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		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=35889</id>
		<title>Dionae</title>
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		<updated>2025-05-26T14:18:14Z</updated>

		<summary type="html">&lt;p&gt;NerdyVampire: Single instance spelling issue: Othrodox =&amp;gt; Orthodox&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DionaeMainpage.png|1000px|The cold, desolate void of space, the only home Dionae have always known.|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A race of fungoid creatures, the Dionae are a unique blend of biological and intellectual capabilities that distinguishes them from other known life within the Orion Spur, or the greater galaxy. With a physical resemblance to slugs, they have the ability to form &amp;quot;gestalts&amp;quot; which are complex, collective entities that enhance cognitive abilities and perform more intricate tasks than in their baseline forms. They may also exhibit sophisticated behaviour, showcasing a collective intelligence that evolves with the number of Dionae within a gestalt. Dionae have the ability to gain information through genetic absorption; meaning they are able to assimilate knowledge and skills from a genetic sample, allowing them to gain knowledge through biological interaction. This has allowed Dionae to rapidly adapt to the societies present within the Orion Spur. Dionae rely on radiotrophy, in which they derive energy for growth and sustenance from ionizing radiation. Dionae convert radiation into usable chemical energy, which in turn allows them to survive in otherwise inhospitable environments as long as radiation exists. &lt;br /&gt;
&lt;br /&gt;
=== Heads of Staff === &lt;br /&gt;
&lt;br /&gt;
Dionae can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
&lt;br /&gt;
* [[Chief Medical Officer]] &lt;br /&gt;
&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Access to the species&#039; unique language, Rootsong with,q prefix.&lt;br /&gt;
*Lives off of light and radiation, will take damage and eventually die if they lack either for too long&lt;br /&gt;
*Heals damage while in light or radiation.&lt;br /&gt;
*Not affected by lack of atmosphere or pressure.&lt;br /&gt;
*Inability to run.&lt;br /&gt;
*Can split a nymph from their gestalt and control it. Can also switch between the split nymph and original gestalt at will, as well as still hear what’s happening near the other.&lt;br /&gt;
*Can split completely into several nymphs through an ability or when they take too much damage, as well as reform into a gestalt with enough biomass.&lt;br /&gt;
*Can regrow limbs with enough nutrients and while exposed to light or radiation, faster with radiation.&lt;br /&gt;
*Can devour certain creatures and objects by grabbing them, aiming for the mouth, and clicking yourself.&lt;br /&gt;
*Can use the Create Structure verb to form their biological mass into a wall, floor, or glowing bulb.&lt;br /&gt;
*In an emergency can absorb the local atmosphere for nutrients.&lt;br /&gt;
*Can be stunned with a flash, causing them to fall down for a few seconds. Cannot be protected against with normal equipment due to the nature of a Dionae’s eyes.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Diona&lt;br /&gt;
|Species    = Dionae&lt;br /&gt;
|Scientific = D. Primis&lt;br /&gt;
|Image   = Dionae410x320.png&lt;br /&gt;
|Language = Rootsong&lt;br /&gt;
|Factions = [[Xrim]], [[Hieroaetheria]], [[Moghes]], [[Nralakk Federation]], [[Mictlan|Primitive Sirens]], [[Vaurcae &amp;amp; Dionae|Titan Prime]] and [[Minor Dionae Factions|Others]]. &lt;br /&gt;
|Location = Everywhere&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
=== Forms ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Forms]]&lt;br /&gt;
&lt;br /&gt;
The process of merging and separation for Dionae is a rather strenuous affair, taking both a significant amount of time and energy. Nymphs are considered the smallest form, however, Nymphs are Dionae in their &#039;baseline&#039; form. Nymphs will then typically come together to form larger structures, a process which can span several hours, sometimes days for the larger forms. The majority of Dionae exist in Cyclops-forms, which is a bipedal, human-like formation. Before a formation is made, Dionae will typically gorge themselves on biomatter, and supplement themselves with radiation, as a method of ensuring that the stockpiled energy and resources needed for the demanding process are not exhausted at the end. In contrast to merging, there is separation. It is a rare, drastic measure typically reserved for situations where survival seems unlikely. It is a traumatic process, and very rarely done. Sustained, repeatedly separation may lead to the loss of knowledge, and even the loss of life in some circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Mindtypes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Mindtypes]]&lt;br /&gt;
&lt;br /&gt;
Dionae, dissimilar to other sophonts, have personalities formed from the unique interplay of the biological and cognitive characteristics exhibited in the species: mindtypes. Mindtypes are essentially the personality of the collective gestalt and often involve how the Dionae presents itself to others. Mindtypes represent the myriad of ways in which gestalts process information, form identities, and develop consciousness. The formation of a mindtype is influenced by several factors, including the method in which they merged, continued separation of Dionae, the accumulation of experiences, and the manner in which these memories or experiences are shared or retained within the gestalt. There are several different types of document mindtypes, with more still being discovered as time marches on.&lt;br /&gt;
&lt;br /&gt;
=== Physiology ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Biology]]&lt;br /&gt;
