally serves as the second-in-command of the tribe due to their experience in matters of the divine. While conflict is not uncommon between tribes -- particularly when resources are scarce -- most tend to avoid conflict with one another, as their lives on the tundra are challenging enough without warring over hunting rights. Tribes, however, have been known to unify into larger confederations in response to external threats such as Dominian efforts to &amp;quot;tame&amp;quot; the taiga of the Lyod -- a conflict that continues at a low level even today.&lt;br /&gt;
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Daily life for the Lyodii revolves around the difficult task of ensuring that they, and their tribe, are able to continue surviving in the Lyod, where they can be free from the Mo&#039;ri&#039;zal and the influence of the Empire of Dominia. To fail in one&#039;s tasks -- even ones as simple as ensuring that water is set to boil -- runs a risk not only to one&#039;s own life but to that of the entire tribe, and failure to perform is typically met with harsh punishment by one&#039;s parents or the tribe&#039;s more senior members. The nature of Lyodic life means that one is almost always on the move following animals or plant life, and many Lyodii that travel off-world are often used to (or uncomfortable with) staying in one spot for months at a time. This nomadic lifestyle is not present in the rare villages and small towns that dot the taiga of the Lyod, which often serve as meeting points for tribal diplomacy and trade centers where the resources of the Lyod are sent to the greater Orion Spur. These towns are additionally some of the few opportunities Lyodii have to go off-world, as they are the only places where those with the funds needed and interest to recruit Lyodii for megacorporations -- primarily [[Zavodskoi Interstellar]] -- can be found.&lt;br /&gt;
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==Major Settlements==&lt;br /&gt;
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&#039;&#039;&#039;Nova Luxembourg&#039;&#039;&#039; is the crown jewel of the Empire of Dominia and lies nestled in a fairly temperate (by Morozian standards) region. The city’s skyline is dominated by the massive Imperial Palace of Moroz, which towers above other structures within it. The largest temple of the Moroz Holy Tribunal, the Holy Cathedral of Our Lady the Goddess, can be found close to the Imperial Palace, as can the largest chapter of Her Majesty Empress Lei&#039;s Royal Fencing Society. Nova Luxembourg is the wealthiest city in the Empire of Dominia, and much of its economy is dedicated to more esoteric pursuits such as art. Poverty has been all but eliminated within its city limits, thanks to the massive charitable efforts undertaken by the well-loved royal family. Outside of the royal family, the House Volvalaad-sponsored Juro School of Genetics and Bio-Sciences can be found in Nova Luxembourg.&lt;br /&gt;
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&#039;&#039;&#039;Jinxiang&#039;&#039;&#039; is the industrial heartland of Imperial Moroz, and is the historical home of House Zhao. Much of the Imperial Navy’s shipwrights are trained here, and the metropolis is famous throughout the Empire as the “forge of Dominia.” While designed in a more practical manner than the opulently-designed Nova Luxembourg, Jinxiang remains a very wealthy city on Moroz due to its status. The prestigious Royal Naval Academy is located in this city, and many of the Empire’s most well-regarded naval officers - including the current Grand Admiral, Duchess Huiling Zhao - are alumni of it.&lt;br /&gt;
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&#039;&#039;&#039;Domelkos&#039;&#039;&#039; is the former capital of the Holy Kingdom of Domelkos, one of the three nations that eventually became the modern Empire of Dominia. The city is often regarded as the sister city of Nova Luxembourg due to its similar focus upon the arts, and similarly beautiful surroundings. Many nobles and well-to-do residents of Domelkos partake in outdoor activities such as hunting in the lush and idyllic forests surrounding the city, and the crown prince himself owns a modest hunting lodge outside of the city that he often entertains Imperial Army officers at. &lt;br /&gt;
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&#039;&#039;&#039;Neubach&#039;&#039;&#039; is the former capital of the Confederated States of Fisanduh, though it has arguably remained the de facto capital of Fisanduh despite efforts by the Empire of Dominia to control it. 3F control is at its strongest here. Located in a relatively flat region of Fisanduh, the city is built more horizontally than vertically and has maintained its status despite the collapse of Fisanduh due to its position in the interior of Fisanduh, the dogged resistance of its citizens to Imperial occupation, and Emperor Keeser’s desire to leave the city intact as a gesture of goodwill to Fisanduh. The city remains a major regional manufacturing center though the economic devastation of the region is still felt here, with understaffed or shuttered factories not an uncommon sight. Above all else, the former capital remains an important rallying point for the people of Fisanduh. &lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Keeser_Royal_Family&amp;diff=25705</id>
		<title>Keeser Royal Family</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Keeser_Royal_Family&amp;diff=25705"/>
		<updated>2022-08-02T03:40:32Z</updated>