&lt;br /&gt;
The lifespan of Dionae is not determinable, with some living for minutes and others for millennia. The species is categorized into six critical stages, which do not necessarily follow a linear timeline. The stages include Gesnatio, Coeus, Medio, Geras, Vetus, and Penuma. Each stage has distinct characteristics, such as the growth of chitin, and increased pain tolerance. The stages are influenced by contextual circumstances, such as environmental factors and the formation of a Gestalt. Dionae have a unique ability to absorb genetic material from other species, allowing them to modify their genome and adapt to new environments. This process, known as genetic assimilation, can also result in the unintentional absorption of harmful genes. Additionally, Dionae can mimic the neural structures of other organisms, which can result in the transfer of memories and skills but also carries risks such as the transmission of neurological pathologies. Dionae also exhibit genetic and environmental mimicry, allowing them to adapt to their surroundings by mimicking the appearance and traits of other species. This ability is studied by various organizations across the Spur, including the Skrell and Zeng-Hu Pharmaceuticals. Overall, the complex life cycle and unique abilities of Dionae make them fascinating and potentially valuable subjects for research and study.&lt;br /&gt;
&lt;br /&gt;
=== Psychology ===&lt;br /&gt;
&lt;br /&gt;
Dionae differ incredibly compared to other species in terms of their emotions and psychology; primarily in how it affects each nymph and how it would be displayed in a gestalt. Dionae feel a myriad of diverging reactions to certain issues - which is what sets them apart from others. When a Nymph first becomes sentient, and the ability to grasp more intricate and complicated ideas becomes easier, there is a rare chance for complications to arise which are deemed ‘cognitive obstacles’ and can easily be seen as mental disorders. Cognitive obstacles parallel mental illnesses that frequently find themselves rooted within other species across the Orion Spur. These cognitive obstacles affect Dionae uniquely in the sense that each nymph can experience these differently from another. Dionae can form cognitive obstacles similar to that of Post Traumatic Stress Disorder, Anxiety, and Tourettes. It can be expected that Dionae that fall into this category of cognitive obstacles will have bursts of unintended chirps, additionally coinciding with spasms. Some have noted that they have intense bouts of paranoia and periods where they will experience an existential crisis.&lt;br /&gt;
&lt;br /&gt;
Dionae can also form cognitive obstacles similar to that of various depressive disorders. These are often seen as a mortal danger - where if an individual nymph begins to feel symptoms similar to depressive disorders, such as intense periods of feeling impending doom or simply feeling lifeless, will eventually spread these thoughts through a gestalt which will eventually perish. Nymphs that are deemed a hazard to the entire gestalt are usually cast and left to find a treatment or possibly perish if unable to find or receive one. Splitting Disorder is a temporary disorder that occurs in gestalts that have split off into smaller forms. The disorder is characterized by increased anxiety within the Dionae at being apart from each other and intense fear that harm might befall one of the split forms, getting worse the longer the gestalt is split. This fear of danger varies from gestalt to gestalt, with some split forms being “braver” than others. Splitting Disorder can temporarily be relieved by brief re-merging via physical contact. This usually appears to other species as close hugs or hand-holding followed by the happy chirping of the nymphs within the gestalt. It can be permanently cured by a full re-merging or after a long period of separation through long periods of separation can instead turn into a depressive disorder. The death or injury of a split partner tends to be extremely traumatizing for the other Dionae, with the level and manner of the trauma dependent on each nymph, with some being “braver” than others.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unlike most other species of the Spur, Dionae are grown already knowing their native language, Rootsong. Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated, these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute. Emotion and intent can be understood through the pitches and speed of the sounds, with faster, lighter pitches used for happier words, and lower, slower pitches for more negatively-inclined words. Dionae are capable of comprehending and oftentimes speaking a plethora of languages found throughout the spur, although they can have some difficulties with speaking languages that require certain facial features or body parts used in motions and gestures whilst speaking. To overcome this Dionae are capable of growing or designating a Nymph to create a mimicry of what they’re missing, such as by designating a Nymph to act as a tail to assist them in speaking certain languages or using biomass to create appendages that can act as fingers for sign language. &lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
&lt;br /&gt;
The naming conventions of Dionae are as diverse and intricate as the beings themselves, varying significantly depending on the origin of the gestalt. Unlike other sophonts within the Orion Spur, in which there exists a conventional naming system that generally is applied to all members of the species, Dionae are deeply rooted in their experiences, emotions, actions or ideals, in which their names serve as a reflection of their identity. They are highly fluid, changing as the Dionae evolves and undergoes new experiences, and can be both literal and metaphorical in nature. A Dionae&#039;s name might stem from daily routines, significant memories of interactions with others, particular fascinations or emotions, unique locations where important events occurred, or even distinctive physical features. The broad range of inspirations indicates there exists no limit to the length or complexity of a Dionae&#039;s name, through for practical reasons, they are typically shortened to make them more manageable in written form.&lt;br /&gt;
&lt;br /&gt;
=== Voidic Dionae ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Voidic_Proto-Culture|Voidic Proto-Culture]]&lt;br /&gt;
&lt;br /&gt;
Voidic Proto-Culture refers to the oral traditions, behaviours, and beliefs held by feral or wild Dionae gestalts that exist within the vast expanse of open space. These gestalts, often removed from the influence of more structured and technologically advanced societies, develop a unique cultural framework shaped by the harsh and isolating conditions of their environment. Despite the vast distances and isolation inherent in space, the Voidic Proto-Culture is remarkably widespread and uniform among Dionae, indicating a deep-seated set of survival strategies and shared understandings. Among the Dionae, this proto-culture is known simply as the Voidic.&lt;br /&gt;
&lt;br /&gt;
=== Terrestial Dionae ===&lt;br /&gt;
&lt;br /&gt;
Unlike their voidic counterparts, terrestrial Dionae do not have a uniform culture. It is heavily dependant on the origin of the gestalt, this variation stems from the wide range of environments, societies and experiences encountered by the Dionae living on different planets or within other terrestrial settings such as the Pests of Titan Prime. As a result, the cultural practices, beliefs, and behaviours of such Dionae are as varied as the worlds they inhabit. There is a complex integration of ecological, social, and historical influences that give rise to these unique cultures across the planets of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
=== The Eternal ===&lt;br /&gt;
[[File:Eternal.png|thumb|alt=Eternal Icons.|From left to right: Symbol of the Iron Eternal, symbol of the Orthodox Eternal, symbol of the Omnivirate, symbol of the Ichor Eternal.]]&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[The Eternal]]&lt;br /&gt;
&lt;br /&gt;
The Eternal has spread far and wide across the Orion Spur. It is largely considered the most influential organisation within Dionae society, having branched into three different Schools of Thought that each has its own interpretation of the Eternal; ranging from ingesting blood to augmenting oneself with biotechnology to transcend into a reality with the Eternal in accordance with their faith. Orthodox Eternal is the most followed branch of the religion, followed by the Iron Eternal, and lastly the Ichor Eternal. Operating as an interstellar theocracy, headed by the Omnivirate, they call for all Dionae to follow the Eternal, and pledge themselves to it.  The future of the faith is uncertain as it continues to develop and evolve from its circumstances in the Orion Spur. &#039;&#039;&#039;The majority of Dionae are well acquainted with the Eternal, with it being a facet of life in most factions. It is advised for players to familiarize themselves with it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae History]]&lt;br /&gt;
&lt;br /&gt;
Dionae have a varied history, with three defined instances of first contact with the [[Skrell]]. Humans and the [[Unathi]]. Though these first contact situations each differ, they all led to the fundamental discovery of the species in a new capacity; the [[Skrell]] sought to use the species as a stop-gap measure as they built a new society without the incorporation of artificial intelligence, in the wake of the reign of Glorsh-Omega and the Genophage. They were integrated and subsequently became an integral component of the Nralakk Federation in the decades following their discovery. However, their ability to act as a replacement for the lost workforce of the Federation was merely one element of their abilities. &lt;br /&gt;
&lt;br /&gt;
The discovery of the [[Rueltab|Rueltab Titan]] brought forward an era of concern regarding the presence of Dionae. A joint Human-Skrell expedition into [[Rueltab]] turned into a gruesome conflict following the destruction of the SAMV Ophion as a result of the largest conglomerate of Dionae to ever, and likely have ever existed in the Orion Spur, launched an attack on the expedition. This attack ultimately changed the view of Dionae for many within the Orion Spur, and after the attack surviving gestalts were forced into servitude to repay the [[Solarian Alliance]] reparations for their actions. The ensuing years saw Dionae proliferate across the Orion Spur as they found themselves assisting the [[Solarian Alliance]] in bolstering their colonisation forces in some instances. Following the discharge of their debt, many found themselves within the [[Republic of Biesel]], building themselves a life from the scattered remnants of the Rueltab Titan.&lt;br /&gt;
&lt;br /&gt;
The caution concerning Dionae only began to wane upon the discovery of their biological abilities to essentially terraform upon the unearthing of the species on [[Moghes]]. Though it is unknown how they came to arrive to the irradiated wastelands, their beneficial presence largely discounted any such further enquiry. In a matter of months, areas highly populated with Dionae and previously thought to be uninhabitable as a result of the overwhelming presence of radiation began to transform into many oases in the growing wasteland. Soon thereafter, Dionae found themselves embedded within some of the Unathi Clans, but also captured and forced into servitude similar to the survivors of the [[Rueltab|Rueltab Titan]].&lt;br /&gt;