		<summary type="html">&lt;p&gt;Lonefly: Style consistency, category consistency.&lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Keesers pixel.png|The women of the Imperial Royal Family, from left to right : Empress Lei Keeser, Princess Hai Keeser, and Crown Princess Priscilla Keeser.|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:85%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;The women of the Imperial Royal Family, from left to right : Empress Lei Keeser, Princess Hai Keeser, and Crown Princess Priscilla Keeser.&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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[[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;
The Dominian royal family is regarded highly throughout the young Empire, and is seen as a unifying force for it. Many of the commoners and nobility of the Empire consider themselves more loyal to the Imperial throne than the great houses -- despite the significant power the great houses still hold within certain sectors of the Empire, such as the Imperial Navy. To many, the Emperor and Empress -- along with their children -- are seen as the very glue that holds the Empire of Dominia together, preventing it from falling back into the chaos of the War of Moroz. To many, it seems seems that a Keeser on the throne is all but guaranteed for the next generation, with Crown Princess Priscilla as the current heir apparent.&lt;br /&gt;
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==Emperor Boleslaw Keeser I==&lt;br /&gt;
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&#039;&#039;&#039;Date of Birth: 17 December 2405&#039;&#039;&#039;&lt;br /&gt;
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His Imperial Majesty Emperor Boleslaw Keeser the First is the authoritarian ruler of the fairly young and highly theocratic Empire of Dominia, which has shifted from an isolated backwater under his reign to an increasingly powerful player in its own right, though it still lags far behind other human powers in its ability to project its influence. Emperor Keeser I is renowned throughout the Empire as a stern yet caring ruler by his subjects, and hated as a tyrant by those that he has conquered. Personally, he is rumored to be intelligent and shrewd - after all, he did manage to claim the power of the throne. In recent years, the Emperor has turned his attention from Moroz itself to the planets near him - a move that has caught the watchful eye of the Coalition of Colonies and Republic of Elyra. Only time will tell what will come of this. In his family life, the Emperor is said to expect a great deal from his children, particularly his heir apparently: the crown princess. The Emperor is said to dote upon his only son, the crown prince, despite him not being his heir.&lt;br /&gt;
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==Empress Lei Keeser==&lt;br /&gt;
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&#039;&#039;&#039;Date of Birth: 22 November 2406&#039;&#039;&#039;&lt;br /&gt;
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Empress Keeser is a major figure in the politics - both external and internal - of the Empire of Dominia and the longstanding wife of the Emperor, having recently celebrated their thirtieth anniversary in January of 2462. Lei is an immensely caring and well-loved figure throughout the Empire that has borne the Emperor three adored children and constantly acts as an anchor for her husband. She holds a significant amount of sway over the day-to-day affairs of the Empire thanks to her constant position at the Emperor’s side and her own experience working within the nobility of Dominia. She is said to be closest to her oldest daughter Crown Princess Priscilla, who is the unquestioned heir apparent and has taken after her caring mother in many ways. Empress Keeser is regarded as a hero by many Ma’zals for being one of the major figures behind better treatment for the Ma&#039;zals of the Imperial Colonies, and has encouraged further lightening of the Imperial “blood debt” that all citizens and subjects are burdened with upon birth. A large statue of her helping a Ma’zal out of his chains is featured in front of the Holy Cathedral of Our Lady the Goddess, the largest Tribunal church on Moroz. She is also the founder of the Empire’s largest contemporary fencing society, Her Majesty Empress Lei&#039;s Royal Fencing Society.&lt;br /&gt;
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==Crown Princess Priscilla Keeser==&lt;br /&gt;
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&#039;&#039;&#039;Date of Birth: 13 May 2434&#039;&#039;&#039;&lt;br /&gt;
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The eldest of Emperor Keeser’s three children, Priscilla is ever so much her father’s daughter. She is well-poised, elegant, and regarded throughout the Empire as a paragon of justice and the honourable ideals that hold the young Empire together like glue. She is a proponent of decreasing the blood debt inherent with Imperial citizenship in favor of a more formalized system of taxation, and the further expansion of the Imperial Lottery. She is a constant funder of charitable projects throughout the Empire, and even beyond, which has often turned her into the face of Imperial diplomatic efforts abroad - a fitting status, considering the ease at which she handles both people and money alike. Warm and welcoming while being sharp of wit and mind alike, the Crown Princess is often sent abroad - or travels abroad - to build goodwill for the Empire. She has proven adept at this role thanks both to her charisma and her well-cared-for appearance, which includes only the finest dresses and ramients in the Empire. The Crown Princess is known, in her private time, to favour more academic pursuits than her martially-minded siblings. She is the founder and the largest single sponsor of the Imperial Morozian Library, the largest public library in Dominia. It was founded in an effort to encourage education amongst Ma’zals, and remains free to access by all Imperial subjects.&lt;br /&gt;
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==Crown Prince Alexander Keeser==&lt;br /&gt;