&lt;br /&gt;
In recent times, Dionae have established themselves as a species within the Orion Spur that wishes to have presence on the interstellar stage. [[The Commonwealth of Hieroaetheria]] is one such example, as well as the [[Covenant of Xrim]]. Both are among the only known instances of communities having been created, and sustained, by Dionae. Though, the former more prominent than the latter, considering the vassalage of the Covenant of Xrim with the Nralakk Federation. Only time will tell whether they truly integrate within the greater Spur, besides merely being a population encompassed by the other factions present within the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
== Major Factions == &lt;br /&gt;
&lt;br /&gt;
=== Primitive Sirens of Mictlan ===&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mictlan&lt;br /&gt;
|System = Sankta Tereza&lt;br /&gt;
|Image = Mictlan flag new.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Arequipa&lt;br /&gt;
|Species = Human, [[Skrell]], [[Unathi]], [[Diona]], [[IPC]]&lt;br /&gt;
|Languages = Tau Ceti Basic, Tradeband, Sol Common&lt;br /&gt;
|Demonyms = Mictlani&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Mictlan]]&lt;br /&gt;
&lt;br /&gt;
Rooted within the emigrants from [[Rueltab]], following the completion of their debt as a result of the Rueltab Incident, Dionae have nestled themselves within their own city of “Fallowed Meadows” in the Mictlani Sertão. However, different from other Dionae settlements across the Orion Spur, the Primitive Sirens follow an ideology of technophobic primacy, where they deny themselves the pleasures and convenience of advanced technology to ensure the preservation of the true tenets of a Dionae – connection to nature, and to themselves. Though their foundations remain the same, the Primitive Sirens have evolved their approach to their understanding, and assimilated themselves within Mictlani society, to a degree, of course. Following the cornerstone of gaining experience, the Primitive Sirens regularly leave the Fallowed Meadows and work in the surrounding Mictlani cities, most of the time forming the basis of the cities’ common labourers – construction workers, operations employees and even farmhands.&lt;br /&gt;
&lt;br /&gt;
=== Commonwealth of Hieroaetheria ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Hieroaetheria]]&lt;br /&gt;
&lt;br /&gt;
Standing as a beacon of interstellar cooperation and unity amidst the vast expanse of the Spur and its political system, the Commonwealth of Hieroaetheria represents a collaborative effort to foster mutual prosperity and security for the Dionae of the planet; at its core lies a commitment to diplomatic dialogue, economic integration and collective defence, aimed at ensuring stability and progress for all member entities. Hieroaetheria is unique in that it is amongst one of the few planets within the Spur dominated primarily by Dionae, but with varying views on their existence. There currently exists three factions within the Commonwealth of Hieroaetheria; [[The Consortium]], who strives to realize the principles of freedom, equality and fairness; The [[Eternal Republic of the Ekane]], who are religious fanatics that do not take kindly to non-Dionae or heresy; The [[Union of Gla&#039;orr]], a nationalistic entity that seeks to prove the supremacy of Dionae, and the inferiority of non-Dionae.&lt;br /&gt;
&lt;br /&gt;
=== Mourning Survivors of Rueltab ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Rueltab]]&lt;br /&gt;
&lt;br /&gt;
The resting place of the largest formation of Dionae, the Last Vociferation of The Superlative Consensus, a Titan-class the size of Mars. Initial contact between Humanity and the Rueltab Titan resulted in the breaking out of a conflict that led to the destruction of the latter, forced to reside on Rueltab I and perform menial work to &#039;pay reparations&#039; for the damage that it had inflicted during First Contact. Rueltab I is a glorified landfill for the discarded refuse of the Solarian Alliance, the Dionae put to work scavenging anything salvageable in hopes of being relocated to more prosperous colonies within the Alliance. Many eventually were distributed across the Solarian Alliance as indentured workers, some establishing their own communities such as the Primitive Sirens of Mictlan, or the Hierophants of the Eternal Gardens. Those who remained on Rueltab, even following the collapse of the [[Solarian Alliance]], continue attempting to pay off their reparations, likely as a result of a unified guilt present in all those originating from Rueltab.&lt;br /&gt;
&lt;br /&gt;
=== Hierophants of the Eternal Gardens ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Eternal Gardens]]&lt;br /&gt;
&lt;br /&gt;
Having settled in District 11 following the discharge of their debt to the [[Solarian Alliance]], the Hierophants of the [[Eternal Gardens]] are mostly Dionae that have elected to pursue a life in accordance with one of the three branches of [[the Eternal]]. Within the centre of Eternal Gardens exists the Eternal Temple, amongst the largest religious monuments to the faith within the entirety of the Orion Spur. The way of life within District 11 is significantly influenced by the presence of the Eternal Temple, who often seek to run humanitarian campaigns to both improve the perspective of the species, but also uplift those in close proximity to the Temple. Though not considered a &#039;faction&#039; in the same way as others are, it arguably has the most influence over Dionae. The Omnivirate, the head of the theocratic order of the Eternal, deliberates on decisions that may ultimately change the direction of Dionae, seeking to insert themselves in most affairs that concern the species.&lt;br /&gt;
&lt;br /&gt;
=== Pests of Titan Prime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Vaurcae_%26_Dionae|Pests of Titan Prime]]&lt;br /&gt;
&lt;br /&gt;
Having survived in the shadows within the Vaurcae Hiveship of Titan Prime for over half a millennia, the Pests of Titan Prime are believed to have originated from a Voidic Cetus travelling amongst the stars before colliding with the Hiveship – with stories told from the survivors of the original encounter recalling flight across clouds of hydrogen, refuelling themselves to continue their own journey before being vacuumed into the hydrogen harvesters of Titan Prime. Trapping them for the next five hundred years. They were subjected to repeated onslaughts by the Vaurcae of Titan Prime, having been forced to continuously split and reform to ensure their survival. There is a deep-rooted fear of the Vaurcae for the majority of the Pests of Titan Prime, with the arrival of Titan Prime to Tau Ceti mostly allowing them to flee and begin their lives anew elsewhere. However, there still exists a minority that have chosen to forgive the Vaurcae, and assist them in integrating themselves within the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
=== Servants of the Covenant ===&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Covenant of Xrim&lt;br /&gt;
|System = Xrim&lt;br /&gt;
|Image = Covenant of Xrim Flag.png&lt;br /&gt;
|Sector = [[Notable_Skrell_Systems_and_Locations#Xrim|The Estuaries]]&lt;br /&gt;
|Capital = Sanctus &lt;br /&gt;
|Species = Dionae &lt;br /&gt;
|Languages = Nral&#039;Malic and Rootsong. &lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Covenant of Xrim]]&lt;br /&gt;
&lt;br /&gt;
Within the deep frontier of the Nralakk Federation, the Covenant of Xrim exists in a precarious situation. Attempting to juggle their own internal strife, alongside ensuring amicable relations with its suzerain, Xrim&#039;s initial purpose significantly changed following the introduction of Dionae. With a history of religious conflict and a deep reverence to a now-departed artificial intelligence, Xrim has slowly begun to adapt to its new circumstances, at least in some regions of the planet, with others calling for an end to the Federation&#039;s control and subsequent return to their original roots. However, others call for a more systematic suppression of those calling for independence, seeking to align themselves closer to the Nralakk Federation so as to protect their positions of authority in its governance. &lt;br /&gt;
&lt;br /&gt;
=== Indentured Wanderers of Moghes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Moghresian_Dionae|Dionae in the Hegemony]]&lt;br /&gt;
&lt;br /&gt;
Concentrated primarily within the growing nuclear wastelands of Moghes, Dionae have become a unique demographic within the sphere of influence of the Izweski Hegemony. Having first established contact in the early 2450s CE, they have sought coexistence with the Unathi, primarily Wastelanders, in which they have been used to assist in surviving the wastelands thanks to their abilities to essentially clear radiation. Though they have become integrated within some Unathi Clans, mostly the Oasis Clans, they have also become an indentured workforce not dissimilar to those in [[Rueltab]]. It is not uncommon to see Dionae being traded as objects within the Wastelands, or being used for nefarious acts.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of the Narrows ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[The Narrows]]&lt;br /&gt;
&lt;br /&gt;
The Narrows was a penal ship, an initial footstep for Hephaestus Industries into punitive labour. However, a cataclysmic uprising resulted in the destruction of the Narrows, with almost no survivors. The only survivors were Dionae who had been sentenced aboard the penal ship. Through repairing and expanding, Dionae would seek to claim the Narrows as their own, reclaiming the expanse of the stars as they drifted throughout it. It now serves as one of the largest &#039;independent&#039; mining corporations within the [[Coalition of Colonies]], having significantly multiplied the vessel&#039;s previous mining abilities. Though loyalty to the Narrows is uncontested, there exists subsets that do not believe that the Narrows should associate with Hephaestus Industries, but instead to forge their own path. Dionae from the Narrows that find themselves on the SCCV Horizon are typically contracted by Hephaestus Industries unless one has sought fit to desert their origin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>NerdyVampire</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chain_of_Command&amp;diff=35663</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chain_of_Command&amp;diff=35663"/>
		<updated>2025-03-24T22:33:03Z</updated>

		<summary type="html">&lt;p&gt;NerdyVampire: /* Interim Heads of Staff */  reiterated that interims cannot participate in a &amp;#039;vote of no confidence&amp;#039; as mentioned earlier in the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the ship. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the ship function as efficiently as possible.&lt;br /&gt;
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The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the ship&#039;s already beyond saving.&lt;br /&gt;
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&#039;&#039;&#039;Notice:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their department staff at any time. To do this, use the [[File:Id_console.gif]] ID console with either the [[Executive Officer]] or [[Captain]]&#039;s access to demote the staff member to suspended or assistant.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;So if one of your subordinates isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
[[File:Job tree3.png|1191px|The chain of command]]&lt;br /&gt;