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&#039;&#039;&#039;Date of Birth: 23 October 2435&#039;&#039;&#039;&lt;br /&gt;
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The middle child of the royal family, Alexander is more focused upon the military arts than the diplomacy of his elder sister and the cunning of his younger sister. He is known to be, according to rumors associated with the royal family, a dear friend to Priscilla and somewhat distant to Hai - perhaps a result of the existing rivalry between Dominia’s general staff and admiralty. Alexander is publicly quite gregarious and boisterous, seemingly constantly full of energy and vigour - always pushing himself forward. Out of the three siblings, he is said to be the most well-liked by the Empire’s unathi minority due to his gregarious nature and martially-inclined mind. While boisterous in public, rumors swirl that Alexander is privately unhappy with his inability to be as diplomatic or as cunning as his siblings. Like his younger sister Hai, Alexander holds a military rank: he is a Captain within the Imperial Army. He is additionally a proficient duelist, having claimed a multitude of victories in tournaments hosted by the Royal Fencing Society. Alexander himself is a holder of the Royal Fencing Award with Diamond Oak Leaves and Crossed Swords, an exceedingly high honour within the Royal Fencing Society.&lt;br /&gt;
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==Princess Hai Keeser==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: 05 March 2437&#039;&#039;&#039;&lt;br /&gt;
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The youngest of the three royal children is, if rumors are to be believed, also the most cunning and intelligent of the three. Hai is said to be in many ways, by those more familiar with the Emperor’s family, more admiral than princess. She possesses a sharp mind, is known to attend wargames vigorously, is a dear friend of the Duchess Huiling Zhao (the Grand Admiral of His Imperial Majesty’s Fleet), and is rumored to be cold and calculating rather than the loving figure of her sister or gregarious figure of her brother. Princess Hai is currently a flag officer of His Imperial Majesty’s Fleet, with the rank of Commodore, but is often, to her chagrin, pulled off of military duty to serve in diplomatic functions. At these functions, her comparatively diminutive height of 5’5”, insistence upon masculine fashion, and slender build make her stand out amongst the typically massive nobility of Dominia. Unfortunately for her, she is not much of a public speaker. Hai is also a member of the Royal Fencing Society Her Majesty Empress Lei’s Royal Fencing Society, and is one of the youngest winners of Godwin’ s Tournament to date, taking the 2461 title at just 24. and is a holder of the Royal Dueling Award with Diamond Oak Leaves and Crossed Swords. She is known to have a competitive rivalry with her brother, despite their disproportionate sizes, and is responsible for popularizing the Kirihide style of dueling on Moroz due to her non-geneboosted state.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Security_and_Law&amp;diff=25714</id>
		<title>Solarian Security and Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Security_and_Law&amp;diff=25714"/>
		<updated>2022-08-02T03:40:19Z</updated>

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&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462. The task of coordination in these cases falls upon the bureaucratic and Byzantine shoulders of the SIP-CPA, which is responsible for coordinating and managing thousands of these situations on a daily basis due to the sheer size of the Alliance. The SIP-CPA is an efficient yet often exceedingly slow organization due to the amount of cases it handles on a daily basis, and many planetary police agencies often find themselves grumbling at the amount of time it takes requests to snake their way through the bureaucracy of the Agency. Despite the lethargic pace at which the Agency works it is, in the eyes of many Solarian security officials, irreplaceable due to the coordination it provides between the many disparate agencies in the Alliance. SIP-CPA employees rarely find themselves in “on the ground” situations due to the Agency’s primary purpose of coordination. As a result SIP-CPA agents are generally seen as the “softest” of the Alliance’s three agencies, but still command respect due to the amount of work they perform to keep the Alliance’s policing apparatus functional.&lt;br /&gt;
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Working alongside the SIP-CPA is its more active counterpart, the SISA. While the SIP-CPA is focused upon macro-level coordination, the SISA handles crimes that go beyond the capabilities of a singular member state’s local police forces. The Agency is typically seen as the more glamorous of the Alliance’s two domestic security services due to the more hands-on and high-visibility work it conducts. Despite its greater glamour the Agency could not function without the support of the SIP-CPA, which provides it with the information it requires to act and is responsible for authorizing the deployment of its agents to the field. As a result the Agency is somewhat slow to act and respond, but almost always solves cases and problems it is assigned to -- no matter how long they may take. Agency branch offices can be found throughout the Alliance’s member states.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau==&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-station character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
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Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
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		<author><name>Lonefly</name></author>
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