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&#039;&#039;&#039;Note: The Merchant only holds authority on their own vessel. Outside of their vessel, they hold NO AUTHORITY.&#039;&#039;&#039;&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the peoples charged with the administration of the ship. Each of them have general access to each department and the Bridge, the keycard authentication devices, the command radio channel (accessed with :c), the ability to make ship-wide announcements, the ability to change alert level, and &amp;lt;s&amp;gt;cool uniforms&amp;lt;/s&amp;gt; fax machines.&lt;br /&gt;
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===[[File:Captain-nbt.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire ship. They are the ultimate decision maker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duty of the Captain is to keep the ship and her crew safe and functioning. Their actions are expected to be in the best interest of crew, ship, and SCC. The secondary duty is to achieve ship and SCC goals. The way in which a captain satisfies these duties are dependent on each individual captain, however the recommended and primary path is with delegation to other Command staff to leave external interactions (i.e. ship to ship communication) and higher level decisions with their role.&lt;br /&gt;
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===[[File:Executiveofficer-nbt.png|64px]] [[Executive Officer]]===&lt;br /&gt;
The Executive Officer is the head of staff for the Bridge and Service department. They manage the ship finances alongside the captain, as well as handle any ID modifications. However, they are &#039;&#039;&#039;not&#039;&#039;&#039; Second in Command to the captain, &#039;&#039;&#039;nor&#039;&#039;&#039; immediate acting captain in an emergency.&lt;br /&gt;
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&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duties of the Executive Officer are to manage the Service Department and Bridge. This will usually require decisions in regard to ship destination, external communication, and managing vessel shuttles. During ship-based combat, the Executive Officer takes on primary role of coordinating the various Bridge stations, as well as communication with Operations and the Operations Manager to coordinate ammunition and weapons loading.&lt;br /&gt;
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Secondary Duties include managing the ship&#039;s finances, the modification of IDs where necessary, and offering guidance to the Security Department in absence of the Head of Security.&lt;br /&gt;
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===[[File:Headofsecurity-nbt.png|64px]] [[Head of Security]]===&lt;br /&gt;
The commander of the ship&#039;s security team. The master of [[Corporate Regulations]] and enforcer of &amp;lt;s&amp;gt;justice&amp;lt;/s&amp;gt; peace. Arguably the second most stressful position behind the captain, the Head of Security handles all matters pertaining to the operation of the security department and the safety of the ship.&lt;br /&gt;
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&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duties of the Head of Security is to protect SCC assets aboard the ship, including the crew and the ship itself. To achieve this, the Head of Security organizes and commands the security department to address threats quickly and efficiently. The secondary duty of the Head of Security is to maintain order within the crew through the Corporate Regulations. This may include dealing with [[Traitor|problematic staff]] including other command staff who break regulations.&lt;br /&gt;
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===[[File:Researchdirector-nbt.png|64px]] [[Research Director]]===&lt;br /&gt;
The Research Director is the head of the science department. While not expected to be intimate with every field of science within their department, the Director is often looked to for information and assistance on anything new, unknown, or scientific. Maintenance of the [[AI]] also falls under the oversight of the Research Director as they are the only command member, other than Captains who were previous in the position, who knows how to reset and change the AI core.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duties of the Research Director is to give guidance to [[Scientist]]s. This may include department wide projects, inter-departmental projects (such as with medical for medicine development), and planning out trips on the Intrepid to support the [[Xenoarcheologist]]. Secondary duties are focused on maintaining the AI. This may include resetting the AI&#039;s laws in the event they are tampered with, or changing the AI lawset to a new version if it is required.&lt;br /&gt;
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===[[File:Chiefengineer-nbt.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
The Chief Engineer is the highest position within the ship&#039;s Engineering Department. Usually, the Chief Engineer is the most experienced engineer on the ship and has good knowledge on every system within their vessel. They have access to additional equipment which can help the Engineering Department&#039;s efforts as well as the knowledge and experience to deal with structural, atmospheric, and electrical problems that may occur.&lt;br /&gt;
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&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duty of the Chief Engineer is to coordinate the various [[Engineer]]s and [[Atmospheric Technician]]s of the ship to maintain and repair the ship&#039;s structure and systems. This does include maintaining oversight of the engine of the ship, whether that be the [[Supermatter Engine]] or the [[INDRA]]. A secondary duty of the Chief Engineer is to design and enact projects to improve the ship if desired.&lt;br /&gt;
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===[[File:Chiefmedicalofficer-nbt.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
The Chief Medical Officer is the head of the ship&#039;s Medical Department and Medical Bay. Due to the variety of positions and fields under their supervision, the Chief Medical Officer is not expected to know every field beyond a basic understanding that allows them to manage and discuss it, however they are expected to work with their specialized staff members to treat, cure, and advise the crew on any and all health issues. The Chief Medical Officer is the only command member, aside from the Captain, with the power to declare crew members physically or mentally unfit.&lt;br /&gt;
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&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duty of the Chief Medical Officer is to coordinate the Medical Department in responding to health issues. This may require communication with the Head of Security to coordinate [[Paramedic]] and [[Security Officer]] movements or managing the patients that are received in the Medical Bay. The secondary duty of the Chief Medical Officer is to monitor the health of crew and determine if they are physically and mentally fit for service.&lt;br /&gt;
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===[[File:Operationsmanager-nbt.png|64px]] [[Operations Manager]]===&lt;br /&gt;
The Operations Manager is the head of the Operations department. Similarly to the Research Director and Chief Medical Officer, the Operations Manager is not expected to be an expert in every field under their authority, but rather expected to have a general understanding of those fields and the knowledge of how to coordinate them to meet departmental goals. To this extent, the Operations Manager is in charge of the Spark, the mining shuttle used by miners, [[Machinist]]s, [[Shaft Miner]]s, and [[Hangar Technician]]s. They are the primary point of contact for anything logistical.&lt;br /&gt;
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&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duty of the Operations Manager is to coordinate the Operations department to ensure the material needs of the other ship departments are met. Alongside this, they must coordinate with Medical and the Machinists to ensure all synthetic crew members and patients with non-organic parts are maintained and repaired. The secondary duty is to ensure that the warehouse is sorted and that bounties are being fulfilled.&lt;br /&gt;
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==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
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===[[File:Warden-nbt.png|64px]] [[Warden]]===&lt;br /&gt;
The Warden is a subordinate of the [[Head of Security]] and is on equal footing with [[Security Officer]]s and [[Investigator]]s in terms of power. The exception to this, however, is the brig. The Warden holds authority over the brig and its prisoners. All Security Officers must obey commands by the Warden if said commands are in relation to the brig or the prisoners within it. This power can only be overruled by a command member.&lt;br /&gt;
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&#039;&#039;&#039;Duties:&#039;&#039;&#039; Keep the brig safe, ensure prisoners do not escape and are [[Corporate Regulations|treated fairly]], issue weapons to Officers when necessary, and process incoming detainees.&lt;br /&gt;
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===[[File:Corporateliaison-nbt.png|64px]] Human Resources Assistant===&lt;br /&gt;
The Human Resources Assistant is the on-ship assistant for the SCC Human Resources department. While they do not hold any power over the ship or crew directly, they can be seen on occasion conducting interviews with crew members that are involved in Incident Reports.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; The Human Resources Assistant role is restricted to staff members (primarily CCIA) and should not, in any way, be impeded or affected by the round unless given permission by staff. Doing so is considered an OOC offense and can be addressed by Admins.&lt;br /&gt;
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&#039;&#039;&#039;Duties:&#039;&#039;&#039; Conduct investigations regarding Incident Reports.&lt;br /&gt;
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==Command Voting==&lt;br /&gt;
All Heads of Staff can initiate a Command Vote. This vote is considered a captain-level decision and thus carries the authority of the Captain. A command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not permitted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails.&lt;br /&gt;
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===Vote of No Confidence===&lt;br /&gt;
During non-standard operation, it is expected that Command staff follow all Captain&#039;s orders, regardless of legality or whether they break Regulations. However, in the event that a Captain is acting in such a manner that it threatens the safety of the Ship or acts against SCC interests, a Vote of No Confidence may be started to overturn a decision and remove the Captain from their position. This should be a &#039;&#039;&#039;last resort&#039;&#039;&#039; in cases where failure to overturn an order would result in grave consequences. Otherwise, contact Central Command or CCIA after the situation has resolved.&lt;br /&gt;
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The Vote of No Confidence may be started by any non-interim Command staff by clearly stating their intention over the Command radio, as well as the order they wish to contest. All &#039;&#039;&#039;non-interim&#039;&#039;&#039; Command staff must vote either yes or no; abstaining is not permitted during a Vote of No Confidence. To pass the vote, the Command staff must &#039;&#039;&#039;unanimously vote yes&#039;&#039;&#039;. Any vote against automatically fails the action.&lt;br /&gt;
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To ensure the safety of the voting Command staff, the Captain may not vote on the action, and is barred from demoting any Command staff until a decision has been reached.&lt;br /&gt;
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&#039;&#039;&#039;A Vote of No Confidence does NOT count as mutiny, sedition, or any related charge unless otherwise stated. Command Staff may not be arrested for a failed vote.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a Vote of No Confidence passes, the following must happen immediately:&lt;br /&gt;
*The Captain is removed from power&lt;br /&gt;
*An Acting Captain must be chosen&lt;br /&gt;
*Central Command &#039;&#039;&#039;MUST&#039;&#039;&#039; be informed of the decision&lt;br /&gt;
**In the event Central Command chooses to revert the action, the Acting Captain must give up Captainship, and the previous Captain is re-instated&lt;br /&gt;
**Failure to inform Central Command as soon as possible, situation permitting, will be considered Mutiny&lt;br /&gt;
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= Emergency Situations =&lt;br /&gt;
==Captainship Emergencies==&lt;br /&gt;
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===Captain Missing in Action===&lt;br /&gt;
In this situation, the Captain has gone missing in action but their death has not been confirmed nor denied. In this case, an acting captain can be appointed via command vote. Actions should be taken as soon as possible to locate and confirm the status of the Captain. If the Captain is found to be alive and fit for duty, acting captainship should be relieved and the Captain returned to their position.&lt;br /&gt;
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===Captain is Killed===&lt;br /&gt;
In this situation, the Captain has been killed on-duty. The first actions should always be to secure the situation. When the situation is stable enough for a command vote, an acting captain should be appointed and shall serve until the situation is over when acting captainship should be relieved. Alongside this, a situation report regarding the death of the captain should be written and sent to Central Command when possible.&lt;br /&gt;
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===Captain Declared Mentally Unfit===&lt;br /&gt;
In this situation, the [[Chief Medical Officer]] has determined the Captain to be mentally unfit for command. This ruling is made when the Captain acts in such a way that it risks the well-being of themselves, the crew, or the ship to an unreasonable degree. In this situation, the Captain should be removed from their position and submitted into proper medical care. Should the situation require an acting captain, one must be appointed when possible.&lt;br /&gt;
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===Captain Declared Physically Unfit===&lt;br /&gt;
In this situation, the [[Chief Medical Officer]] has determined the Captain to be incapacitated in such a way that they are unfit for command. Following the Chief Medical Officer&#039;s ruling, the Captain should be submitted to medical care and relieved of duty until they are declared physically fit, or a replacement is activated. Should the situation require an acting captain, one must be appointed when possible.&lt;br /&gt;
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== Appointing an Acting Captain ==&lt;br /&gt;
An Acting Captain can be appointed by majority of command. Usually, appointing an Acting Captain is done in Code Red, however one can be appointed on lower alert levels should the situation require it. The Acting Captain inherits all powers of the Captain, including ultimate authority and the power to appoint interim Heads of Staff. Acting Captainship should be relieved after any present emergencies are concluded. &lt;br /&gt;
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Within the Captain&#039;s office, a spare Captain&#039;s ID can be found for the use of the acting captain. This ID should be used to access the Acting Captain briefcase within the Captain&#039;s locker, which contains equipment to better identify the individual taking captainship.&lt;br /&gt;
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== Interim Heads of Staff ==&lt;br /&gt;
In the event that a department is lacking a Head of Staff, someone with enough training can be assigned as a Interim Head of Staff by the Captain, Acting Captain, or the Executive Officer.&lt;br /&gt;
They assume all responsibilities and powers of said Head of Staff until their services are no longer needed, such as when said Head of Staff is made available or they are demoted. Interim Heads of Staff hold an equal power in command votes as any other Head of Staff and are treated as another member of command until their services end. The only exception being their inability to start or participate in a vote of no confidence against the captain.&lt;br /&gt;
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== Missing Head of Staff ==&lt;br /&gt;
In the event a Head of Staff is not present on-shift, or has gone missing for whatever reason, it is expected that the rest of command does whatever is necessary to fill in the gap within the power structure. This may include Heads of Staff from another department stepping in to give direction, leadership, and help where possible, or the appointment of an interim Head of Staff.&lt;br /&gt;
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[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>NerdyVampire</name></author>
	</entry>
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